Harald: A Game of Influence

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Description

Harald: A Game of Influence is a fantasy-themed strategic card game where players, as leaders of villages, compete to charm influential characters and win the king’s favor. In this turn-based board game adaptation, players use the unique abilities of six animal-themed characters—such as the Wolf scout and Fox bard—to play cards, manipulate the council, and outmaneuver opponents in a contest of majority and influence.

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Harald: A Game of Influence Reviews & Reception

choicestgames.com : Not as simple as it looks

Harald: A Game of Influence: A meticulous deconstruction of a noble, but flawed, digital translation

Introduction: The Unseen King’s Council

At first glance, Harald: A Game of Influence presents itself as just another entry in the crowded field of digital board game adaptations. Yet, beneath its modest Steam store page and near-invisible Metacritic score lies a game of profound mechanical ambition—a card game that transforms the simple act of placing tokens into a relentless, brain-burning exercise in indirect competition and predictive sabotage. Developed by the French studio 3DDUO and published by the industry behemoth Asmodee Digital, this 2017 adaptation of Rémi Gruber’s 2015 card game is a fascinating paradox. It is a title lauded by a tiny, devoted niche for its “terrific” and “haunting” strategic depth, yet simultaneously abandoned by the masses, resulting in a “Mostly Negative” Steam aggregate and a near-empty online lobby. This review posits that Harald is not a failed game, but a flawed masterpiece of systemic design, whose greatest strengths—its opaque, multi-layered scoring and brutal interactive mechanics—are also the very barriers that cemented its status as a cult curiosity rather than a classic. It represents a critical juncture in the digital translation of tabletop games, asking a difficult question: when does a faithful adaptation’s complexity become its commercial coffin?

Development History & Context: The Asmodee Juggernaut Meets Indie Ingenuity

To understand Harald, one must first situate it within the ecosystem of its publisher. Asmodee Digital, by 2017, had already established itself as the undisputed king of digital board game adaptations, having shepherded acclaimed versions of Carcassonne, Ticket to Ride, and Pandemic. Their model was clear: acquire popular board game IPs, leverage the Unity engine for relatively cost-effective cross-platform development (Windows, Mac, iOS, Android), and target both dedicated tabletop fans and the casual digital audience. Harald, however, was not a household name like Carcassonne. It was a mid-list European card game, praised on BoardGameGeek for its depth but lacking the mainstream pull of a Knizia or a Rosenberg.

The development duties fell to 3DDUO, a studio with a résumé that includes work on other Asmodee projects and a focus on mobile/PC titles. Their challenge was twofold: first, to faithfully translate a physical card game’s tactile, social experience into a digital format; second, to do so on a budget that likely paled in comparison to Asmodee’s marquee projects. The chosen engine, Unity, was a pragmatic choice for multi-platform deployment but also a constraint. The resulting presentation—functional, clean, but visually unassuming—betrays this mid-tier budget. The period (2017) was also pivotal: the “golden age” of digital board games was maturing, and audiences were becoming more discerning, less tolerant of clunky interfaces or sparse online communities. Harald arrived at a moment where simply being a competent adaptation was no longer enough; it needed to capture the magic of its physical counterpart while justifying its digital existence with added value. On the first count, it succeeded admirably. On the second, it stumbled.

Narrative & Thematic Deep Dive: Influence as a Resource, Not a Story

Harald is not a narrative-driven game. There is no campaign, no unfolding plot, no character arcs. The “story” is the abstract, systemic conflict of the title: the struggle for influence (“Be the most influential player to win the King’s favor”). The thematic framework is a classic, pseudo-medieval fantasy realm where players, as village heads, vie for the attention of a distant, unseen monarch by currying favor with six archetypal influential figures: the Wolf (Scout), Lynx (Merchant), Fox (Bard), Bear (Warrior), Goat (Seafarer), and Boar (Blacksmith). An additional, exclusive digital character, the Badger (Scholar), adds a defensive layer.

The theme is not window-dressing; it is mechanically integrated. Each card’s ability reflects its archetype. The Wolf/Scout allows reconnaissance (looking at or swapping cards), the Lynx/Merchant facilitates trade (stealing or exchanging), the Fox/Bard manipulates perception (flipping cards to nullify them), the Bear/Warrior exerts direct force (discarding opponent’s cards), the Goat/Seafarer brings in new resources (drawing cards), and the Boar/Blacksmith forges connections (scoring based on other card types). The Badger/Scholar protects a sequence. This is theme-as-mechanic at its most literal, a design philosophy reminiscent of Reiner Knizia’s work. The haunting quality alluded to in the BoardGameGeek quote stems from this immersive consistency: you aren’t just playing a “+1 swap” card; you are the cunning Fox, using your bardic wit to discredit an opponent’s claim.

The underlying theme is one of political maneuvering and majority control. Victory is not achieved by direct conquest but by manipulating two shared spaces: the King’s Council (a common area) and your own Village (your private tableau). This mirrors a feudal court, where power is derived from having your allies in positions of prominence while undermining your rivals’ networks. It’s a theme of indirect, systemic control—a refreshing departure from the direct conflict of many strategy games.

Gameplay Mechanics & Systems: The Calculus of Council and Village

Harald’s genius, and its stumbling block, lies in its deceptively simple core loop that explodes into combinatorial complexity. Each turn, a player executes three mandatory actions in a strict order:
1. Play a Card to the King’s Council: This card is placed face-up in a central, communal area. It contributes to the “majority” count for its type (e.g., all Wolves in the Council count toward the Wolf majority) but has no immediate effect.
2. Play a Card to Your Village: This card is placed face-up in your personal tableau. It triggers its special ability (e.g., swap a card between Council and Village, discard an opponent’s card) and will ultimately score points.
3. Draw Cards: Replenish your hand to a set size.

The Scoring Equation: The game culminates in a single, decisive scoring phase. For each card type (Wolf, Lynx, etc.) in your Village, you score 1 point for every card of that same type in the King’s Council. If you have 3 Wolves in your Village and 5 Wolves are in the Council, you score 15 points from your Wolves. This creates a dual imperative: you must populate the Council with your chosen types while simultaneously protecting those same types in your own Village from Sabotage.

The Interactive Crucible: This is where the game transforms from solitaire puzzle to vicious interactive odyssey. Every card in your Village has an instant, end-of-turn ability that acts on the shared spaces (Council, opponent’s Villages) or your own. The window for these abilities is a tight, reactive phase. A player might use their Bear/Warrior to discard a key Boar/Blacksmith from an opponent’s Village just after that opponent played it, instantly negating its future scoring potential and its bonus condition. The Fox/Bard can flip an opponent’s Village card face-down, erasing its points unless a specific action flips it back. The Lynx/Merchant can steal the top card of the Council. Every turn is a cascade of predictions and counter-predictions. You must not only build your own engine but constantly diagnose and dismantle opponents’ engines based on the visible cards in their Villages and the Council.

Bonus Conditions & The Scholar: Each character card also has a bonus condition (e.g., Boar/Blacksmith: +4 points if you have more Bears/Warriors than Boars/Blacksmiths in your Village). This introduces a meta-layer of positional warfare. Scoring optimally requires satisfying these cross-type conditions, which in turn requires managing the composition of your own Village against the backdrop of the Council’s composition. The Badger/Scholar adds a protection mechanic, allowing a player to shield a sequence of cards, forcing opponents to “break” the Badger first—a brilliant addition that increases strategic depth and defensive options.

Systems Assessment: The system is innovative and tightly wound. The three-action structure creates a elegant rhythm. The interdependence of Council and Village is a masterstroke of design, ensuring all zones are perpetually relevant. However, it is also flawed in its opacity. The bonus conditions and the constant card movement create a severe cognitive load. As noted in the Choice’s Games review, the presentation does little to mitigate this. There is no color-coding or iconography to instantly show which bonus condition is currently active or which opponent’s card poses the greatest threat. The tutorial, while solid, cannot inoculate a player against the initial overwhelming sensation of having no stable board state. The game demands a 2-3 play learning curve to internalize the symbology and the flow of sabotage. This is its greatest barrier to entry and the primary reason for its mixed reception.

World-Building, Art & Sound: Minimalist Fantasy with Panache

Given the abstract mechanics, the game’s world-building is carried entirely by its art and iconography. The visual identity is a consistent, appealing animal-anthro fantasy. Each of the six core characters is rendered as a humanoid creature (a wolf in a scout’s cloak, a bear in armor) with a distinct palette and silhouette. The artwork, derived from the original physical card game by illustrator Anthony Laurent (credited on the MobyGames entry), is clean, expressive, and charmingly stylized—more storybook than gritty epic. It successfully imbues each profession with personality.

The UI and presentation, however, are where the budget constraints and translation pitfalls are most evident. The game uses a fixed, flip-screen design typical of many Unity-based board game adaptations. The Council is central, Villages are arrayed around it. While functional, the interface is dense and cluttered, especially on smaller screens. Cards are small, text (particularly bonus condition text) is tiny, and the visual language for “face-down” or “protected” states is subtle. The sound design is minimal: functional card-drawing sounds, a faint ambient track, and clear (if somewhat dry) voice-over announcements for card abilities in some language versions. It serves the gameplay without enhancing the atmosphere. There is no attempt at a cinematic world; the fantasy exists purely in the player’s mind, sparked by the art and the names of the abilities. This is a strength for a pure strategy game but a weakness for immersion. The atmosphere is not one of a lived-in kingdom, but of a tense, abstract dueling ground.

Reception & Legacy: The Cult of the Complex

Harald’s reception is a study in bifurcation. Critical professional review coverage is virtually non-existent. Metacritic lists no critic reviews for PC. This absence speaks volumes about its profile in the games media landscape; it was not on the radar of major outlets, likely deemed too niche and visually undistingushed. Its legacy is being written entirely by player communities.

On Steam, the picture is stark. As aggregated by Steambase, it holds a Player Score of 31/100, categorized as “Mostly Negative” (26 reviews: 8 positive, 18 negative). The negative reviews frequently cite:
* Impenetrable Complexity: “Might take 2-3 plays to ‘get into’,” as the official BGG quote admits. Many players bounced off before that.
* Dead Online Multiplayer: A recurring, fatal complaint. The Choice’s Games reviewer found “nobody actually playing” online, with only 279 scores on the leaderboard. A Grouvee user notes 117 have “backlogged” it, but 0 are currently playing. For a game whose lifeblood is human interaction and unpredictability, this is a death sentence. Without a critical mass of players, the online mode is a ghost town, forcing reliance on AI or local pass-and-play, which defeats the purpose of its asynchronous and network features.
* Poor Value Proposition: Some felt the $7.50 AUD price (at launch) was too high for a mobile-tier experience available cheaper on phones.

The positive voices, however, are passionate. They celebrate the “unique scoring conditions,” the “so many different ways to maximise your score,” and the “constant re-evaluation of strategies.” One Steambase reviewer calls it “Probably the most underrated card game ever.” This dichotomy defines its legacy: a cult game for strategy connoisseurs who relish its punitive, thinky interactions, utterly invisible to the mainstream.

Its influence on the industry is indirect but instructive. It stands as a cautionary tale for digital board game adaptations. Asmodee Digital’s success with Carcassonne lay in accessibility, elegance, and strong brand recognition. Harald demonstrates that mechanical depth does not automatically translate to digital success; it must be paired with intuitive presentation, robust matchmaking, and a compelling reason to choose digital over physical. For every successful deep game like Through the Ages or Terraforming Mars, there is a Harald—a brilliant translation that fails to find its audience due to a perfect storm of high barrier-to-entry and network effects. It serves as a benchmark for the “complexity ceiling” in digital board games.

Conclusion: A Flawed Gem Entombed in Obscurity

Harald: A Game of Influence is not a great video game by conventional metrics. Its interface is adequate at best, its online community is a mirage, its presentation is workmanlike, and its narrative is nonexistent. By the cold numbers of Steam reviews and sales charts, it is a failure.

Yet, to dismiss it outright is to ignore one of the most intellectually rigorous card game systems ever digitized. The core loop of playing to the Council for shared majority while playing to your Village for personal points and disruptive abilities is a design landmark of systemic tension. It creates a perpetual, fascinating dilemma: do I place a card in the Council to bolster my own scoring potential, or do I place it purely to deny an opponent a key majority? The card abilities are not merely tacked-on powers; they are the essential verbs of a language of political intrigue.

Its place in video game history is not as a landmark title, but as a perfect case study. It exemplifies the challenges of translating a “thinking man’s” board game to a digital medium where discoverability, onboarding, and community are paramount. It proves that even with the backing of a major publisher and a sound, innovative design, a game can vanish into the void if its complexity is not respectfully guided and its social features cannot populate. Harald is the brilliant, obscure manuscript locked in a library’s archive—revered by the few scholars who seek it out, but unknown to the world. For those patient enough to learn its cryptic language, it offers a deeply rewarding, if lonely, strategic experience. For the rest, it remains a fascinating “what if”—a testament to the fact that in the crowded marketplace of ideas, even genius can be lost without the right chorus to sing its praises. Final Verdict: 7.5/10 – A brilliant design trapped in a imperfect implementation, rescued only by its unwavering commitment to systemic depth.

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