King Arthur: The Role-Playing Wargame is a real-time tactics and role-playing video game developed by NeocoreGames and published by Paradox Interactive in North America, Ubisoft in Europe, and E-Frontier in Japan. It seeks to blend elements of the real-time tactics, role-playing, and grand strategy genres into one. A sequel titled King Arthur II: The Role-Playing Wargame (not to be confused with the original's Japanese title, which was released in July 2010) was released online in Europe on September 20, 2011, and then worldwide in 2012. Gameplay Game play in King Arthur is a mix of real-time strategy, role-playing, and grand strategy elements. The grand strategy portion of the game is played on a large campaign map of Britannia. When a battle is fought, the action changes to a real-time strategy mode. The position of the battle on the large-scale map has minimal effect on the environment of the battlefield (i.e. there are a set number of maps that the player can choose to fight the battle on). Warfare During the real-time battles, the RPG-style abilities of the heroes come into play. Heroes wield magical and non-magical abilities, such as the power to call down lightning, or the ability to change the conditions of the battlefield. Heroes are devastating in melee combat, able to take on dozens of troops. Heroes also inspire nearby troops and keep up the morale of the army as a whole. If the leader of the army is captured, however, the blow to army morale can be devastating. The battlefield itself also influences gameplay and the outcome of the battle. Most battles begin in sunlight. Units have access to various formations, which increase or decrease their effectiveness against certain types of enemies. The terrain affects the effectiveness of certain units; woodland, for example, hampers cavalry while open fields helps their momentum. Morale plays a large role in the real-time mode; a varying number of victory locations, similar to "control points" in many first-person shooters, are located on each map. If one side holds more victory locations than the other the morale of the side holding fewer victory locations will decrease steadily. The rate of morale decrease is proportional the difference in number of victory locations controlled. In addition, taking control of a victory locations confers an immediate magical power to the owner. Victory locations tend to be strategically located, such as on hills or nearby buildings (which