In Conquest of the Fallen Lands, you and your fellow players have a task to free a land invaded by vile hordes of monsters, and win back the treasures they plundered.
The game board is composed of hex tiles representing orc scouting parties, encampments, fortifications, dragons, etc. Each tile has a difficulty level.
Players take turns conquering these tiles by playing troop cards on them. Each conquered tile creates new opportunities to tackle tougher tiles around it, both for you and your opponents (so you have to be careful!).
Conquering a tile gets you a reward equal to its difficulty level. This money is used in the game to purchase assets and abilities, and it is also used to determine who has won this game, once it's over.
A number of magic cards introduce a variety of special effects and abilities that can greatly benefit the players.
The game includes two rule sets, Normal and Advanced, that play very differently:
The Normal game is very accessible; it is a lighter game that plays with little downtime and yet has a lot of strategic depth.
The Advanced rules lead to a more complex game that can sometimes be a bit of a brain burner. It also moves at a much slower pace.
Fallen Lands l Solo Scenario Mission Playthrough
- Meticulously crafted encounters
- Memorable stories
- Can be a bit messy
- Rules are a little bit weird
- post-apocalyptic America
- storytelling through encounters
Mechanics (from transcript analysis)
- Card Drafting — You'll be drawing cards at a decks depending on where you're going.
- Dice Rolling — A dice driven pull a card out of a deck and see what happens kind of game.
- Skill checks — You'll resolve encounters by way of rolling Dice and doing skill checks.
Video topics + discussion points
Quotes (from this video)
- if your top 100 ball games aren't on this list that's because a we haven't played them B we think they complete dog [ __ ]
- You could accuse Eric M Lang of copying a lot of ideas from his other games and just reimplementing them in Rising Sun but it's different enough from another couple of games that he's done for us to pick it up and keep playing it
- ordinarily I hate roll and move you must know that by now but like a lot of these games I can make exceptions for formula D
- it does tell one of the most hilarious and memorable stories that you likely to get in a board game
- This is one of those rare occasions where the theme isn't pasted on and it actually attaches itself to the mechanics of the game in a kind of sort of expert manner
- You win if at the end of the game you got more white swords on the board that and black s
- It's like a two- tiered mechanical system going on here
- It can be a little bit hairy bit like my knck sack if I run out of Lady Shavers
- The fact that you're going to be getting stuff on other people's turns and the game moves really really quickly means that there is basically zero downtime in this game here
- Eldj horror ended up with more [ __ ] babies than alucino at 86
- it's another one of those Amor trash storytelling games where sometimes you just want to sit back put your feet up and let the dice do the talking and have a good old rump around the world and not give a flying [ __ ] about what is going on around you
- If you're not really that good at fondling people's sacks then Eclipse may not be for you
- have you decided to jump off a Motorway Bridge without a trampoline I hope not
References (from this video)
- Brilliant game
- So much loot
- So many characters
- Hundreds of different random encounters that tell interesting stories
- Rules are really well written
- Deserves a place on a top 10 solo adventure games list.
- survival
- post-apocalyptic North America
- storytelling through encounters
Mechanics (from transcript analysis)
- Hex Crawling — Players hex crawl across a post-apocalyptic North America.
- settlement management — Players have a settlement to protect.
- Squad Building — Players put together a squad of survivors.
Video topics + discussion points
Quotes (from this video)
- This is one of the best tools for hex crawling that I know of.
- It just works so effortlessly.
- This little snap box here has everything that you would need to have a little solo hex crawl.
- So just a really really neat little pocket uh hex crawl.
- This isn't a game in and of itself. You will need a game. You will need a system.
- This is one of my favorite subgenres of the tabletop hobby.
References (from this video)
Mechanics (from transcript analysis)
- Hexagon Grid — Move around map using hex-based geography.
- Movement on hex grid — Move around map using hex-based geography.
Video topics + discussion points
Quotes (from this video)
- Cash and Guns is such an excellent game.
- I think it's the last game they made and it just wasn't very good.
- Beasty Bar Down Under... five out of 10.
- Aridia. One of my favorite, probably my favorite adventure dungeon crawl style game. A 10 out of 10.
References (from this video)
- Huge variety of play styles (solo, co-op, PvP, campaigns)
- Massive card and component pool providing high replayability
- Descendants expansion adds deep new content and town events
- Powerful tools and equipment options (vehicles and master characters)
- Scenario book and campaign structure create evolving narratives within the game
- Very heavy setup and steep learning curve
- Long play sessions per game and per player
- Potential rule ambiguities and errors; reliance on pinned comments for errata
- High risk in some encounters (party can die if checks go poorly)
- survival, community rebuilding, and faction politics in a ruined world
- Post-apocalyptic wasteland with towns, mutations, radiation zones, and factions
- scenario-driven with a campaign book, town management, and player choices
- First Edition Fallen Lands
Mechanics (from transcript analysis)
- Campaigns and Descendants expansion — Two campaigns and a Descendants expansion add factions, starter technologies, and story-driven content.
- Encounters, missions, and town events — Cards drive encounters and missions with rewards and penalties; town events alter phase results and play dynamics.
- Events — Cards drive encounters and missions with rewards and penalties; town events alter phase results and play dynamics.
- Player modes — Supports solo, cooperative (CO-OP), and player-vs-player (PvP) play, with distinct card decks for each mode.
- Point of Interest (POI) tokens and map hexes — A large map with various terrain types and random POI placements that drive encounters and objectives.
- Skill checks — Ten-sided dice are rolled to resolve character skill checks, with success thresholds that shape outcomes and rewards.
- Town health and town technologies — Town health is a central resource; technologies upgrade the town and grant ongoing bonuses.
- vehicles and equipment — Vehicles reduce movement costs, unlock special movement, and enable equipment synergies.
Video topics + discussion points
Quotes (from this video)
- There are so many different ways to be able to play this game
- This scenario book is one of the newest things I like about the second edition
- The Descendants expansion adds depth and campaigns
- This map is absolutely epic
- Absolute blast
- I am super excited to show this to you
- There are so many different ways to play this game
- Gen Con, the creators of Fallen Lands have been at Gen Con for 10 years straight
- It is monstrous in scale and replayability