Every game begins the same way. You place a base on the edge of a randomly generated hex map, and pore over a hand of beautifully illustrated cards. With luck they’ll be some recon units there, speedy spider bots, dinos, buggies or bat-things perfect for probing the surrounding wilderness. A few turns further on and you’ll probably have some hero cards. These named bigwigs, each with their own specializations, lead armies, conduct research and oversee the erection of the resource-harvesting buildings that fund all unit actions, and hand replenishment.
Often the best sources of manpower and materials are already occupied. Those deceptively drab landscapes in the screenshots are littered with exotic tribes, critters and structures. One turn your troops could be skirmishing with cultists in a canyon temple, the next they might be salvaging a nuke from a beached sub.
When factions meet, the fun really begins. AI recon forces usually show up first, then maybe there’s an air-raid or two, or a visit from a saboteur or an assassin. Eventually, large armies arrive and you find yourself wishing you’d created more tactics cards (used to modify combat dice rolls) and built that lab to enable weapons upgrades.