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Strategy & Defense Games · 6

Area-of-effect attacks create spacing puzzles: tightly packed units become efficient to control but also wonderfully efficient to hit. The player-facing version of the idea is simple: Asymmetric factions make scouting more important because the same visual clue can imply very different threats depending on who built it. A resource pile is just an army that has not decided what shape it wants to be yet.

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Tiny history break

Fog of war is both a military phrase and a game mechanic. Strategy games hide information so players must scout, infer and sometimes act on incomplete knowledge. And for something completely different: Chess clocks were introduced to stop games from lasting indefinitely. Before reliable time controls, a player could theoretically think for an absurdly long time over one move.