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Subterfuge is a real-time, multiplayer strategy game for iOS. At first glance, it’s basic mechanics are similar to Risk. Players send submarines full of drillers between bases. There are a few different base types and different units (“specialists”) that can turn the tide of any given battle. Each battle is a Smash Up-like math problem combining raw forces, base shields and specialist abilities. The player with the higher driller count at the end of a battle wins the base. Fog of war means that when sending away a force, you can never be quite sure of how things will sort out.

These concepts are fun, but where Subterfuge gets very interesting is in it’s interpretation of “real-time”. This isn’t a frantic key-combo heavy game like Starcraft. Subterfuge is a sloooow RTS. Sending subs between bases take anywhere from 6-24 hours, games take 1-2 weeks to finish. A really cool feature is the ability to fast-forward in time to see how battles will play out (based on the information available to you in the present), and queue up additional moves. But there is a catch, except for the abilities provided by a late game specialist, those day long moves are locked in once launched. Meaning that if a sub full of drillers pops up on your radar shortly after you launch, you’re forced to watch in slow motion as your drillers barrel inexorably to certain doom.

That is, unless you can talk your way out of it, which is totally possible because Subterfuge includes rich diplomacy features. There is a global chat room where everyone can attempt to sway favor with the other players. Additionally, players can start private chats with any combination of other players, allowing for secret alliances and planning. Subs full of drillers can also be turned into gifts at any point on their journey, so that certain doom mission can be reframed as an offering (perhaps with an agreed upon re-gift of part of the force). Stronger players also have the option of sponsoring weaker ones, meaning they produce more drillers, which is both good for currying favor and provides a nice rubber banding effect to balance out the game.

The net effect of all these mechanics is the most satisfying and all-consuming strategy experience I’ve had in years. As someone who is very much into tabletop strategy games, this one scratches an itch I didn’t think could be scratched with a mobile game. Like a good tabletop game, the social aspect is just as important as the moves you choose. It’s often better to convince someone not to attack you than be able to fend them off. It’s a game that you play all day, but in 1-2 minute an hour intervals. Queue up a couple moves, send a couple messages, and wait and see what your opponent does. It’s chess-by-mail with backstabbing.