Conquest

Forty-two countries, six continents, and the last player standing takes the world.

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Conquest

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Tables

The rules

The classic game of world conquest. Attack with up to three dice against two; ties go to the defender. Income is a third of your countries (never under three) plus every continent you hold outright. After a conquest at least as many armies move in as dice you rolled; every other army that could leave is in transit until you land it — on the new country or back on the old one — and nothing else happens until you have. At the end of a turn you may move armies between your own bordering countries as many times as you like, but each army moves once: one that arrived stays put, though the country's own armies may still go on. Knock out a player and their cards are yours. Last one standing wins.

Cards. Take at least one country in a turn and you draw a card at the end of it. Three of a kind or one of each is a set; a wild stands in for anything. Trade a set while placing armies. The value climbs for the whole table every time anyone trades: 4, 6, 8, 10, 12, 15, then five more each time. Hold five and you must trade before you do anything else. If a traded card names a country you hold, two extra armies land there. The cards button lays your hand over the map, each card on the country it names, with the best set already picked for you: tap a card to take it out of the pick or put it back, and the gold button on the rail cashes the three.

Deals. The computer players make them, with each other and with you. In the first rounds a neighbour may offer a truce — hands off each other while you both get settled; later, two players behind whoever is running away with it agree not to attack each other until that changes. An offer to you sits on the table with Accept and Decline; you can propose one yourself — tap the scoreboard to open it big, where every deal is written out and Propose is one button on a computer's row (a press and hold folds the scoreboard away instead). Attack your partner and you are a breaker: the table says so, and nobody deals with you again that game.

Scoreboard

Table

Computer players

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Menu

Playing

Each attack

A hold rolls again and again until you let go; a right-click fights it out.

Moving armies

Placing, landing armies after a conquest, fortifying — the same three gestures: tap (or left-click) moves one; hold moves one, then five at a time as fast as it can, until you let go; right-click moves everything that can go. The number on a country is how many can leave it — one army always stays, and it is not drawn. To fortify, tap one of your countries: everything that can leave it is in transit, and you land it on the ringed neighbours — or back where it was — the same way.

What happened

This table

Appearance

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Sound and haptics

Sound
Play even when the phone is on silent
Haptics

Leaderboard

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Credits

The icons, the dice and the map.

The dice, the unit symbols on the cards and the buttons' pictures are from game-icons.net, used under CC BY 3.0:

The forty-two territories are cut from Natural Earth (public domain) 1:110m country boundaries, merged into the classic regions and drawn in a Miller projection by bin/build_map.py.

Supporter perks

You’re a Conquest supporter — thank you.

$10 or more, once, or a monthly: a chevron by your name, your pick of colour, private tables, and the name you play as. The dice stay the same for everyone.

Account

Technical

The AI players’ model, the version, what went wrong lately, and how to reset.

AI players

This app

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