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Play against the computer, or pass-and-play around one screen.
Choose what happens to your armies.
The game carries on with a computer in your seat, and the others can still win or lose against it. Open the link again to take your seat back.
You are out. Your territories stay on the board, marked as resigned, until someone captures them.
Games you played on this device: against the computer with you as the only person at the screen, and your own seat in shared games. Kept in this browser only.
Create a game, then share the link. Friends join from their own devices; you can also add computer players.
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Goal: conquer every territory on the map by eliminating all other players. Conquest is inspired by the classic world-domination board games of the 1950s and plays by the rules you probably already know.
Each player receives an army pool: 40 armies with 2 players, 35 with 3, 30 with 4, 25 with 5, 20 with 6. Turn order is drawn at random. In the classic setup players take turns claiming one unowned territory each until all 42 are taken, then take turns placing their remaining armies until their pools are empty — one army per turn in the printed rules; the setup-placement option lets each turn place up to 3, up to 5, or the whole pool, which is much quicker on a screen. The quick setup deals the territories instead.
Two-player games add a third, neutral army. Territories are dealt three ways; on each setup turn you place two of your own armies and one neutral army (scaled up by the setup-placement option). Neutral armies defend normally but never attack.
If you captured at least one territory during your turn you draw one card at the end of it. Cards show a territory and one of three symbols (infantry, cavalry, artillery); two wild cards match anything. A set is three of a kind or one of each. With the escalating option, sets are worth 4, 6, 8, 10, 12, 15 armies and then 5 more each time, for everyone at the table; with the fixed option, infantry sets are worth 4, cavalry 6, artillery 8 and mixed 10. If a traded card shows a territory you hold, two extra armies are placed there.
When you eliminate a player you take their cards. If that gives you 6 or more, you must trade sets immediately until you hold 4 or fewer, and place the armies before attacking again.
All are off by default; switch them on in the new-game dialog.
Computer players can have a personality on top of their difficulty: Bastion holds continents and fortifies, Raider attacks often and takes riskier odds, Cartographer expands one continent at a time, and Jackal goes after whoever is weakest. A style changes how a computer plays, not how strong it is. The daily challenge is the same game for everyone each day: the same map, turn order, dice and computer moves, so the same choices lead to the same result. Your first attempt counts toward your record; you can replay it as practice. Your record keeps your wins, streaks, best results and achievements in this browser.
Enter roll or confirm · A all in · 1 2 3 dice · ← → change an amount · F fortify · E end turn · C cards (then 1–9 and Enter) · W whole world · M my territories · Ctrl/⌘ Z undo a placement · Esc cancel.
On the map (Tab to it): arrow keys move between territories · N / P next / previous one you can use · Enter or Space select it · Tab into the attack options. A screen reader announces each territory's owner, armies and what you can do there.
Create a game and share the link (or show the QR code). The game waits in a lobby until the host starts it; the host can also add computer players and, if someone drops out mid-game, hand their seat to the computer — they can take it back when they return. If someone is slow, the others can nudge them after two minutes, and after five the host can let the computer play that one turn. Reopening the link, or "Your online games" on the start screen, takes you straight back to your seat; anyone else can watch a game that has already started. Dice are rolled on the server, and the defender always rolls the maximum dice. Idle games are kept for 7 days.