Depictions of Power draws connections between strategy and management games and their singular depiction of power relationships. One could say that strategy and management games are the quintessential depictions of power. Rather than being centered on a single character, these games put the players in situations where they have power over other entities or other players. Moreover, narrative contextualization in the genre depicts the player as a leader, manager, governor, general, or even as a god of some sort. As such, they take an implicit or explicit stance on power, through control, agency, identity, ownership, affiliation, or loyalty, for instance. Depictions of Power explores how power is depicted and/or experienced in strategy and management games through gameplay, narrative, representation, dialogs, mechanics, and gaming systems. Most games overemphasize the agency of the player, but others offer a critical perspective on war or control. Strategy and management games are treated as a unique corpora to underline their similarities and go beyond a sole militaristic perspective. This book argues that games must be criticized and questioned, but that they can themselves criticize and question power. As such, they must be explored, analyzed, and contextualized in the history of gameplaying. Contributors to this collection cover a wide diversity of playing experiences, discussing strategy and management games such as Civilization, Cities: Skylines, Total War, Pharaoh, Command & Conquer, Trader Life Simulator, Riot: Civil Unrest, and The Sims.