turn based strategy role playing game developed published considered genre set fictional land games casts protagonist duke city named assuming rule city father death protagonist quest unify land conquest goal developing cities recruiting armies directing troops fields battle victory published dos platform emergence electronic game ported machines reception sword tended positive negative reviewers called exciting game criticized method copy protection cited problems documentation opinions game niche product catering hardcore background sword strategic fantasy role playing adventure video game published game setting fictional land powerful human empire held sway land raids monsters broken apart protagonist son duke ruler city glorious old empire duke died raid tasked son fulfill dream land achieve goal young duke builds cities expands army conquering cities races furthermore recovers artifacts required claim throne dragon destroys strongholds monsters plague land eventually ruthless emperor empire assumes throne gameplay player begins game choosing character class protagonist choices warrior knight priest ranger class affinity certain class soldier warriors leading infantry knights cavalry battles rangers priests cast spells damage foes alter terrain heal friendly forces player hire commanders classes accompany protagonist quest winning number battles player character receive offers service commanders game principally split city management tactical combat gameplay turn based alternating player computer game played world map representation land turn map represents month game map shows cities player units areas explored player units keyboard mouse player moves select units cities issue orders cities player control provide monthly income supplemented tributes battles income city improved funds develop city economic sectors agriculture mining increasing taxation tax rates affect loyalty citizens high taxes city lead decreasing population armies recruited cities maintenance contributes monthly expenditure troops consist infantry cavalry game enters tactical battle phase enemies attack player cities garrisoned troops player forces hostile city encounters place player forces world map occasions game switches display large scale map encounter battle maps differ spot limit number occupants limit player computer turns deploy forces units standard pace forced march cover greater distances turn battles certain terrain gives defensive bonuses occupants reducing damage suffer coming attack form melee charges missiles magic player option letting computer control army fight battle game switches world map battle concluded units survive battle gain experience points improving combat abilities attaining certain amounts experience points exception commanders train cities improve experience video games designer considered sword gameplay typical explore expand exploit nature genre development sword developed published inc video game company dominated 1980s market digital products typically copied board game formula adding revolutionary new elements strategy games time featured based maps sequence turns players sword exhibits influence traditional board games design maps laid concept limits plays strong game strategies written languages sword features copy protection system uses game manual starting game icon city displayed cue word manual description city separate poster identifies cities icons game proceeds correct answer entered reception sword released fantasy themed gaining popularity computer starting flourish rules board games grew complexity digital versions simpler terms gameplay parts complex mechanics handled computers instead freed rolling complex calculations coordination sequence play casual gamers playing games according sword complied trend huge complicated set rules board game hiding mechanics player digital version played explained scope game large casual gamers handle overwhelming number factors control hardcore gamers likely appreciate game complexity dragon magazine believed game exciting suffered design flaws game difficult computer controlled enemies constantly economy military game gave immediate opportunity retreat army ambushed superior forces forcing suffer heavy losses conversely adam found easy later stages game character developed armies way opposition felt game ran slow computers reflected battles half hours complete computer gaming world gave game plus stars stating high video game observers doubted classification role playing game science fiction fantasy novelist considered strategy role playing game like mind elaborated unlike dungeon dragon series video games sword failed inspire players identify characters giving mechanical experience instead thought said gameplay require strategy considered sword fantasy role playing adventure game critics minor criticisms game quality comparing contemporaries called interface old fashioned said marginal description gave game graphics found game primitive adequate reviewers game copy protection system pleased poster identify requested city copy falling apart game frustrated failed acknowledge correct key provided hints incorrect situation experienced restricted copy protection pointed documentation features game explained documented dismissed sword flawed copy protection perceived lack strategy condemning rating game poorly graphics sound confused presented lists military economic data called game cheap clone regardless issues deter reviewers praising game pleased large options manage cities order armies combat felt game deep offered exciting moments judged system challenging ultimately rewarding according magazine sword considered best fantasy equally pronounced opinion called sword addictive willing issues game finding pleasure strategies tactics overcome enemy
Sword of Aragon