Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses an overhead, turn-based map. Heroes move between towns, resource sites, treasures, and neutral creature groups, with movement points refreshed at the start of each turn.
Players develop towns, recruit armies, and improve heroes through experience, artifacts, and spell learning. Battles take place on a separate grid where creature stacks move and attack in alternating turns. Scenarios are won by completing their stated objective, commonly defeating opponents or capturing key locations.
Plan your run
Expand early by securing nearby resource sites and a second town when possible. Prioritize wood and ore for basic construction, then protect rare resources needed for advanced buildings and stronger units.
Use secondary heroes to scout, collect loose resources, and ferry troops. Avoid unnecessary fights that weaken valuable stacks, and let experienced heroes handle difficult battles so their skills and spellbooks continue to improve.
Before you begin
End turns only after checking hero movement, town production, and available recruits.
Keep armies concentrated when approaching dangerous neutral groups.
Artifacts and spell access can matter as much as raw army size.
Heroes of Might and Magic: A Strategic Quest is a turn-based fantasy strategy game developed and published by New World Computing for DOS. The player leads a hero across an overhead map, captures towns, gathers resources, recruits creatures, and builds a growing kingdom. Battles are resolved on a separate tactical field, while exploration and town development shape each campaign. Its accessible combination of role-playing progression and strategic management helped establish the Heroes formula. Contemporary reception was generally positive, with particular praise for its approachable interface, colorful fantasy setting, and satisfying mix of exploration and combat, although its scope is smaller than later entries.
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