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Released in 1995 for Windows


''[[http://www.windowsgames.co.uk/slay.html Slay!]]'' is a 2016 TurnBasedStrategy game by Sean O' Connor, available for Windows and mobile platforms. As the [[NonEntityGeneral commander of a faction]] on a [[{{Balkanization}} Balkanized]] medieval island, your goal is to either conquer or fight into submission the five other factions on the island through capturing hexes on the board.

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''[[http://www.windowsgames.co.uk/slay.html Slay!]]'' is a 2016 1995 TurnBasedStrategy game by Sean O' Connor, available for Windows and mobile platforms. As the [[NonEntityGeneral commander of a faction]] on a [[{{Balkanization}} Balkanized]] medieval island, your goal is to either conquer or fight into submission the five other factions on the island through capturing hexes on the board.
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Irrelevant


* GameOver: Effectively when you have no more territories -- remember, individual hexes alone do not count -- but the game won't admit it until you have been brutally quashed to extinction. Then it will offer to let you watch the rest of the factions duke it out to the FinalDeath.

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* GameOver: Effectively when you have no more territories -- remember, individual hexes alone do not count -- but the game won't admit it until you have been brutally quashed to extinction. Then it will offer to let you watch the rest of the factions duke it out to the FinalDeath.death.

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%%
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%% Administrivia/ZeroContextExamples have been commented-out.
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%% Please add context before uncommenting any examples.
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* ArbitraryHeadcountLimit: Averted, although your headcount is limited by the number of tiles you have.

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%% * ArbitraryHeadcountLimit: Averted, although your headcount is limited by the number of tiles you have.



* CommandAndConquerEconomy
* CurbStompBattle: A pretty unavoidable outcome of one faction conquering most of the board. The AI will often surrender once the player has gotten to this point.
* EasyLogistics, as long as you have the gold for it.
* EpicFail: When a faction (including yours) leaves a long path of undefended hexes right down the middle of their territory -- and most of their heavy units are all on one side of it.

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%% * CommandAndConquerEconomy
%% * CurbStompBattle: A pretty unavoidable outcome of one faction conquering most of the board. The AI will often surrender once the player has gotten to this point.
%% * EasyLogistics, as long as you have the gold for it.
%% * EpicFail: When a faction (including yours) leaves a long path of undefended hexes right down the middle of their territory -- and most of their heavy units are all on one side of it.



* HardCodedHostility: Every other faction; the only exception is when they surrender -- and they always surrender unanimously.
* HoldTheLine: A useful strategy to keep from losing territory when you are trying to save up. Works best if your opponents are not very powerful.
* LevelEditor: The paid version includes one.

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%% * HardCodedHostility: Every other faction; the only exception is when they surrender -- and they always surrender unanimously.
%% * HoldTheLine: A useful strategy to keep from losing territory when you are trying to save up. Works best if your opponents are not very powerful.
%% * LevelEditor: The paid version includes one.



* NotPlayingFairWithResources: Downplayed, or even outright averted. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''

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* NotPlayingFairWithResources: Downplayed, or even outright averted.Downplayed. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''



* RidiculouslyFastConstruction: As in "instantaneous."
* SeparateButIdentical

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%% * RidiculouslyFastConstruction: As in "instantaneous."
%% * SeparateButIdentical



* TakeOverTheWorld: The ultimate goal, although usually the opponents will surrender before you get to that point. If you're really feeling bloodlusty, you can reject it and keep going.

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%% * TakeOverTheWorld: The ultimate goal, although usually the opponents will surrender before you get to that point. If you're really feeling bloodlusty, you can reject it and keep going.

Added: 309

Removed: 350

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* NotPlayingFairWithResources: Downplayed, or even outright averted. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''



* TheComputerIsACheatingBastard/NotPlayingFairWithResources: Averted, as far as I can tell. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''
* TurnBasedTactics

Added: 4

Changed: 52

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Added release date.


'''Slay!''' is a TurnBasedStrategy game by Sean O' Connor available for Windows and mobile platforms. As the [[NonEntityGeneral commander of a faction]] on a [[{{Balkanization}} Balkanized]] medieval island, your goal is to either conquer or fight into submission the five other factions on the island through capturing hexes on the board.

to:

'''Slay!''' ''[[http://www.windowsgames.co.uk/slay.html Slay!]]'' is a 2016 TurnBasedStrategy game by Sean O' Connor Connor, available for Windows and mobile platforms. As the [[NonEntityGeneral commander of a faction]] on a [[{{Balkanization}} Balkanized]] medieval island, your goal is to either conquer or fight into submission the five other factions on the island through capturing hexes on the board.



* UnitsNotToScale: Units are much bigger than huts, and as big as castles.

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* UnitsNotToScale: Units are much bigger than huts, and as big as castles.castles.
----
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Added DiffLines:

* GlobalCurrency: Everybody loves gold.


Added DiffLines:

* LevelEditor: The paid version includes one.
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None

Added DiffLines:

* GameOver: Effectively when you have no more territories -- remember, individual hexes alone do not count -- but the game won't admit it until you have been brutally quashed to extinction. Then it will offer to let you watch the rest of the factions duke it out to the FinalDeath.

Added: 1330

Changed: 366

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'''Slay!''' is a TurnBasedStrategy game by Sean O' Connor available for Windows and mobile platforms. As the commander of a faction on a Balkanized medieval island, your goal is to either conquer or fight into submission the five other factions on the island through capturing hexes on the board.

to:

'''Slay!''' is a TurnBasedStrategy game by Sean O' Connor available for Windows and mobile platforms. As the [[NonEntityGeneral commander of a faction faction]] on a Balkanized [[{{Balkanization}} Balkanized]] medieval island, your goal is to either conquer or fight into submission the five other factions on the island through capturing hexes on the board.



* AreaOfEffect: Sort of. Your units and buildings provide defense to the hexes surrounding their square equal to their own power. To take over a square next to, say, a spearman, you must use (at least) a knight -- which is also the unit that can take over a square with a spearman ''on'' it.



* EasyLogistics, as long as you have the gold for it.
* EpicFail: When a faction (including yours) leaves a long path of undefended hexes right down the middle of their territory -- and most of their heavy units are all on one side of it.



* HardCodedHostility: Every other faction; the only exception is when they surrender -- and they always surrender unanimously.



* QuantityVsQuality: While it's tempting to go straight for powerful units, you will find it much easier to defend territory and be able to sustain such units if you churn out peasants (and later castles or spearmen) just to hold onto land.

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* NotTheIntendedUse: Castles are very useful at stopping the potentially resource-strangling spread of palm trees. Normally putting a castle on the coast would be a waste.
* QuantityVsQuality: While it's tempting to go straight for powerful units, you will find it much easier to defend territory and be able to sustain such units if you churn out peasants (and later castles or spearmen) just to hold onto land.land, to collect more gold.



* RidiculouslyFastConstruction: As in "instantaneous."



* SurpriseCheckmate: Because all moves can be taken each turn, including just-built units, it's altogether possible to decimate an opponent in one fell swoop, providing the circumstances are right. Although this doesn't end the game, it can make it fairly inevitable.



* TheComputerIsACheatingBastard/NotPlayingFairWithResources: Averted, as far as I can tell. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''

to:

* TheComputerIsACheatingBastard/NotPlayingFairWithResources: Averted, as far as I can tell. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''''
* TurnBasedTactics
* UnitsNotToScale: Units are much bigger than huts, and as big as castles.

Added: 1179

Removed: 1179

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* ArbitraryHeadcountLimit: Averted, although your headcount is limited by the number of tiles you have.



* SeparateButIdentical
* LinearWarriorsQuadraticWizards: Subverted; while your warriors do gain strength linearly, their upkeep cost are exponential. This makes it hard to maintain a very powerful faction without going broke and losing everything.
* HoldTheLine: A useful strategy to keep from losing territory when you are trying to save up. Works best if your opponents are not very powerful.
* FactionCalculus: Averted. All factions have equal ability. Map difficulties seem to be based on a better AI.
* TheComputerIsACheatingBastard/NotPlayingFairWithResources: Averted, as far as I can tell. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''
* ArbitraryHeadcountLimit: Averted, although your headcount is limited by the number of tiles you have.



* QuantityVsQuality: While it's tempting to go straight for powerful units, you will find it much easier to defend territory and be able to sustain such units if you churn out peasants (and later castles or spearmen) just to hold onto land.


Added DiffLines:

* FactionCalculus: Averted. All factions have equal ability. Map difficulties seem to be based on a better AI.
* HoldTheLine: A useful strategy to keep from losing territory when you are trying to save up. Works best if your opponents are not very powerful.
* LinearWarriorsQuadraticWizards: Subverted; while your warriors do gain strength linearly, their upkeep cost are exponential. This makes it hard to maintain a very powerful faction without going broke and losing everything.
* QuantityVsQuality: While it's tempting to go straight for powerful units, you will find it much easier to defend territory and be able to sustain such units if you churn out peasants (and later castles or spearmen) just to hold onto land.


Added DiffLines:

* SeparateButIdentical


Added DiffLines:

* TheComputerIsACheatingBastard/NotPlayingFairWithResources: Averted, as far as I can tell. The map difficulties are partly based on smarter UI and partly based on superior opponent start placement, although each faction starts with an equal number of tiles, not every faction starts with an equal number or size of ''territories.''
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