Hyborian War

Hyborian War
Hyborian War title image from the game map provided by Reality Simulations, Inc
Designers
Illustrators
PublishersReality Simulations, Inc.
Years active1985–present
GenresFantasy, sword and sorcery
LanguagesEnglish
Players36
Playing timeMonths to years
Materials requiredSet-up kit, game map, order sheets, turn results, paper, pencil
Media typePlay-by-mail or email with computer-adjudicated turns
Websitereality.com/hwpcont.htm

Hyborian War is a play-by-mail game published by Reality Simulations, Inc. It takes place during the Hyborian Age in the world of Conan the Barbarian created by Robert E. Howard. The game has been continuously available for worldwide play since its inception in 1985 and has changed little in its overall format. It uses a computer program to adjudicate player orders. Although it relies on postal mail or email and has turnaround times which are relatively long for the digital age of video games, Hyborian War has remained active into the 21st century.

The game is set within the heroic fantasy genre, also known as sword and sorcery. The central figure is Conan of Cimmeria, appearing in the game as a wandering hero whom players can employ until fortune takes him elsewhere. Game designer Edward Schoonover wove multiple aspects of Howard's stories into Hyborian War including diverse landscapes and cultures, grand armies, large-scale battles, wizards tipping the scales of power, and stories of courageous and heroic deeds.

Gameplay is multifaceted: play-by-mail commentator Mike Scheid described it as "marvelously complex".[1] There are 36 kingdoms available to players in small, medium, and large sizes, each with different victory conditions. A central focus of the game is conquest and expansion through military action and diplomacy. Intrigue, magic and other tools of statecraft in a fantasy setting are available to players. They can also collaborate to progress their game goals. A number of fan-based websites support the game with reference material and provide forums for player communication. The game has had an active player base since 1985. Its nadir for ratings and customer service was in the late 1980s and the 1990s, while its high points were in its early years and in the 21st century—periods during which it won multiple awards.

  1. ^ Scheid 1987 p. 13