Morten’s Gaming Guide to the States of Siege Series – Representation of Player and Enemy Units

Representation of player and enemy units is one of the most defining aspects of how the States of Siege gaming system evolved from a simple framework into a versatile storytelling platform. At its core, the earliest designs in this family of games focused primarily on the abstract movement of enemy markers along linear tracks, pushing steadily toward a central point that symbolized the collapse of the player’s defenses. This approach created tension and strategic pressure but did not immediately provide a sense of tangible connection between the player and their forces. Instead, players often felt that they were directing a faceless will against an oncoming tide rather than commanding distinct personalities or armies. Israeli Independence and Soviet Dawn exemplified this early abstraction. In these titles, enemy units were merely counters representing advancing forces, while the player’s own military presence was invisible, implied only by the dice rolls and card effects that pushed enemies back. While this made for streamlined mechanics, it created distance between the player and the narrative of conflict, leaving many with a sense that the human element of battle was absent. This detachment mattered because the States of Siege series has always been as much about telling stories of resistance and survival as about testing tactical efficiency, and when stories lack characters or vivid representation, their impact diminishes.

As the system matured, designers realized the importance of making units more than faceless markers on a map. Zulus on the Ramparts introduced a key shift by incorporating named heroes who could appear on the board. These figures brought personality and historical resonance, even if their presence functioned more as symbolic fortifications than as living, breathing agents of battle. Players could now associate outcomes not just with abstract shifts in position but with recognizable individuals who carried both thematic weight and strategic consequences. While still somewhat limited, this was a significant move toward grounding the player in the drama of defense. It showed that even a small step toward representation can have an outsized effect on emotional engagement, for the sight of a named counter on the board, tied to unique rules or abilities, transforms a purely mechanical system into something closer to narrative immersion. This recognition—that units serve as the bridge between theme and mechanics—would shape subsequent innovations in the series.

Empires in America refined this further by making leaders central to play. Though they did not physically appear on the board, they existed as cards with reputations and battalions attached, capable of suffering losses, gaining prestige, or even being killed. This gave them more narrative gravity than the semi-static heroes of Zulus on the Ramparts. Yet there remained a certain abstraction in their implementation, since leaders could move rapidly between theaters without clear spatial logic, producing a sense of disconnection from the geography of the conflict. Still, this iteration advanced the notion that the way units are depicted can dramatically alter the player’s relationship with the game. When leaders could die, their loss resonated beyond the mere subtraction of combat strength—it struck at the heart of the story being told. Players began to experience tension not just in the possibility of defeat but in the potential loss of specific characters whose presence had meaning beyond statistics. The abstraction of invisible armies still lingered, but the system was learning to weave identity into its counters and cards.

The year 2010 brought further innovations with The Lost Cause, where generals became assignable tokens. This tangible placement of leaders into physical spaces on the map gave a sense of real strategic deployment. No longer teleporting abstractly across theaters, commanders were tied to specific locales, shaping both the strategy and the narrative in visible ways. This not only heightened immersion but also forced players to grapple with the costs of committing their forces. A general sent to one front was unavailable elsewhere, making representation inseparable from decision-making. This foreshadowed the direction in which the series would continue to evolve: toward unit representation that tied mechanics, theme, and emotion into a coherent whole. For many players, this marked the first time the States of Siege system felt like it was truly portraying a battlefield rather than a shifting tide of faceless counters.

The importance of these foundational steps cannot be overstated. They established a trajectory in which the series moved steadily away from pure abstraction toward a more visceral and character-driven experience. The simple act of placing a hero on the board, giving them a name, and endowing them with specific rules transformed how players perceived the stakes of play. It turned what might have been a mathematical puzzle into a story of survival, courage, and loss. This foundation laid the groundwork for later titles such as Legions of Darkness and Dawn of the Zeds, which would expand unit representation to unprecedented levels. Understanding these early innovations provides insight into why the series has remained influential: it has always been about more than tracks and counters; it has been about breathing life into pieces of cardboard so that they tell stories of conflict and resistance that players can feel deeply invested in.

As the series matured, designers sought to deepen the bond between players and their units, recognizing that emotional investment is not generated by rules alone but by the presence of recognizable, vulnerable characters within the system. Legions of Darkness represents a turning point in this regard. Here, heroes were not just tokens to be shifted between tracks; they were individuals who could be injured, killed, or otherwise diminished in ways that created lasting consequences. This vulnerability gave them authenticity. No longer mere stat modifiers, they became living parts of the struggle, embodying the risks and sacrifices inherent in desperate defense. When a hero fell, it was not just a loss of combat value but the death of a story thread that players had come to care about. Meanwhile, the rest of the player’s forces, though still abstract in many respects, were subject to attrition, with soldiers dying in combat and weakening the overall resistance. This dual structure—specific, named heroes alongside a more generalized army—struck a balance between manageable complexity and thematic immersion.

A Blood-Red Banner, released the same year, built on this by making player units mobile within the fortifications of the Alamo. Soldiers could be shifted between different defensive positions, creating a sense of spatial agency absent from earlier titles. This development meant that defense was no longer just about pushing counters backward on tracks but about physically managing where forces would stand and fight. In this way, the game added both tactical richness and narrative immediacy. The player could visualize defenders running from one side of the compound to the other, desperately shoring up weak points as enemy pressure mounted. This image, supported by tangible unit movement, brought history alive in a way no abstract mechanic could. Importantly, the system still retained its core accessibility, proving that heightened representation need not come at the cost of elegance.

The true breakthrough came with Dawn of the Zeds. In this title, every single player unit was represented by a counter with individual statistics, abilities, and in many cases, names and backstories. They moved across the board according to strict rules of positioning and movement, unable to teleport from one crisis to another as in Empires in America. Their limitations grounded them in the geography of the map, which in turn grounded the player in the story. Each unit could be injured, killed, or achieve moments of glory, and because they were differentiated, players developed preferences and attachments. The sheriff might become a favorite hero, while a group of civilians might unexpectedly rise to prominence through desperate defense. This individualized representation is what gave Dawn of the Zeds its celebrated cinematic quality, as players felt they were watching characters in a narrative rather than pushing pawns in a puzzle. The game’s reputation owes much to this leap in unit design, proving that representation is not just a detail but the heartbeat of immersion.

Enemy units, too, gained greater character during this period. Where earlier games treated them as faceless tracks of attrition, later entries began to imbue them with special traits, abilities, and even identities. In Legions of Darkness, certain foes behaved differently, some appearing only under specific conditions, others harder to kill depending on the weapon used against them. These distinctions created stories of their own, as players faced not just an advancing tide but unique adversaries with distinctive challenges. Dawn of the Zeds expanded this further with its introduction of super-zeds, monstrous variants of zombies that had their own special abilities and narrative presence. By confronting the player with enemies that could not be treated identically, the system invited players to adapt, strategize, and most importantly, imagine. Representation here was not simply about the player’s side but about making the enemy itself come alive, creating a duel of personalities rather than a clash of abstractions.

The Foundations of Unit Representation in States of Siege Gaming

The States of Siege gaming system emerged at a time when solo games were often treated as experimental side projects rather than as fully realized design spaces. From the very beginning, the series carved out a reputation for offering tense, narrative-driven experiences in which a lone player would hold out against overwhelming opposition. Central to this identity was the way units were represented on the board, and the earliest designs reveal both the strengths and limitations of this approach. In Israeli Independence and Soviet Dawn, the first titles in the line, enemy forces were represented by counters that advanced inexorably down tracks toward the center of the board. Each track symbolized a possible front or direction of attack, and the presence of an enemy counter marked how far the opposition had penetrated. What was notable, however, was the complete absence of direct representation of the player’s own forces. The defender’s armies, militias, or air squadrons were not visible anywhere on the map. Instead, they existed in an abstract, almost incorporeal form, manifesting only through the resolution of event cards or the results of die rolls. This made the game intuitive in mechanical terms, since players did not have to manage complex armies or keep track of multiple units. Yet it also stripped away a crucial layer of immersion, leaving many players feeling like they were not commanding actual soldiers or leaders but merely pushing back faceless tokens in a mathematical contest.

The abstraction of the early system carried certain advantages, particularly in terms of accessibility. By reducing the battlefield to a handful of advancing enemy markers, the game became highly manageable, even for newcomers. It was easy to explain, easy to set up, and easy to follow. Every action boiled down to whether the enemies advanced or were pushed back, and the clarity of this structure gave the design its elegance. For players who valued clean puzzles over immersive drama, this approach worked beautifully. However, for those seeking to feel the grit and urgency of conflict, the absence of player units created an emotional gap. Without visible defenders to rally behind, players were left with the sense that their forces were shadows operating somewhere off the map, striking at enemies and then vanishing without leaving a trace. This lack of presence muted the tension of combat outcomes. A failed roll did not mean the loss of a soldier, and a successful one did not celebrate the bravery of a hero. Instead, it was simply a shift of the frontline. The design succeeded in producing strategic stress but fell short of evoking empathy or investment in the fate of one’s own side.

This issue is particularly striking when viewed through the lens of narrative gaming, because stories rely on characters, and characters require representation. When a game provides no named individuals or visible armies, the story that emerges risks becoming abstract and detached. Israeli Independence and Soviet Dawn certainly conveyed the themes of siege and encroaching danger, but they did so at a distance, leaving the player more as an observer of geopolitical tides than as a commander of living forces. For example, in Soviet Dawn, the advancing Bolshevik armies are marked by tokens sliding along the map, but the White counterforces are nowhere to be seen. This asymmetry gave the enemies a face while leaving the player faceless, creating a lopsided narrative in which the invaders dominated the stage while the defenders operated invisibly in the background. The result was that victories felt less like acts of courage and more like manipulations of probability. There is nothing inherently wrong with such abstraction, but it limits the emotional resonance of the story being told. When the player has no figures to lose, no heroes to mourn, and no units to cheer on, the sense of personal connection is diminished.

The early design decisions also reflected practical limitations. The States of Siege framework was meant to be simple, quick, and adaptable. Adding fully fleshed-out player units might have complicated the rules, slowed down gameplay, and disrupted the elegance that made the games appealing. The choice to keep the player invisible was not necessarily a failure but a deliberate simplification. Still, simplification comes at a cost, and as the series grew, designers began to recognize that the cost of abstraction was immersion. The absence of tangible defenders meant that while the system could simulate pressure, it struggled to simulate sacrifice. In war-themed games, sacrifice is often the engine of emotional investment: the knowledge that one’s forces might fall, that one’s heroes might die, that every decision carries human consequences. Without that element, the game risks becoming a sterile contest, strategically interesting but narratively hollow. The recognition of this gap would drive the evolution of the series as it moved forward, as later designers experimented with new ways to put the player back on the board.

The importance of unit representation becomes clear when considering how players psychologically engage with counters and tokens. Even a small cardboard chit can take on life and meaning when it carries a name, a picture, or a distinct ability. Gamers routinely become attached to pieces of plastic or cardboard, treating them as avatars of courage or tragedy. This is why role-playing games thrive on character sheets, why skirmish games thrive on miniatures, and why narrative board games often devote significant space to introducing characters with unique traits. The States of Siege system initially missed this opportunity by presenting player power as a ghostly presence. Only the enemies received physical manifestation, leaving the player’s side invisible. It is no surprise, then, that many players felt distanced from their own armies, unable to feel the sting of loss or the thrill of survival. A faceless force cannot inspire attachment. By contrast, even the smallest act of representation—a hero’s name on a counter, a portrait on a card—can transform mechanics into stories. This realization would eventually lead to the introduction of named heroes, leaders, and later fully mobile units, but in the early days it was still absent.

One of the subtle consequences of this lack of representation was the way it shaped narrative perception. Because the player’s forces were invisible, the story became one-sided, focusing on the relentless advance of enemies rather than on the resilience of defenders. This gave the early games a tone of inevitability, as if the player’s role were less to fight heroically and more to manage decline. There is a certain historical truth to this perspective—many sieges are indeed about holding out as long as possible against overwhelming odds—but in terms of player experience, it risks creating detachment rather than engagement. A narrative of survival is more compelling when tied to characters who can rise, fall, or endure. When defenders are abstracted away, the survival narrative loses its human element, becoming more about statistical endurance than personal struggle. This is why later games in the series would experiment with ways to make defenders visible and vulnerable, so that survival was not just a matter of holding a line but of protecting individuals who mattered.

The Rise of Heroes and the Emotional Weight of Representation

The introduction of heroes and identifiable leaders marked the beginning of a transformation in the States of Siege gaming system, turning it from a purely abstract framework into one that could generate stories with emotional resonance. When Zulus on the Ramparts appeared, it offered a glimpse of what representation could achieve. Instead of faceless forces operating invisibly in the background, the game placed named figures into play. These heroes, drawn from history, were represented not merely as numbers on a card but as physical presences on the board. Their presence was often more symbolic than dynamic, functioning almost like fortifications rather than as living participants in the battle, yet their names and identities mattered. Players could now look at the map and see a historical figure standing there, holding the line, lending the defense a sense of character. It was not yet a full leap into immersive representation, but it demonstrated how even the smallest gesture toward identity could make the game feel different. Instead of abstractly pushing back a tide of enemy counters, players could say that a hero was present, even if their role was static, and that simple fact created attachment.

Empires in America advanced this idea further by integrating leaders into the very heart of the system. In this game, leaders were cards with reputations and battalions, capable of gaining or losing standing, and even of being killed. While they never physically appeared on the board as tokens moving across space, they had substance in a way the defenders of earlier titles lacked. Each leader had a track for their battalions, which could be diminished through battle, and a reputation score that could rise or fall depending on their successes. Suddenly the narrative shifted from a faceless struggle to one in which personalities shaped the outcome. A commander might gain glory through a string of victories, only to suffer a devastating loss of reputation when a battle turned sour. This gave the player a reason to care about more than the advance of enemy counters. The defenders had faces, and their fortunes carried meaning. The system was still abstract in how these leaders appeared to teleport across the map, showing up in distant places with little regard for geography, but it was nonetheless a step toward making the player feel like they were leading real people rather than invisible forces.

The Lost Cause introduced yet another refinement by making generals assignable tokens that could be placed into different theaters of battle. This small mechanical change had large implications for both strategy and immersion. Instead of existing solely on cards, leaders now occupied actual positions on the map. Their presence was no longer abstract; it was spatially grounded. Players had to decide where to send their generals, and once deployed, those leaders were tied to their chosen front. This introduced not only strategic constraints but also narrative ones. The act of assigning a general became a decision with weight, because placing them in one location meant they were absent elsewhere. The enemy was no longer being resisted by an invisible hand but by specific leaders visibly stationed in the field. This grounded the story in geography, making it feel more like a lived conflict. The player’s role shifted from an omniscient controller to a commander grappling with limited resources, watching their leaders hold the line in specific theaters. That visibility gave each battle more emotional intensity, as the fate of the defense became tied to the fate of identifiable individuals standing on the map.

The importance of heroes and leaders lies not only in their mechanics but in the emotions they evoke. When a hero is represented as a token or card with a name and traits, players form connections that go beyond strategy. Victories are celebrated as personal achievements, and losses are mourned as tragedies. This is a psychological phenomenon observed across many types of games: people become attached to the smallest tokens when those tokens represent characters or stories. In the context of States of Siege, this attachment transformed what might otherwise have been a mathematical puzzle into a dramatic struggle. A battle was no longer just about whether the enemy advanced two steps down a track but about whether a beloved hero survived, whether a commander’s reputation endured, or whether a named defender held their position. These shifts gave battles narrative meaning, allowing players to recall their games not in terms of statistics but in terms of characters and moments. The emergence of heroes and leaders thus marked a turning point, showing that unit representation was not just an optional flourish but an essential tool for immersion.

Legions of Darkness deepened this immersion by presenting heroes who could not only be placed on tracks but also be wounded, killed, or otherwise diminished by combat. This vulnerability distinguished them from the more static heroes of Zulus on the Ramparts or the abstract leaders of Empires in America. These were not untouchable figures who merely modified outcomes; they were mortal participants in the fight. Their capacity to suffer losses gave their presence authenticity. A hero standing on a track was no longer an unshakable bonus but a figure whose survival was uncertain. This uncertainty heightened tension, making every battle feel personal. When a hero fell, it was not just a mechanical setback but a narrative blow. Players could remember the moment vividly, the way a favorite hero sacrificed themselves or was unexpectedly slain. Such memories cannot be generated by abstract counters alone. They require representation, vulnerability, and identity, and Legions of Darkness showed how all three could combine to make the player deeply invested in the outcome of a game.

A Blood-Red Banner explored a different angle by introducing mobile player units within the fortifications of the Alamo. Soldiers could be shifted from one defensive position to another, reinforcing weak spots or preparing for assaults. This created a tactical layer that tied representation directly to spatial decision-making. The defenders were not merely abstract concepts; they were bodies that could move, reposition, and take up specific stances. The story became one of scrambling defenders, rushing to the walls where the attack was fiercest, holding ground in desperate conditions. This mechanic gave the player a visceral sense of being under siege, of needing to decide where to commit precious resources. The defenders were visible, tangible, and vulnerable, and the act of moving them across the board brought the theme alive. The difference between this system and the invisible defenders of Soviet Dawn could not have been greater. In one, the player is a ghostly force manipulating probabilities; in the other, the player is a commander watching real defenders run to the barricades. The emotional contrast is striking, and it demonstrates how representation can change not just how a game plays but how it feels.

All of these experiments—named heroes, reputation-tracking leaders, assignable generals, vulnerable heroes, and mobile defenders—converged on the same conclusion: representation is the heart of immersion. The more visible, named, and differentiated the player’s units became, the more engaging the game felt. The shift was not only mechanical but also psychological, transforming battles from abstract exchanges into lived experiences. Players began to speak of their games in personal terms, recalling not just outcomes but stories: the general who turned the tide of battle, the hero who died too soon, the defenders who held the wall until the very end. These are the kinds of memories that games strive to create, and they arise from representation. Without it, the system risks becoming sterile, a puzzle to be solved and then forgotten. With it, the system becomes a stage for drama, inviting players to invest their emotions as well as their strategies. The rise of heroes within the States of Siege series thus represents not just a design choice but a design revelation, proving that even in the most constrained of frameworks, characters can make cardboard come alive.

The Evolution Toward Differentiated Enemies and Symmetrical Representation

As the States of Siege gaming system matured, designers began to realize that immersion did not depend solely on giving the player visible heroes and defenders; it also required making the enemies themselves more distinct and varied. In the earliest titles, the enemies were essentially identical tokens differentiated only by the track they occupied. They moved forward, threatened the center, and were pushed back when the player succeeded. This worked as a functional abstraction, but over time it became clear that when all enemies behave in the same way, the story lacks texture. The player’s side might have heroes and leaders, but the opposition remained a faceless tide, threatening in concept but bland in execution. Later designs began to address this imbalance by giving enemies specific traits, abilities, and identities. Some enemies could move faster, others could regenerate, still others could ignore certain forms of resistance. Suddenly the advancing forces were no longer just interchangeable markers but differentiated threats with personalities of their own. This created a richer sense of struggle, because victories against different enemies felt distinct, and defeats at their hands carried different narrative implications. The battlefield became less a one-sided stage and more a dynamic environment in which both sides had character and agency.

One of the first major breakthroughs in differentiated enemies appeared in We Must Tell the Emperor, where different Japanese fronts were not merely spatially distinct but also carried thematic significance tied to historical events. Enemy advances were often triggered by cards that highlighted specific historical moments, and the tracks represented real-world directions of attack. This grounded the opposition in a narrative framework that gave them more weight than abstract counters. Players were no longer pushing back anonymous tokens but were resisting recognizable campaigns. When the game declared that a certain front was advancing because of a particular historical event, the enemy gained a sense of identity, even if their mechanical behavior was still fairly standard. This paved the way for later games to give enemies more specialized functions. The design lesson was clear: just as players need heroes to invest in, they also need enemies that feel more than generic. The more differentiated the opposition, the more the siege feels like a real clash rather than a mathematical simulation.

Dawn of the Zeds pushed this idea further than any of its predecessors, to the point where it became a hallmark of the design. Instead of treating the undead hordes as identical, the game differentiated them into types with distinct abilities. Some zombies moved faster, others were harder to kill, and still others carried devastating effects when they breached defenses. This not only increased mechanical variety but also made the siege feel chaotic and alive. Players had to think not just about holding the line but about prioritizing which threats mattered most. A slow-moving horde might be manageable, but a fast one could spiral out of control if not contained. A resilient enemy might force players to commit precious resources, while another might spread fear even if kept at a distance. The differentiation gave the opposition character, and by extension it gave the defenders more meaningful decisions. The asymmetry of earlier designs, where enemies were identical while defenders were invisible, had now given way to a more symmetrical balance in which both sides were visible, identifiable, and narratively engaging. This symmetry created fertile ground for emergent stories, where both the player’s heroes and the enemy’s monstrosities became characters in the unfolding drama.

The thematic richness of differentiated enemies also had the effect of enhancing replayability. In earlier games, once players understood the rhythm of enemy advances, the tension remained but the novelty faded. By contrast, when enemies had unique identities and abilities, each playthrough could unfold differently depending on which types of opposition appeared and how they interacted with the player’s forces. This variety encouraged players to return to the game repeatedly, not simply to test their skill but to see what new narratives might emerge. A memorable play might feature the desperate defense against a particularly brutal enemy type, or the unexpected survival of a hero against odds stacked by a specialized foe. Replayability in States of Siege thus became tied not only to randomization in card draws but also to the differentiation of units. This showed the power of representation not just for emotional engagement but also for sustaining long-term interest. Differentiated enemies transformed the series from a framework for puzzles into a generator of endlessly varied stories.

Another significant innovation was the increasing spatial complexity of later designs, which made unit representation even more vital. In games like Infection: Humanity’s Last Gasp and the second edition of Dawn of the Zeds, the battlefield was no longer just a handful of linear tracks but a more intricate web of spaces, paths, and zones. This expansion demanded more from representation, because in a more complex environment, the distinction between units matters more. Tokens must convey not just presence but type, not just location but identity. The complexity forced the design to invest in clarity, which in turn reinforced the importance of making units visually and mechanically distinct. When the battlefield itself became more varied, abstract enemies were no longer sufficient, and abstract defenders were unthinkable. Both sides had to be embodied in clear, differentiated forms. The result was a richer system that elevated the role of representation from a desirable flourish to an absolute necessity.

The interplay between differentiated enemies and visible player units also introduced a new kind of tension that earlier designs could not capture. In Soviet Dawn, losing a roll simply meant an enemy token advanced further down its track. The result was tense but impersonal. In Dawn of the Zeds, by contrast, losing a battle could mean the death of a beloved hero at the hands of a particular zombie type with distinct abilities. The tension was no longer abstract but visceral. Players could narrate the moment as a clash between identifiable characters: the medic who sacrificed herself to hold back a charging zombie brute, the farmer who improbably survived against a swarm, the veteran soldier who fell to a cunning foe. These moments created stories that players could recount long after the game ended. The combination of differentiated enemies and visible defenders thus completed the evolution from sterile abstraction to full narrative immersion. The siege was no longer faceless on either side. Both attacker and defender had personalities, and their clashes created drama.

Conclusion

The journey through the States of Siege gaming series reveals much more than the gradual refinement of a solitaire system; it highlights the deep relationship between representation, immersion, and narrative in tabletop design. What began as a starkly abstract framework with invisible defenders and faceless enemies slowly grew into a living stage where both sides were made tangible. The early games demonstrated the power of elegance and simplicity, showing that tension could be built through little more than advancing tokens and die rolls. Yet they also revealed the limits of abstraction. Without visible defenders, the player’s presence felt ghostly, detached from the battlefield, more like a manipulator of statistics than a commander of armies. It was functional, but it was incomplete. That incompleteness became the seed of future growth, as designers recognized the need to make the player’s forces visible, identifiable, and vulnerable.

The introduction of heroes, leaders, and assignable generals was the first major step in this transformation. These figures gave the player something to hold onto, names and faces that could inspire pride or evoke sorrow. With them, victories became personal achievements, and losses became tragedies. No longer did success feel like a mere mathematical adjustment; it felt like the survival or triumph of real individuals. This psychological shift cannot be overstated, for it changed the very nature of the stories that emerged from play. The series evolved from puzzles of survival into dramas of resistance, filled with moments of heroism, sacrifice, and heartbreak. The addition of representation on the player’s side made the system not just a contest of probabilities but a contest of characters.

The evolution did not stop there, for immersion required more than just visible defenders. Enemies, too, had to be given character. Differentiated opposition transformed the battlefield into a theater of distinct threats, each carrying its own flavor of danger. Fast-moving enemies, resilient foes, regenerating monsters—all of these gave the player new challenges and created new kinds of stories. The faceless tide of early designs was replaced by a menagerie of distinct adversaries, each capable of leaving its mark on the narrative. This symmetry of representation—heroes on one side, differentiated enemies on the other—was the moment when the States of Siege system reached its full potential. The game board was no longer a sterile map of tokens but a living stage for clashes between identifiable characters, where every roll of the dice felt like a chapter in an unfolding story.

Through this process, the States of Siege series demonstrated a profound truth about game design: representation is not just decoration, nor is it a luxury added after mechanics are complete. It is a central pillar of immersion, the element that transforms cardboard into characters and probability into drama. A faceless marker can create tension, but a named hero or a specialized enemy can create memory. Players remember not only that they survived but how they survived, who stood at the barricades, and what kind of enemy bore down upon them. The series’ progression from invisibility to visibility, from abstraction to differentiation, illustrates how representation bridges the gap between mechanics and story.

It is tempting to view this evolution as inevitable, as though every system must eventually embrace more complexity and more detail. Yet the States of Siege series shows that the process was not a rejection of simplicity but a rebalancing of it. The early elegance of the system was never abandoned; it was enriched. Representation did not replace the tension of advancing counters—it deepened it. Heroes did not complicate the system beyond recognition; they humanized it. Differentiated enemies did not obscure the puzzle; they sharpened it by giving the player harder choices. The genius of the series lies not in abandoning its roots but in layering representation on top of them, building an experience that could be both strategically tense and narratively rich.

As the system continued to develop through titles like Dawn of the Zeds and beyond, it became clear that the fusion of representation and tension was the series’ lasting legacy. Players could now engage with the system on multiple levels: as a puzzle of probabilities, as a tactical exercise in resource allocation, and as a story of heroes and villains. This multifaceted engagement ensured that the games could appeal to different kinds of players while offering lasting replayability. Each playthrough became not just a test of skill but a generator of stories, and those stories lived on in memory long after the final dice had been rolled. That enduring capacity to generate narrative is what elevates the States of Siege system from a clever solitaire framework to a landmark in solo game design.

In the end, the evolution of unit representation within the States of Siege series reflects the broader truth that games are not just systems—they are experiences. Representation is what makes those experiences matter, turning outcomes into stories and mechanics into meaning. Without representation, a game can still challenge the mind, but with it, a game can also move the heart. The defenders of Soviet Dawn may have been invisible, but by the time players defended against the zombie hordes in Dawn of the Zeds, they were no longer faceless or forgotten. They were heroes, leaders, and ordinary people made extraordinary by desperate circumstances. That is the story of States of Siege: a series that began with faceless tokens and ended with characters we could cheer for, mourn, and remember. Representation gave the system its soul, and it ensured that the sieges it depicted would not just be survived but truly lived.