Game review: Conquest of Speros: capture fantasy cards and artifacts to be victorious

Posted May 31, 2016

Conquest of Speros is a card game about control. One to four players compete against each other as fantasy races bent upon taking control of fantasy lands and artifacts that will earn victory points to win. It's compact, challenging and fast.

First, gamers must choose a fantasy race to represent in the game. There are elves, dwarves, merfolk and the undead. Each race has a general and 10 minions to help take over the world of Speros. It's cool because each general has a special power that can be used once in the game. Choose when to activate it wisely!

To start, each player has a hand of land cards. Each player is also given three objective cards that grant more victory points if accomplished. On the table for all players to interact with are a few land cards and magical artifacts. The land and artifact cards have spaces on them called encampments. These spaces are available for generals and minions to occupy.

There are four lands in the game, each one tied to a fantasy race: swamps (undead), mountains (dwarves), oceans (merfolk) and forests (elves). If a player can occupy enough encampments to demonstrate a majority on a land or artifact card, he or she takes control of that card. Land cards are typically worth victory points, and artifact cards grant special powers.

For example, a forest land card has four encampments on it. The merfolk player places a third minon on the card and now has a majority. He or she takes possession of the card. It's important to note that generals count as two minions when determining majority.

One of the most strategic elements of this game happens first thing on a player's turn. He or she must first discard a land card from his or her hand, but some land cards have a special power and, if a land card with a power is discarded, it goes into effect. Players must try to take this extra effect when possible. Next, a player must take one of four actions.

The first possible action is to plan by drawing three new land cards. The second possible action is to attack by placing a minion onto any land card with an empty encampment on the table. The third action is to lead by placing a general on an encampment on a land card. If there is another encampment available, a player may also place a minion. The fourth action is to explore by placing a land card on the table. If the card is not native to the faction that places it, a player may play a minion with it. For example, the undead player plays a mountain card and places a minion with it.

Generals and minions must be kept on captured cards when taken out of play, for later scoring, and when a player has no more minions left, the game comes to an end. Points are scored for captured artifacts and lands. More points are awarded for captured lands associated with the same faction. Objective cards also come into play, and points are awarded for achieving the objectives listed.

Grey Fox Games also produced a small expansion to Conquest of Speros called Lost Treasures. It adds four new generals with advanced powers, 24 new land cards with new powers and two new artifacts. It's a good expansion that adds more options to the game without changing much from the original. It's reasonable at a cost of $10.

Conquest of Speros comes in a small box and uses cards and wooden playing pieces to create a fun and dynamic playing experience. The game can be put in a bag or purse for easy transport. Gamers will need a decent sized playing area to set up all the cards, but a small dining room table will work. This is a nifty game at a reasonable price of $24.99. Find out more



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