# Over War tags: #game/rpg/over-war ![[Over War (cover).jpg]] ![[Over War - Ballark in Flames (cover).jpg]] Alright, let's dive into the grim, tactical world of **Over War: The Night Comes Down**. If you've ever thought, "Gee, I love the strategic depth of grid-based tactics games, but I also wish I could roleplay my perpetually downtrodden commander while the world goes to hell," then this game might just be for you. It's a tabletop game that apparently couldn't decide if it wanted to be a heartfelt narrative RPG or a cold, calculating strategy game, so it decided to be both. Set in the gothic fantasy land of Ballark, where things are decidedly _not_ going well, you'll muster your forces, make tough choices, and try to reclaim land from the encroaching 'Over Night'. **Over War** attempts to blend the flexible storytelling and meaningful decisions often found in roleplaying games with the crunchy, tactical combat and resource management of strategy games. Think **Fire Emblem** or **Yggdra Union** met a TTRPG in a dark alley and decided to have a very serious, slightly moody baby. You'll be less concerned with whether your character can sweet-talk the grumpy innkeeper and more focused on whether positioning your pikemen _just so_ will prevent your entire flank from being annihilated. Now, for the juicy bits: the mechanics. If you're the kind of player who lives and dies by the fickle whims of polyhedral dice, you might need to adjust your expectations. **Over War** is described as being "mostly diceless." Yes, you read that right. The core resolution doesn't rely on chucking handfuls of dice and praying to the RNG gods. Instead, the emphasis is placed squarely on your decisions as a commander – how you build your warcamp, who you ally with, how you organize your formations, and making those "hard tactical choices" on the battlefield. While later expansions or editions might introduce mechanics that involve dice or other randomizers for specific situations (like the "Innovative Gameplay Mechanics" such as Magnanimity, Gambits, and Levees mentioned in relation to the _Ballark In Flames_ expansion), the foundational resolution seems to lean heavily on strategic positioning, unit abilities, and player choice rather than random chance determining success or failure in minute actions. So, if your carefully planned maneuver fails, you can't just blame the dice; you have to blame your own strategic genius (or lack thereof). There are a couple of iterations to be aware of. The original game came out in 2022. More recently, the **Monarch Edition** arrived on the scene, billed as the "definitive remaster." This edition isn't just a fresh coat of paint; it apparently adds new tables, resources, lore, tools for the Game Master (or Grand Marshall, as the game calls them), and crucial support for solo play. It also conveniently bundles in content from previous expansions like _Fraternization And Fortresses_, _Roads Of Caer Elhwyn_, _The Gerlac Woods_, and _Lake Crescent_. While the core gameplay basics are said to be untouched in the Monarch Edition, the added content and solo rules make it a more robust package, especially if you prefer to experience the existential dread of Ballark on your own. ## References - [Over War: The Night Comes Down (Monarch Edition) - Blackoath Studios)](https://blackoathgames.com/over-war-the-night-comes-down-monarch-edition) - [Over War: The Night Comes Down (Monarch Edition) - DriveThruRPG](https://www.drivethrurpg.com/en/product/408901/over-war-the-night-comes-down "null") - [Over War - The Night Comes Down (Monarch Edition) - Noble Knight Games](https://www.nobleknight.com/P/2148282629/Over-War---The-Night-Comes-Down-Monarch-Edition-POD-Black-and-White "null") - [Over War: The Night Comes Down - Monarch Edition - Kickstarter](https://www.kickstarter.com/projects/1775185920/over-war-the-night-comes-down-monarch-edition/description "null") - [Over War review - Reddit](https://www.reddit.com/r/Solo_Roleplaying/comments/1f3xqnv/over_war_review/ "null")