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Conqueror: Final Conquest box art

Conqueror: Final Conquest

Game ID: GID0446165
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Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 0 · mix 1 · neu 0 · neg 0
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Video VHdnkBoKqmM Review at 0:41 sentiment: mixed
video_pk 72624 · mention_pk 171992
Conqueror: Final Conquest video thumbnail
Click to watch at 0:41 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Classic Risk-like feel.
  • Nice classic board game feel to components and artwork.
  • Simplistic ruleset.
Cons
  • Bribing element didn't work.
  • One-minute timer for planning felt poorly integrated.
  • Game can be very long, especially at full player count.
  • Dice swings can lead to long play times.
  • Tug of war gameplay was too long-winded for the reviewer.
Thematic elements
  • Leading historical empires (Rome, Egypt, Gauls, Carthage, Persia, Greece) to victory through conquest and analysis of time.
Comparison games
  • Risk
  • Helenika: A Tale of Greece
Mechanics (from transcript analysis)
  • Chronicle cards — Starting in the second round, one chronicle card is flipped per round, representing events that shape the round (e.g., plagues, hero costs, bidding on common foes).
  • Combat — Attacking an adjacent territory triggers a battle. Both players roll one die, with infantry adding one to strength and cavalry adding two. Defenders gain bonuses for forts or home territory. Victorious attacker earns a coin and defender loses units. Victorious units can gain an extra action once per round.
  • Gaining currency — Players can obtain currency from territories they control.
  • Purchasing hero cards — Players can purchase hero cards by paying the coin cost.
  • Recruiting units — Players can recruit units in forts, with great forts providing two infantry or one cavalry and regular forts providing one infantry, provided new units don't exceed the food quota.
  • Secret Missions — Players randomly draw one of three bonus missions for their faction.
  • Territory control — Gaining territory is key for forts, supplies, army size, and currency.
  • unit movement — Each unit can either move to an adjacent empty territory.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Has a classic Risk or many other war games feel to it in the sense that you move units, conquer territory for resources, and chuck dice for battles.
  • The one minute timer for planning, recruiting, and making a move felt too short and didn't feel integrated with the rest of the turn structure.
  • The tug of war was just too long-winded, especially with dice swings and long game times at full player count.
  • Conqueror final conquest gets a 5 out of 10.
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