diff --git a/slides/content/hack.tex b/slides/content/hack.tex
index 5657273535fd099f0680a93c4d83cba5d9bdad92..3b2fe8bf5d3de1bb854f1e704e659e3d583e24ed 100644
--- a/slides/content/hack.tex
+++ b/slides/content/hack.tex
@@ -161,6 +161,27 @@
 	\end{frame}
 	
 	\section{Examples}
+	
+	\begin{frame}{Medieval TBS}
+		\begin{center}
+			\includegraphics[width=0.8\textwidth]{medieval}
+		\end{center}
+	\end{frame}
+
+	\begin{frame}{Medieval TBS}
+		\begin{columns}
+			\begin{column}{0.5\textwidth}
+				\includegraphics[width=\textwidth]{medieval}
+			\end{column}
+			\begin{column}{0.5\textwidth}
+				\begin{itemize}[<+->]
+					\item Fairly conventional
+					\item Build on resources for turnly income
+					\item Civilians, archers, and knights
+				\end{itemize}
+			\end{column}
+		\end{columns}
+	\end{frame}
 
 	\begin{frame}{Hexxagon}
 		\begin{center}
@@ -227,6 +248,26 @@
 	}
 \end{frame}
 
+\begin{frame}{Your Turn}
+	\begin{itemize}[<+->]
+		\item This is what \textbf{we} did
+		\item Demonstrates \textbf{some} of what can be achieved
+		\item Your job is to make \textbf{interesting} games
+		\begin{itemize}
+			\item Push the \textbf{limits} of the engine
+			\item Not a re-skinned TBS with \textbf{no} new mechanics
+			\item That have a reasonable design space for tuning
+		\end{itemize}
+		\item Do not get hung up on graphics
+		\begin{itemize}
+			\item Medieval game used a \textbf{single} set of assets designed for hexagons
+			\item Hexxagon and AVP used single colour tiles and basic images
+			\item Rules and interesting play are more \textbf{important}
+			\item Graphics serve to \textbf{distinguish} between different units
+		\end{itemize}
+	\end{itemize}
+\end{frame}
+
 	\section{Design Patterns}
 	\begin{frame}{Design Patterns}
 		\begin{itemize}[<+->]
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