With land mostly gone, a common tactic is to swoop in on carriers with your walkers and plant harvesters in the midst of an enemies’ land in order to remove anything they might build on and put a timer on the number of turns they have left – they have to either evacuate with an expensive carrier or wipe out the enemy with cannon-fire. The player thus has to strike a careful balance between where to plant harvesters, and where to make a stand with armouries and/or cannons. When a pillar’s height is knocked beneath 1, it crumbles, blocking off pathways and trapping or isolating your units – or if you’re not careful, forcing your units into the abyss. A planted harvester knocks down its own and all adjacent pillars one level at the beginning of its owner’s turn, providing money corresponding to the number of hexagons knocked down. Each pillar has a height level of up to 6, though most begin at 2 to 5. The primary tactical element of Greed Corp is the harvesters. The further into the match, the more land has been destroyed by the harvesters, and the more gaps between land that emerge – these lead to either sniper-style cannon-fire, or paradrop-style carrier invasions (carriers being expensive one-use walker transporters), until all enemy armouries, walkers and harvesters have been destroyed or taken. These all cost money to place, which you gain each turn, but your finances really have to be boosted by planting harvesters. Controlling the tiles allows you to place harvesters, which provide money armouries, which allow you to recruit more walkers and cannons, which allow you to fire at other pillars. Generally each player begins with anywhere up to about six tiles on one of the huge hexagonal pillars, and spends the early turns moving across the board with their walkers taking control of further tiles. Battles actually take place seemingly miles in the air, with just clouds and open space visible beneath the playing field. With your faction, you take part in battles with up to four participants in order to leave your own troops standing on whatever hexagonal pillars remain after harvesters and cannons obliterate most of the ground beneath you. You take the role of one of four ‘corporations’: the Freemen, the Pirates, the Cartel or the Empire. Aside from the not-so-subtle environmentalist tone, W!Games have managed to deliver a well-rounded product, with an ingenious take on turn-based strategy being combined with a slick and stylish interface, utilising the legendary hexagonal arena but with a twist – the hexagons collapse epically and forebodingly beneath the feet of your precariously placed minions. ![]() Greed Corp takes quite a literal approach to the idea that corporations are destroying the earth.
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