Five hundred dollars, a rented room, and a pull-tab hall down the block. Pull tabs, slots, a bar, and a pawn counter, and rent due on the 1st whether you played well or not. Simulated gambling; nothing pays out.
A systemic medieval RPG where you play a stranded traveler from the future. Rebuild your device, replicate technology, shape a living kingdom through trade, diplomacy or force, and beware: its people — and History itself — will remember what you do.
Turn-based tactics on pure elastic billiard physics. One impulse per turn, then everything collides: your pieces, theirs, the furniture. You don't aim at an enemy, you aim at a chain. The sim is fully deterministic, so every turn is a geometry problem — knowable, not lucky.