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How to play

Goal. Conquer every territory on the map.

Setup. Players take turns claiming one territory at a time until all 42 are taken, then place their remaining starting armies one at a time on territories they own.

Your turn has three phases:

1. Reinforce. You get new armies based on territories you own (min 3, then 1 per 3 territories) plus any continent bonuses. Holding every territory in a continent earns its bonus each turn. Place armies anywhere you own. If you have 5+ cards you must cash a set first.

2. Attack. Pick one of your territories with 2+ armies, then a neighboring enemy territory. You roll up to 3 dice (one less than your army count, max 3); the defender rolls up to 2. Highest dice are compared in pairs — the loser of each pair loses one army; defender wins ties. Keep attacking as long as you like. Capture a territory by reducing it to zero, then move armies in. Conquer at least one territory in your turn to draw a card.

3. Fortify. Move armies once between two connected territories you own (through a chain you control). End your turn.

Cards. Each territory card shows one of three symbols (or a wild). Trade a set of three matching symbols, or three different symbols, for bonus armies. The bonus follows the cash-in track (4, 6, 8, 10, 12, then 15 for every set after) — the lit cell on the track above your hand is the next value. If any card in the set names a territory you control, that territory gets +2 armies placed on it for free. Eliminate a player and you take their cards.

Timer. If a phase times out, leftover reinforcements are dropped randomly and the fortify step is skipped.

Quick Start. Skips the draft and initial deployment — armies are randomly pre-placed so you jump straight into the first reinforce phase.

Continent bonuses

Conqueror

Conquer the world.

Players (2–6)

Phase time