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James C
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Conquest of the Empire
Team Variant



Prefatory Note

As in the classic version of Conquest of the Empire, this variant starts with the Roman Empire torn apart by civil war.

But unlike the classic version, in the team variant game the rival provincial leaders have split into two factions: one Western and one Eastern.

Thus, instead of a one-versus-all, everyone-for-themselves experience, the Team Variant reproduces a game more similar to games such as Quartermaster General, Axis & Allies, 1812, 1775, where players start the game knowing who their allies and enemies are, and those allies and enemies do not change throughout the game.

Rules Changes


All rules of the classic version of Conquest of the Empire apply to the Team Variant, with the exception of those additional and revised rules set forth herein.

Object of the Game

The object of the Team Variant of Conquest of the Empire is to help one’s Faction prevail by either (1) eliminating two of the opposing Faction’s Caesars or (2) capturing two of the opposing Faction’s Home Provinces. The instant one of these conditions has been met, the game ends.

Factions

The game consists of two factions: The Western Faction and the Eastern Faction.

The Western Faction consists of provincial leaders represented by the Home Provinces of:
• Hispania
• Italia
• Numidia

The Eastern Faction consists of provincial leaders represented by the Home Provinces of:
• Macedonia
• Galatia
• Egyptus

The game is intended for six players, with each controlling a separate Home Province and its pieces. If fewer than six players are available, some players will need to control multiple Home Provinces and their pieces.


Turn Order

At the start of the game, the players determine, via coin toss, which Faction starts the game.

Once that is determined, each Faction puts three Control Markers (one for each player / Home Province within that faction) into a separate opaque cup or bag. These will be used to determine turn order throughout the game.

Thus, the Faction that starts the game will pull a Control Marker from its cup/bag. The marker is placed on the circle marked “1st” in the “Alliances” table in the upper right-hand corner of the board. The player indicated by the Control Marker will complete his turn. Thereafter, the other Faction will pull a Control Marker from its cup/bag. That marker is placed on the circle marked “2nd” in the Alliances table. The player indicated by that Control Marker will then complete his turn. Play continues to proceed in this fashion, alternating between teams, until each player has had his turn. Thereafter, the Control Markers are all returned to their respective cups/bags, and the process is repeated.

Note: to help remind the players which Faction goes first after all the Control Markers have been returned to their cups, the players may wish to place a spare Control Marker from one of the starting team’s players in the “A” circle in the Alliances table.

Command, Control, and Sharing

Players may not exchange money, units, provinces, or anything else with one another.
Players may not purchase units for other players.

• Exception: players may, on their turn, build Roads between one of their Cities and a City controlled by an allied Faction player.

Players may, however, share Roads and move their Combat Units into the provinces of an ally.

Players may, on their turns, move Combat Units of allied players subject to their controlling player’s permission. The ordinary rules for moving units apply. That is, the player must have a Leader accompany the Combat Units (which will constitute a Legion) to move it. Legions may be mixed, and composed of Combat Units from multiple players within the same faction. The maximum size of a Legion remains 7 Combat Units, however.

• Exception: Galleys may only be moved by their controlling players, regardless of the presence of an allied Leader belonging to another a player of the same Faction.

Recall that Leaders (Caesars and Generals) are not Combat Units. As such, they may not be moved by a Faction teammate. Thus, consider a province containing 14 Western Faction Combat Units, belonging to two different players, along with a General belonging to each of those players. Although on one of those player’s turns, any combination of 7 of those Combat Units could be moved by a General as a Legion (subject to permission), all 14 Combat Units could not be moved because the other player’s General cannot be moved.
Liberating Provinces

With the exception of the Home Provinces, a territory that had one time controlled to one player of a Faction, but has fallen into enemy hands, does not revert to the original player’s control if “liberated” by a Faction teammate. Rather, the player who “liberates” the province assumes full control over the province, and enjoys the Talents it provides.

Combat

Once approval for moving another player’s Combat Units is given, the player who moves such units as part of an attack makes all combat decisions for the duration of that battle. This includes determining which Combat Units are destroyed in the attack to the extent that he suffers casualties in the attack.

The player who initiates an attack with a Legion containing any number of Combat Units belonging to other players, if victorious, gains control of the province attacked.

Although a player may not move another player’s Leaders, the presence of allied Leaders is taken into account when determining the size of a defending Battle Legion.

The player who controls a province that is attacked by another player makes all combat decisions for the duration of that battle. This includes determining which Combat Units are destroyed in the attack to the extent that he suffers casualties in the attack. All allied Combat Units in the province automatically help defend and/or follow the orders of such player (permission from their controlling player is not necessary).


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