
In particular, it has a wonderful, terrain-based take on magic, with mages conjuring spells from objects, ensnaring attackers in vines or using trees to teleport. The game’s battle system is straightforward – player and computer take turns to move characters around a square grid – but it’s well-wrought and quietly inventive. Sadly, the threats evolve and multiply, too – by the end of a session (an evening or two’s play) even rank-and-file pests may have become deadly opponents. Heroes also age, with play broken into chapters separated by decades: if they survive long enough, they might raise children to continue the struggle when they retire.

You take on evil in a number of stories, each with different heroes and settings. My current game includes two unlikely lovers, one with a wolf’s head and the other with a talkative parasitic infection. Wildermyth is a medieval role-playing game about diverse heroes and themes. But, more importantly, they grow as people, kindling romance and rivalry, acquiring scars to go with their trophies and venturing on strange, personal quests that often leave them totally altered. Your heroes – each a bundle of abilities and traits such as “gritty” or “romantic” – grow as fighters, trading pitchforks for jewelled spears and enchanted capes.
