Conquest of the Fallen Lands is an exciting board game
for 3 to 5 players. It is easy to learn, fun to play, and a typical game ends
in about an hour. Even so, this game has the richness, atmosphere and depth of a
larger-scale wargame.
You will find the complete rule set for Normal play below. If you are after a more
complex game, you can move on to Advanced rules, which provide for even richer strategic
options and deeper gameplay.
Here is what some reviewers say about it.
Tom Vasel, www.tomvasel.com
(full review):
“Conquest of the Fallen Lands is a very clever game with
difficult decisions and high replayability… It plays great with three, four, or
five players, and has an interesting, engaging theme.”
“Each time the game is played, the board is different, the
cards drawn are different, and the player can try a new combination of
followers. That variety is a lot of fun for me. I enjoy games that play
differently each time, yet hold some basic precepts and offer decent strategy
and tactics.”
Greg Schloesser, www.easttennesseegamers.com,
writing for the Counter magazine:
“There is much to like here. Conquest of the Fallen Lands
has numerous clever ideas, particularly the concept of using previous conquests
– whether your own or your opponents’ – to support future attacks…
Conquest of the Fallen Lands is quite good and has a fresh
feel. While the objective is similar, it is not your typical attack and
conquer game. It also successfully avoids the usual pitfalls of most conquest
games, which is quite refreshing. In fact, that is a good word to describe the
game: refreshing.”
CONTENTS
A Deck of Cards. It contains Troop, Fortification, and Magic cards. These
represent the assets and spells that you may deploy in your struggle to conquer
the fields of the Fallen Lands.
Follower Tokens. There are three types: Warrior, Craftsman, and Mage. These Followers are responsible for
carrying out all of the actions you perform on your turn.
The Fields.
These are hexagonal tiles that depict the various monster forces that inhabit them. Each
field also shows its difficulty number, a large number from 1 to 12. The higher the number,
the more difficult the field will be to conquer.
Coins.
There are coins of different denominations, and each one is marked
with its value. Bronze coins are worth 1, Silver coins are worth 5, Gold coins
are worth 10, and Diamonds are worth 25. Coins are used in the game to purchase
assets and abilities, and are also used to determine who has won the game, once
it’s over!
Color Chips. There are five colors, one for each player. Players use
their chips to mark a field as their own once they have conquered it.
A Reference Card. This large card summarizes the general game rules (both
Normal and Advanced) for quick reference during play.
SETUP
• Decide If you will be using Normal or Advanced Rules.
(Only Normal Rules are presented on this web site.) Setup is the same for both rule
sets.
• Lay down the fields in random order to form the gameboard.
The gameboard will be different every time.
• Shuffle the cards and place the deck face-down near the
gameboard. Choose a spot near the deck that will act as a discard pile for discarded
cards. (lithe deck ever becomes exhausted during the game, shuffle the discards and
reuse them) Make a face-up stockpile for each of the three Follower types (Mage
Craftsman, and Warrior), and keep all of the coins together in a bank. Lay the
Reference Card on the table for all to see so that the correct side (Normal or
Advanced) is showing.
• Each player gets all of the chips of one color, and coins equal to
25 bronze in value, to begin the game. Each player also draws 8 cards from the
deck. Cards are kept hidden in each player’s hand.
• After looking at their cards, each player draws a total of 2
Followers (any combination they like of Mages, Craftsmen, and Warriors) from the
stockpiles. Followers are placed face-up on the table in front of the player who
controls them.
Choose who goes first, and begin. A round consists of each player taking a
turn. For the first round of play only, play rotates counterclockwise around the
table. For all subsequent rounds, play rotates clockwise around the table. Thus,
the player who goes Last in the first round will go first in the second round
and thereafter.
TURN PHASE ORDER
A player’s turn consists of the following phases, in this order
1. Hire A New Follower: if you wish, you may
pay 5 bronze coins to the bank and draw a single Mage, Craftsman, or Warrior
token from its stockpile and add it to the table In front of you. This Follower
becomes immediately available for use.
2. Complete Tasks. Carry out actions using
your Followers and cards. There is much more detail on this phase in the
Completing Tasks section below.
3. Draw/Exchange Cards. Take one card from
the top of the deck, plus one card for each unexpended Mage you retain after
completing your tasks, and add those cards to your hand. If you wish, you may
also discard an even number of cards from your hand in exchange for cards from
the deck. The exchange rate is 2 to 1; you draw one new card for every two cards
you discard during this phase.
4. Restore Your Followers. Return all of
your expended (face-down) Followers to a face-up position. This indicates that
they are fresh and ready to be assigned more tasks to complete, on your next
turn.
• The next player may begin their turn once you have finished the
Complete Tasks phase of your turn. It is OK for turns to overlap in this way.
COMPLETING TASKS
Any task you wish to complete will usually expend the efforts of one or more
of your Followers. When you have expended a Follower, turn its token face-down
so that you can keep track of which ones have been expended.
There are three types of tasks you may complete on your turn. These tasks are
a) Conquering A Field
b) Fortifying A Field
c) Using Magic Cards
You may complete any of the tasks you want to, in whatever order you want, as
many times as you want, as long as you have the available Followers and cards to
do so.
a) Conquering A Field. You conquer a field
by placing a Troop card onto it, where it will stay for the rest of the game.
The following rules must be observed:
1) You may only play a Troop card if you have the correct unexpended
Followers to do so, as shown on the card. For example, playing a Halberdiers
card requires you to expend 2 Warriors and 1 Craftsman.
2) The sum of the Attack value of the Troop, plus the Support values of
all of your Troops and Fortifications on adjacent fields, must be equal to or
greater than the difficulty level of the field.
3) You may only conquer fields that have not been conquered already, by
any player. Each field may only contain one Troop card.
SPECIAL STARTING RULES: If you are unable to conquer any fields during
your first turn ONLY, you may opt to discard your entire hand and draw 8 fresh
cards from the deck. You must do this BEFORE completing any tasks.
4) Treasure! Once you have conquered a field, you must place one
of your color chips on it to mark it as your own. Conquering a field also gets
you a monetary reward equal to the difficulty of the field. For example, if you
conquer a field of difficulty level 6, take 6 bronze coins (or their equivalent)
from the bank.
b) Fortifying A Field. You may fortify a
field, and thus increase its overall Support value, by placing a Fortification
card onto it. ‘The following rules must be observed:
1) You may only play a Fortification card if you have the correct
unexpended Followers to do so, as shown on the card. For example, playing a
Garrison card requires you to expend 1 Craftsman.
2) You may only play Fortifications onto your own fields that you
previously conquered with a Troop card. even if it was earlier on the same turn.
Stack the cards carefully in the field so that the Support values of both cards
can be dearly seen. Only one Fortification card may be played per field.
c) Using Magic Cards. Magic cards introduce
a variety of special effects and abilities to the game which can benefit you
greatly. Each Magic card requires the expenditure of one or more Mages as shown
on the card. For details on when to play specific Magic cards and the effects
they produce, read the descriptive text on the cards themselves.
VICTORY!
The game ends when all of the fields of the gameboard have been conquered, or
if each player goes through one turn without anyone conquering a field or
playing a Claim magic card. The game can also end by mutual agreement of all
players. (...Once the battle wanes, the King summons you all to his throne
room and counts the treasure that you each have accumulated during the valiant
struggle... The one who has the greatest hoard will be declared the King’s
Champion!) Once the game has ended, count up your coins. The player with the
greatest value of money wins the game!
©2006 Assa Games Corp. All rights reserved.
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