Conquest

Conquest Strategy: How to Take Over the World

World domination games look like they're about dice. They're actually about economics: every turn, the map pays out armies, and the player who engineers the best income while keeping the fewest borders almost always wins. Here's the theory, from the habits that stop you being eliminated early to the tactics that beat our Hard bot.

Rule zero: income wins wars

You get one army for every three territories, plus a bonus for each complete continent. Those bonuses are the whole game. A small continent held for five turns pays more than a dozen dice-lucky conquests. Early on, pick the cheapest continent you can defend — the ones with few entrances and a small bonus are worth far more per border than the big prizes — and build your whole opening around taking and holding it.

Beginner habits that instantly raise your win rate

Continent economics, by the numbers

Judge every continent by bonus-per-border. The southern continents with two or three entrances and a +2 bonus are the classic openings: cheap to take, cheap to hold, and they compound quietly while bigger players brawl. The largest continent on the map is a trap for anyone who grabs it early — its bonus looks irresistible, but it leaks from so many directions that holding it costs more than it pays until the late game. If a rival does complete a continent, breaking just one of its territories deletes their entire bonus — often the highest-value attack on the board, even if you lose the territory right back.

Cards: the hidden clock

With rising trade-in values, card sets escalate from 4 armies to 15 and beyond — the game has a built-in doomsday clock. Two consequences: first, always take your free territory each turn so you keep drawing; second, watch your rivals' card counts. A player sitting on four cards is one conquest away from a monster trade-in, and eliminating a weakened player hands you their whole hand — the single swingiest move in the game. Sometimes a long march across the map to finish off a dying player pays for itself twice over.

The middlegame: be strong, look harmless

Beating the bots

Practice the openings

Play a few games on the Compact map against Normal bots focusing only on continent economics — take the cheapest continent and just hold it. Then move up to the Classic map and practice the middlegame: quiet expansion, card discipline, and one well-timed elimination. Once those are habits, Hard — and your friends — stop being a problem. You can play solo against the bots, pass one device around, or send friends an invite link and settle it online.

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Conquest is an original, independent game by Play Here with its own maps and rules. It is not associated with, sponsored by, or endorsed by Hasbro, and Risk® is a registered trademark of Hasbro, Inc., used here only to describe what kind of game this is.