Conquest of the Fallen Lands
Conquest of the Fallen Lands Rulebook
Table of Contents
Table of Contents
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. 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.
| Player count | Fields to use |
|---|---|
| 4 to 5 players | Use all 61 fields. |
| Quick game for 4 players | Remove 10 fields at random and use the remaining 51. Make sure at least one field 12 remains among the tiles used. |
| 3 players | Use 37 fields: one field 12; two each of fields 10 and 11; three each of fields 6, 7, 8, and 9; four each of fields 1, 2, 3, 4, and 5. |
- 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. (If the 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.
Conquest of the Fallen Lands – Normal Rules
The Normal rules are the standard way to play Conquest of the Fallen Lands. If you are an experienced player looking for strategic depth, try the Advanced rules instead.
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:
- 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.
- Complete Tasks. Carry out actions using your Followers and cards. There is much more detail on this phase in the Completing Tasks section below.
- 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.
- 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:
- 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.
- 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.
- You may only conquer fields that have not been conquered already, by any player. Each field may only contain one Troop card.
Special Starting Rule: 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.
- 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:
- 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.
- 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 clearly 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!
Conquest of the Fallen Lands – Advanced Rules
Translated from the French edition (LudiGaume).
The Advanced rules offer a more complex way to play Conquest of the Fallen Lands, with additional rules and greater strategic depth. If you are a new player, try the Normal rules first, then move on to the Advanced rules once you feel more comfortable. Use the same setup as the Normal rules if you play with the Advanced rules.
Choose who goes first, and begin. Each player plays a turn, and play goes clockwise around the table.
Turn Phase Order
A player's turn consists of the following phases, in this order:
- 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.
- Take Actions. Take actions using your Followers and cards. There is much more detail on this phase in the Taking Actions section below.
- Draw a Card. Take the top card of the deck and add it to your hand.
- Restore Your Followers. Return all of your expended (face-down) Followers to a face-up position. This indicates that they are again available to carry out new tasks on your next turn.
The next player may begin their turn once you have finished the Take Actions phase of your turn. It is OK for turns to overlap in this way.
Taking Actions
Any action you wish to take 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 already been used. Some actions also cost coins; pay them to the bank. There are several types of actions you may take on your turn. These actions are:
a) Conquering a Field
b) Flying to Conquer a Distant Field
c) Fortifying a Field
d) Using Magic Cards
e) Exchanging Cards
f) Recruiting Troops
You may take as many actions as you want, in any order, and 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:
- 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.
- The sum of the Attack value of the Troop, plus the Support values of all Troops and Fortifications belonging to all players on adjacent fields, must be equal to or greater than the difficulty level of the field. Note that you benefit from the support of other players' Troops and Fortifications as well as your own. This cooperation is involuntary: noblesse oblige.
- You may only conquer fields that have not been conquered already. Each field may only contain one Troop card.
- You may only conquer fields that are adjacent to your own conquered fields, even if those were conquered earlier in the same turn. "Flying to Conquer a Distant Field" (see below) allows you to break this rule.
Special Starting Rule: On your first turn, the very first field you conquer may be anywhere on the gameboard, and does not need to be adjacent to any other player's field. On your second turn, the very first field you conquer may also be anywhere, but this time it may be adjacent to other players' fields. If you are unable to conquer a field during your first or second turn, you may opt to discard your entire hand and draw 8 fresh cards from the deck. You must do this before taking any action.
- 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) Flying to Conquer a Distant Field. You may fly, as if by magic, to conquer a field on the board that is not adjacent to any of your own fields. (Flying is dangerous in the Fallen Lands... you must make an offering to the Spirits of the Air before attempting it...) Flying costs 7 bronze coins. After paying, you may fly to ONE field for each Mage you expend for this action. (Use one of your conquered fields as the starting point for the flight.) Observe all other rules for conquering a field.
c) 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:
- 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.
- 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 so that the Support values of both cards can be clearly seen. Only one Fortification card may be played per field.
Fortifying a field works exactly the same way in the Advanced rules as in the Normal rules (except that now your fortifications will also support other players — so be careful!). See the Normal rules for an example.
d) 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.
e) Exchanging Cards. You may discard a card from your hand and draw a new one from the deck. A Mage is expended for this action.
f) Recruiting Troops. You may draw 2 cards from the deck as recruits, but recruiting costs money. Fortunately, you can reduce the cost by expending Mages during the action. If you expend no Mages, this costs 7 bronze coins; if you expend 1 Mage, it costs 5 bronze coins; 2 Mages bring the cost to 3 bronze coins, and 3 Mages bring it to 1 bronze coin.
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!
Magic Card Reference
The cards themselves are printed in English; this reference translates the accompanying French rulebook's card-text summary (LudiGaume) back into English. The bracketed number is the quantity of that card in the deck.
- Claim [3x]. Play this card face-up on any unconquered field on the board, and mark it with a color chip. No player may conquer this field while the card remains on it. At the start of your next turn, remove the color chip and discard the card.
- Flood [1x]. Play this card face-up on any unconquered field on the board, where it stays for the rest of the game. This field is now flooded and cannot be conquered by any player.
- Heaven's Fist [2x]. Play this card at the same time as a Troop card, and add 3 to its Attack value. Discard the card after use.
- Invisible Thief [1x]. Play this card by revealing it to the other players, then discard it. Look at another player's hand and steal a card of your choice.
- Magic Builder [2x]. Play this card together with a Fortification card from your hand. No Craftsman is expended to build the fortification. Discard the card after use.
- Magic Horn [1x]. Play this card at the same time as a Troop card. The Troop may attack any field on the board, and may use the Support value of all Troops and Fortifications (belonging to all players) adjacent to the targeted field. Receive no treasure for this conquest. Discard the card after use.
- Magic Sword [3x]. Play this card at the same time as a Troop card, and add 2 to its Attack value. Discard the card after use.
- Plague [1x]. Play this card by revealing it to the other players, then discard it. All other players must turn their Followers face-down, then shuffle them. You choose one tile from each player and turn it back face-up on their side.
- Shadow Army [1x]. Play this card face-up in front of you. Count your Warrior tokens. Take an equal number of Warrior tokens from the stockpile, and place them near this card. You may use these Warriors only during this turn. Return the extra tokens and discard this card at the end of your turn.
- Shadow Follower [2x]. Play this card face-up in front of you. Take either a Craftsman or a Warrior from its stockpile and place it near this card. You may use this Follower only during this turn. Return the extra token and discard this card at the end of your turn.
- Strength Potion [5x]. Play this card at the same time as a Troop card, and add 1 to its Attack value. Discard the card after use.