Conqueror: Empire Rises Review
Rome: Total War, in an asymmetric area control.
Take up one of the Ancient World civilizations to conquer 7 forts! Control heroes, differing units, and upgrades with factions like the Romans, Greeks, Persians, and Egyptians. For 3-6 players, this expansion takes 2-3 hours.
Video published July 24th, 2023

Add strength to combats with heroes like Julius Caesar and Hannibal!

Negotiate with your friends constantly with free-flowing money.

Campaign wooden pieces around the Ancient World.
This is a sponsored post.
STORY
Conqueror: Empires Rises is an expansion to Conqueror: Final Conquest, using components from the base game. It overhauls many of the mechanics, adding in faction abilities, elite units, and differing combat mechanisms. We have not played the base game, so are reviewing this expansion as our first encounter with the Conqueror system. We played Empires Rises twice, once at 4 players, and once at 5 players.
Not all of the components are finalized, like the featured player aids and rulebook were printed outside of the normal manufacturer here.
Also, we refer to Conqueror: Empire Rises as just “Conqueror” sometimes throughout the review, to save time.
Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!
Component/Learning Pros
Awesome 4 wooden pieces for each faction
Infantry, cavalry, archers, and unique elite unit
Higher tier through Gamefound has nice elite unit minis
Cards are great quality
Art
4 different heroes for each faction have awesome art
Chronicle card art is nice
Simple to setup and get going for an area control
Gameplay Pros - Thematic Asymmetry of 6 Factions
Each faction has 1 base special ability
e.g., Carthigians have +1 power in Naval Combat
e.g., Gauls have +1 power when defending any green territory in Europe
e.g., Egyptians get a re-roll of 1 of their archers
Every faction has special elite unit, buyable once
Stronger units that DON’T count towards supply cap, sometimes special ability
e.g., Carthaginian War ELEPHANT is 4 strength cavalry (but loses 2 str when fighting in water)
e.g., Persian Immortal is 2 strength infantry that also is an archer
Once elite unit dies, lose forever, need to protect them too
4 Heroes of each faction
Unique abilities and additional strength can use during combat twice
e.g., Darius the 1st is a simple +1 to combat, but gets 4 money if you win
e.g., Cyrus the Great is +4 strength, buffs all your cavalry, converts 1 enemy units into yours if you win
e.g., Cleopatra can seduce enemy unit to prevent them from fighting
e.g., Alexander the Great can let your army attack AGAIN if victorious (can make a single army attack 3 times in 1 turn because heroes can be used twice a game)
Starting positions are very fitting
Carthage and Rome fight over the Mediterranean, which hits much of the map
Rome needs the Mediterranean to leave Italy, or has to fight through the strongly defended alps to the north
Egyptians and Greeks fight through Asia Minor to use it as a land bridge to get into each other’s homes if they don’t want to invest into navy
Slightly different maximum troop counts for each faction
Replayability is good once add up everything up for each faction
e.g., Greeks struggle the most with money, as no heroes give them income, and Alexander the Great, their trump, is 14 currency
Gameplay Pros - Geography
Really good job of keeping players interconnected despite only 1 base movement
Water connecting so many regions
If own Mediterranean and the Aegean Sea in the 4 player map, you can touch all but 5 regions of map
Islands within the water are more fighting points
Danube flows from Northern Europe and Greece, and vice-versa to open up new fronts
Gauls can easily attack Greeks
Romans take Danube to Black Sea and launch a campaign
Gameplay Pros - Supporting System & Negotiation
Easy to ask for adjacent help because of how interconnected the map is
Multiple players can support each side for lots of interaction, can have everyone involved in combats
Can trade money freely at any time, use it to sweeten any deal, like to have someone help support or attack
Supporting units must be exhausted (cannot move next turn), and can even die if the battle goes badly, so supporting is tricky decision
Supporting players get tactic card regardless of outcome, so sometimes can pay someone to let you support them
Light negotiation with trade mechanic, where use your agent to trade with another player at the start of rounds
“I trade with you, you hopefully trade with me”
Cannot attack person you trade with that round
Gameplay Pros - Army Management
Moving wooden pieces across the map is easy
Have to factor in army composition with current supply, while posturing around opponent’s forts/supply
Can specialize with army upgrades
Infantry can become 2x strength
Cavalry can move AND attack twice in 1 turn (Thoroughbred)
Archers can get more re-rolls, they are always good against cavalry with their pre-fire
Invest in navy for +4 Amphibious Assaults to attacking land
D6 handled well: two 4’s, one 3, one 2, 2 1’s.
Archers having 1/3 chance of hitting is reasonable when don’t contribute any strength
Combat roll being capped at 4 is nice because that equals the base strength of the strongest heroes
Fights determined by army composition, cards played, rather than lucky rolls
Close fights are won by careful margins of dice rolls
Gameplay Pros - Progression
Owning 1 more region opens up so many adjacencies to change round feelings
Getting forts means spawning more units
Chronicle (event) deck heats up
Tier 1 cards about giving more units/combat cards, one forced march for extra attack
Tier 3 cards prevent snowballing but “Strong Winds” also gives +1 action to every Naval troop to have swingy late game turns
Thoroughbred, Strong Winds, and Alexander the Great make mid-late game turns be filled with multiple attacks from the same army
Thoroughbred + Alexander the Great is 4 attacks in 1 turn
Common for late game fights to have many people supporting single siege
Tactic cards accumulating in player’s hands makes later fights more uncertain
Lots of casualties (from tactic cards) can wipe the board
Gameplay Pros - Forgiving Systems
Losing units not a big deal, because spawn for free every turn
If knocked off map, set up temporary capital with remaining units which is a Great fort
Mid-late game can change your dynasty, which gives 2 units, 2 supply, and 4 money
Stragglers don’t get swallowed up late game
Keeps pace of game
Come late game, feels like multiple players can win
Final Pro- Theme meets Gameplay
Heroes, faction passive, geography make each faction feel somewhat real
Hannibal can take the Carthaginian Elephants through the alps to push down into Rome
Probably some historical event you can be re-creating to some degree
Rulebook/Learning Cons
No component list or Table of contents
Explanation of casualties, supporting combat, and drawing tactic cards
Thoroughbred needs to say you can attack twice
What an “action” is on Strong Winds needs to be better defined
Player Aid says “Play around” (instead of play a round)
Visibility Cons
Misprinting on the map on 4 player side with not sealed off regions
Mediterranean reaches all the around to Northern Europe
5-6 Player side map has Supply symbol on Britannia hard to see
Money is really hard to see, with red text next to a “1” number in the currency
Just put multiples of currency, or take out number in the currency and make text white
Make it all bigger!
2 wooden elite units tricky to see
Greek elite units can look like a infantry and cavalry (so 2 units) behind other units
Carthaginian Elephant does not look like an elephant because the legs of elephant aren’t there
Supply markers are hard to see in being tiny chit, terrible to move
No good area to put them
Time tracker is the same small chit
Battle Tracker is fiddly to use
Unit upgrade board not having spot for the stacks of cards gets messy fast
Heroes not having the cost on the front of card is annoying
Gameplay Cons - Buildings
Bazaar is a never buy
Gets you 1 income a turn for costing 4 money, don’t get benefit the turn you buy it
Buy it on Round 1, have to wait until Round 5, 4 taxations later, to break even
Money is important early game to get upgrades or hero abilities, so wouldn’’t buy bazaar
Only worth 1 VP so not getting it for points
Forts is incredibly cheap at 3, which is victory goal AND spawns you a troop every turn
Cost for Bazaar and forts should be swapped
Gameplay Cons - Hidden Agendas
Requests and payouts all over the place
e.g., Carthaginians holding Sicily for 3 rounds is fine for 6 coins
e.g., Egyptians have to take ALL of North Africa is so hard, for only 10 coins!?
e.g., Romans have to take out Persian capital which is on the other side of the map for only 8 currency?!
Chronicle event to let players discard and draw a new hidden agenda luckily relieves players of impossible agendas
After tweaking their requests, we would want 2nd hidden agenda accomplished win you the game
2nd hidden agenda would be dealt publicly after accomplishing 1st one
Would keep with the mantra of the variable round time
After doing 2nd agenda probably so far ahead anyways in the current iteration of the game
Gameplay Cons - Player Count
Uncertain Con, because game is so negotiation heavy, only played game twice
5 Player mode seems to have some weird issues
4 players are busy with their 1v1’s, 5th guy able to be unscathed
Absence of 6th player on 5-6p map means one player just grabs those regions to snowball around the map
4 player mode seems to handle power vacuums better
Policy agent placing cemented this in cons, where blocking off others with agent is much smoother in 4p
In 5P, not much tension there because there’s 2 slots for each agent area, meaning can’t really block someone from critical upgrades
Technically could convince others to place their agents there though
Gameplay Nitpick - Preparation Phase
Phase where you spawn troops, buy hero, and buy elite unit is told to be done simultaneously
Keeps game running smoothly but some buys counter other people’s
Can run into issue of 1 guy waiting for everyone else to do their turn stuff before they do their turn
Write in the option to do this preparation phase in turn order
Gameplay Nitpick - Archer Upgrades
Deadly Aim Archer upgrade unlocks the 3 as hit for rolls is underpowered
Only increases rolling by 1/6, because only one 3 on the die, while other upgrade, Rapid Aim, gives entire re-roll
Not many situations can think of that a player would get both of these, always with Rapid aim first
With agent blocking in 4 and 6 players, can see more of a case to grab Deadly Aim
Time Nitpick
Runs a bit long, but high negotiation game so doesn’t matter too much
Variable time length of game potentially ending before round 10
Designer told us that there have been games that went to 3 hours, but not over
Our first game that ended on round 4 went over 3 hours with 5 people
2nd game ended at round 10 with 4 people, at just about 3 hours
Recommender Score
Given all of the high praise in pros, if you love the Ancient World theme and medium weight area controls with some dice rolling we would just say to go ahead and invest in a copy of this. No need to overthink it!
A lot of the jank with the components and rules are almost certainly going to get ironed out. Like the hidden agendas and tactic card farming are really easy things to fix. As such, Conqueror’s concrete game is very solid, and we could see with some quick changes the game is easily a 7/10.
For all the fighting, asymmetry, and politicking, Conqueror really doesn’t have that many rules or upkeep, giving a fight over the Ancient World in 2-2.5 hours. There’s this epicness of heroes bringing the epic wars to life as you posture around the Mediterranean, and the asymmetry helps give decent replayability.
Core gameplay decisions revolve around how to position your dozen or so wooden troops between land and water, or how to spend your money- will it be on a hero or a permanent upgrade to have your army start to specialize? Will you be able to do the 2-3 attack in one turn to win, or is your opponent actually planning that and you need to retreat some troops closer to your capital?
Just do keep in mind that this game is more grounded in being a traditional area control game like Game of Thrones the Board Game, where you can posture a lot, and not really much can happen in terms of fighting early if players play carefully. However, is a much more interconnected map, with swingier abilities that can transform the board, sometimes even with the help of some friendly archer pre-fire rolls. The comparisons to Game of Thrones 2nd Edition are REAL, I mean the troop pieces look SO similar…
So yeah, if you got a group of friends of between 4-6 who like their area controls, open negotiation, and like this theme a lot, definitely check this out. But if you’re a fan of say, Root, Conqueror probably isn’t as asymmetric or chaotic enough for your liking, its usually a careful push and pull around the mediterranean with some swingy turns, compared to Root’s asymmetric chaos.
Anyways, shoutout to all of the Rome: Total War fellow fanatics out there who are likely salivating at the mouth over this theme, I am gonna put HARD money on the design team playing Rome: Total War, I mean I did a little refresher and even the Egyptians have chariots like they do in this game, AND have the best archers… just like they do in Conqueror. And with that, I’m even more convinced that Conqueror has a strong future ahead of it. It definitely looks like the game was designed around 6 players seeing how the 6 player map is fleshed out the most.
To see more upcoming content for Conqueror that enhances replayability, like Siege Engines, Alliance cards, and a new policy board, check out the tentative score section in our video review below!