Games where a frog could, mathematically, kill god with one blow.

So let’s do that.

Each is essentially a wargame.

Two infantry armies including giant slugs and scorpions fight in the snow in Dominions 5

Any alliance inevitably falls as in the end, there can be only one.

Turns happen simultaneously, so you’re gonna wanna anticipate where the enemy will move next.

The second-guessing is a huge part of the game.

The campaign map of provinces in Dominions 5

Much of your game is decided based on your first choices.

), a tradeoff of pros, cons, and leftover points to put into other things.

Spare points can buy access to stronger or broader magic, or more powerful dominion effects.

Two mythical armies fighting among sand dunes in Dominions 5

And as with your choice of god, each offers unique advantages and weaknesses, and moreover,flavour.

Then there’s the magic itself, which, oh man.

I’ve only got so many words.

A tooltip summary of the player’s defence units in Dominions 5

Dominions is one of the few games that really gets into how terrifying magic should be.

Each spell is cast by a unit, rather than by some unseen infrastructure of the player.

Setting that up, though, requires knowledge of the battle scripting system.

A close up of two small groups of soldiers fighting in Dominions 5

Dominions lets you give commanders a basic list of standing orders.

Soldiers are simple, but mages can be instructed to cast specific spells in order.

A player who’s memorised a heap of stats and efficiencies will crush anyone who’s not into that.

A tooltip summarising the stats of Thronion the Pan, a goat man with a staff, in Dominions 5

As much as Dominions can be power gamed, there’s a lot about it that’s tantalisingly opaque.

They’re also, I surmise, why it’s so iterative.

The general trend, though, is towards bigger battles with more units both mundane and summoned.

It’s hard to name a standout feature that I’m excited about.