To date, game studies has largely undertheorized the co-production of postcolonial stories, exploration, and mapping in games. Furthermore, as has been noted before (Carr, 2006), the work that has been done on postcolonialism and play so far often leaves the player out of the equation, even sometimes as a theoretical construct. Yet player experience is crucial to understanding such games, as narratives are not only built on the 'master' level of game mechanics, but also through the personal stories players processually (Ash, 2009; Thrift, 2008) develop through their journey of touring and mapping, thereby developing spatial stories (De Certeau, 1984; Jenkins, 2004;Lammes, 2009) that may present us with conflicting spatio-temporal accounts. Through a comparative and collaborative auto-ethnographic analysis of Civilization VI (Sid Meier, 2016) -a turn-based strategy game -we want to push this discussion further and improve our theoretical understanding and analytical purchase of the triad relation between narrative and postcolonialism in games, thereby contributing to the field of postcolonial theory and game studies. Drawing on postcolonial geography, science and technology studies (STS), non-representational theory and game studies, we argue that games, through their playful, explorative and emergent qualities, are a powerful means of rethinking and reimagining colonial (hi)stories in this postcolonial era (Lammes, 2009(Lammes, , 2010 including issues of spatio-temporality, cartography and the hybrid relation between women and machines. and negotiation, and therefore a classification of computer games can be based on how they represent -or, perhaps, implement -space' (Aarseth, 2000: 154). By sandwiching the opening cinematics between two 'mapping moments' (Dodge et al., 2011: 220-43), a strong emphasis is placed on mapping as a dominant and constant technology needed to explore and dominate the world, thereby fitting neatly in a (post)colonial cartographical discourse in which mapping is an essential 'immutable mobile' (Latour, 1990): a technology that does not lose shape when put in a different context, and is used to create and sustain asymmetrical power relations (Lammes, 2016). Thus, the opening scene of the game largely seems to celebrate colonial exploration by implementing space through mapping and other technologies.At first glance this seems to match many postcolonial readings on Civilization, which provide critical analyses of the game's Western-centric narration of history (Mukherjee, 2015), arguing that the game's structure develops an imperialist narrative (Ford, 2016), where discourses of geopolitical order become naturalised (Nohr, 2010). Although we don't contest that this game is resonating with neo-liberal ideologies through emphasising the connection between mapping and mastering territory -as our opening vignette indeed confirms -our aim is to unearth ' alternative' affordances in which mapping gains new meaning that can be critical and reflective at the same time. After all, as has also ...