Hold on a moment, I'm working on the description. But here's an important one for video games!
A game that consists of two or more different types of gameplay. The typical example is a strategy game that's about empire-building and resource management, but which moves onto the battlefield when armies meet.
zooms in on the battlefield and
See also Mini-Game
and Game Within a Game
. We'll have to come up with a way to tell the difference, but it's clear enough that Layered Gameplay
is A Thing, and that X-Com and pals wouldn't fit into those tropes.
Redirect: Tactical Map
Other Turn-Based Strategy
- The Master of Orion series
- Master of Magic, Orion meets Civilization meets Magic: The Gathering. The game is fondly remembered, despite (or because of) the number of ways to break it. Flying invisible war galleys, coming through!
- Sword of the Stars and its sequel.
- The Call To Power games, Civilization knock-offs.
- Anacreon: Reconstruction 4021, an ASCII-based 4X from 1987. Bonus points for the rare, sensible feature of having interstellar missiles, and launching them by the thousand.
- The X-Com series and its derivatives. Interceptor did a lackluster job of combining management with space combat.
- The Total War series.
- Star Control, a simple space strategy game that turns into Spacewar! when battle starts.
- One early-nineties space game took this to its logical conclusion and allowed resolving boarding actions in a squad combat game by the same company.
- The Heroes of Might and Magic series.
- Theatre Europe, a war-game with arcade
- Star Wars: Empire at War and its expansion, Forces of Corruption'.
- King's Bounty, a precursor of Heroes of Might and Magic, which has the battle system but its strategy section is more of a "strolling around, killing things" section.
- King's Bounty: The Legend and King's Bounty: Armored Princess, which furnish the overworld with quests, equipment and what not.
- Archon: The Light and the Dark, a 1983 game that looks a lot like chess, but instead of capturing, pieces enter a battle arena for a franctic duel to the death. The color of the square gives a health boost to one side, and many of the squares change color over time, adding a whole new dimension to territory control. It's simple (most pieces just have a single, ranged attack) but was ported to just about everything, and still has fans today.
- Archon 2: Adept, which features an element-themed board and revolves around power squares. Power squares generate mana, which pays for spells and for placing and maintaining pieces.
- Archon 3: Exciter, a fan creation which we don't talk about.
- Archon: Ultra, a 1994 remake known for being dull: the vast, isometric arena turns joystick-breaking action into attrition, and doesn't really support being able to aim.
- Dark Legions, a 1994 Spiritual Successor which adds traps and magic items. Every unit type has some kind of niftiness, like creating One-Hit-Point Wonder copies of enemy pieces or turning killed enemies into zombies. Unfortunately it lacks depth and ends up being one battle after another.
- The Unholy War, a 1998 Spiritual Successor for the Playstation, said to suffer from unbalanced sides.
- Archon: Conquest (2009) and Archon Classic (2010), which add a campaign mode, problems, and that sort of fluff.
- Star Control II: The Ur-Quan Masters, an RPG/adventure that kept the first game's Spacewar! combat scenes. Star Control III is a crippled version of the same.