Legends of Conquest is a fast-paced, turn-based tactical strategy game. You play as the commander of an alliance force, facing off against a powerful Imperial AI to seize control of the River Valley battlefield.
Forget slow “eliminate-all-units” gameplay. Your real objective is to capture the four enemy cities scattered across the map. Any unit stepping onto an enemy city instantly captures it. Balancing attack and defense is the key to victory.
Terrain is not visual decoration — it decides the outcome.
- Water (⚡): Movement speed doubles. Use the river network to launch blitz attacks and flank the enemy.
- Mountains (🛡️): Impassable walls with 2× defense for defenders. A single squad on a mountain chokepoint can hold back an entire army.
- Mass-Recruit System: Every turn, each of your unoccupied cities automatically produces fresh troops. Protecting your cities means protecting your lifeline.
- Unit Merging: Combine scattered units to form a single squad of up to 5 soldiers, creating unstoppable strike teams for key battles.
“He who takes the cities wins.”
There are eight cities on the battlefield (4 yours, 4 enemy).
- Win: Capture all 4 enemy cities.
- Lose: All 4 of your cities are captured.
Capturing is immediate — the moment your unit stands on the enemy city tile, that city becomes yours.
At the start of every turn, the game checks all cities under your control.
Production rule: If a city tile is empty (no friendly or enemy unit), the system automatically spawns a free new unit there.
Strategy: Do NOT leave your units sitting on your own cities unless necessary. Move them away so the city can produce more troops next turn.
- Strength (middle number): Represents number of soldiers / combat power. Starts at 1.
- Speed (visible when selected): Maximum movement range per turn. Starts at 5.
Move one friendly unit onto another to merge them.
- Max Strength: 5 soldiers per unit.
- Cost: The merged unit becomes slower — its new speed is (the slower unit’s speed – 1).
Terrain is the heart of the game’s strategy. Mastering it is essential.
- No special effects
- Normal movement (1 tile = 1 step)
- Speed doubled: moving 1 tile costs only 0.5 movement points.
- Land → Water (Entering water): Remaining movement is forced to 0; turn ends immediately.
- Water → Land (Landing): Must move adjacent to land first; after landing, turn ends.
Use water for long-range flanking, but plan for the mandatory entry/exit turns.
- 2× defense for defenders (effective strength doubled)
- Cannot move directly from mountain to mountain
- Must climb from plains or descend to plains
- Descending ends movement for the turn
Combat uses strict “greater-than” rules:
A unit can only attack if: Attacker strength > Defender strength
Examples:
- 3 vs 2 → attacker wins
- 3 vs 3 → attack not allowed
If defender is on a mountain:
Attack requirement: Attacker strength > (Defender strength × 2)
Example: Defender has 2 on mountain ⇒ effective strength = 4 You need 5 to defeat it.
At the start of every turn, check your cities. If your own unit is standing there, move it away unless it’s already full strength. Every empty city tile means one more free troop next turn.
Use mountain tiles to block critical paths. A 3-man squad on a mountain often requires a 5-man elite enemy unit to dislodge.
Rivers are your highways. Use them to redeploy troops rapidly or to strike enemy cities from behind. But remember: landing ends your turn — plan carefully.
A single 5-man squad is strong but slow and occupies one tile. Five separate 1-man squads can capture more territory and perform multi-directional threats. Only merge when preparing for decisive assaults (e.g., enemy stronghold or mountain defense).
Good luck, Commander. May your banner rise over the River Valley. Created by Shuhan Sun