Home  -  Game Description  -  How to Play  -  Units  -  Screen Shots  -  Gallery  -  Downloads  -  Tech Info
Mind Blur is a Turn Based Strategy game played against other people. Each player commands their own customizable team to battle head-on against an opponent's team. New units will be added to the game gradually, and players will obtain them depending on how they want to build their team.

All turn-based strategy games find their father in chess, and Mind Blur is no exception. Two sides battle it out on a basic looking field composed of one-hundred and nine squares--but even this basic layout has intelligent reasoning behind it. Unlike a chess board, the field is not just a simple square; it looks more like a square with all four corners evenly chipped off. This means that the four corners have jagged edges, allowing for formations and defenses to be made which would otherwise be impossible with just normal corners.

Mind Blur is also different from chess in that the player is allowed to start the game with whatever formation he or she wishes. There is, of course, a default formation that is mindful of a typical chess one(and quite a well-balanced one at that), but the first reason why this game has such a deep strategy level is because one start out however one wishes. Offensively, defensively, a mixture of both; the variety potential leads to very unique styles and signatures, but this cannot be fully understood without an understanding of the units that make up these formations.

As stated above, the units are quite different from one another, yet all have their strengths and weaknesses. The knight is perhaps the best all around unit in the game, capable of taking many hits, moving quickly, and giving highly damaging hits in return. Unlike chess, where even a piece that seems mighty, like a rook, can be taken out of play with one move, every unit has a certain amount of health points, the percentage of attacks that they can defend, and how much of their health points they will lose if struck. Hence, the knight is quite a useful piece, scoring among the highest in all of these categories.

However, a formation can consist of up to ten units, and there are only three knights in the barracks. 3 knights alone, though an effective force, would not be able stand long against a more complete formation that can be composed of aeromancers, aquamancers, or pyromancers, who cannot take many hits but can strike with range and attack more than one person at a time. Alongside of them might be an assassin that can attack in every immediate direction at once, and move farther than a knight. The deadly archer can attack from very far away.

Obviously, those three knights will need a bit of help of their own, which leads to battles of amazing strategy and complexity. Like chess, the players take turns moving their units. Unlike chess, some units can not be moved at every opportunity. For example, if an archer moves and attacks, he’ll have to wait two rounds until he’s able to do something again. Understanding this concept is key to winning, and quite often an important reason as to losing.