Something New

We set a goal to create a new kind of tabletop miniature game. We don’t want to create just another variation of the hundreds of existing games. We want to introduce something that’s never been done before. This page gives a more detailed look into one of the key features that makes the Lands of Ruin game system unique. It is the way Lands of Ruin connects players together and makes the world a living place. We’ll talk about the connected server system, which effectively makes Lands of Ruin a MMO (massively multiplayer online game), or at least utilizes the best parts of a MMO.

In most wargames, the world is static, the battles happen in isolation, and the world stops outside the area represented on the table. We wanted to change that. The unique combination of technology and tabletop gaming allows us to make the world alive. Things happen outside the battle area. All players are connected and all fights happen in the same instance of the world.

In most wargames, the world is static, the battles happen in isolation, and the world stops outside the area represented by the table - as well as between games. We wanted to change that.

The edge of the table is not the edge of the world

To make the world feel truly alive, each game needs to feel like it takes place in the larger world. We achieved this by making the Lands of Ruin system simulate the world outside the gaming area (the table). The table edge is nolonger the limit of the known universe. Things happen outside the game area and these things can affect the events on the table.

To make the world feel truly alive, each game needs to feel like it takes place in the larger world.

The Lands of Ruin system runs a continuous simulation of the area around the table. This means that zombies and other non-player characters (NPC) like battle drones don’t appear on the table randomly. There’s no chance for battle drones to appear if they’re not in the area. Then again if the battle is happening in a drone infested area, and some of them notice the events on the table, it is very likely that some will show up.

The players can choose to improve their chances to detect incoming threats during the gameplay and even before the game officially begins. Leaving some of your characters to patrol your flanks or cover your back is likely to give you more advance warning of approaching zombie hordes or automated drones.

The table edge is no longer the limit of the known universe.

One World

In the game you control a tribe of people. In future releases your tribe lives in the same real-world area in which you play the game. Ie. if you live in Munich, Germany your tribe will live in the area we currently know as Munich, Bavaria (although you are going to have an option set your location manually as well if you so choose). Before each battle, you choose the specific characters for your scavenging party from the available tribesmen you have at your disposal via the Lands of Ruin web portal. However, you should not bring all of your fighting force with you to each game, as leaving your overall tribe undefended can have negative consequences. Another player in your area might send a raiding party to your village while your fighting force is out and steal your valuable equipment (by way of a virtual attack though the between-game, minigame scenarios).

Each tribe controlled by players is part of the world. Each battle played contributes to the world history and creates future opportunities. The battles are automatically sent to the game servers that keep track of the world. You are part of the world.

Each battle played contributes to the world history and creates future opportunities.