A full guide to the duel strategy for territory: how to place reinforcements, attack neighbours with dice rolls, capture the map and win. Controls on muta.pro and tactics for beginners.
Conquest is a duel of two commanders over a map of ten regions. Each turn you receive reinforcements, deploy armies across your lands and attack neighbouring enemy territories. The goal is simple and merciless: capture all ten regions and leave your opponent with none. Whoever first subdues the whole map becomes the Conqueror.
At the start of the game the map is split between two players, and each territory holds a small garrison of armies. Your lands are marked in your colour, the opponent's in theirs. Neighbouring regions are joined by borders: you can only attack along such a border — from your territory into an adjacent enemy one. Each turn consists of two phases: first reinforcements, then attack.
At the start of your turn you receive a batch of new armies — the more territories you hold, the larger the reinforcement. These troops must be placed on your own lands.
Click your territories to add armies to them one at a time. Strengthen the borders where you expect an attack, and build up a fist where you plan to advance.
Once all reinforcements are placed, open the attack phase. Now you can strike neighbours that share a border with your territories.
First select your own territory that has at least two armies, then point to an adjacent enemy region — it will light up as an available target.
The attacker rolls up to three dice, the defender up to two. The dice are compared from highest to highest: the loser of each pair loses an army. You can attack the same direction several times in a row.
When the defender has no armies left, the region passes to you and some of the attacking troops occupy it. Once you are done, end your turn and hand play to your opponent.
The score in Conquest is the number of territories under your flag; it is shown in the players' panel. The game runs until total domination: as soon as one player captures all ten regions, victory is declared. Holding the front line matters as much as advancing — lose a key territory and you can easily lose a source of reinforcements and the initiative.
Attack only with superior forces: with three dice against two the attacker has a serious advantage.
Don't strip your borders for a single attack — the opponent's counterstrike can cost you a region you already captured.
Gather your armies into one fist and break the defence on a narrow sector, rather than smearing your forces across the whole map.
More territories mean more reinforcements. Sometimes it is better to capture one region than to risk your whole army.
Conquest is won not by the roll of a die but by arithmetic. Each turn your income depends on the number of your regions, so capturing a territory is an investment that works for the rest of the game. One extra region today means extra armies on every following turn, and thus a growing edge. Count not "how many soldiers do I have now" but "how much income will I receive".
The first turns are the most valuable: a captured region starts producing reinforcements immediately and feeds you until the end of the game. Delay works against you.
The ideal is many territories but few open borders with the enemy. Such a position gives maximum income with the fewest places where you can be struck.
A garrison of one army on ten regions is useless for attack: you cannot attack with a single army. Three dense fists are better than ten empty lands.
Taking a region from the enemy is doubly profitable: you add to your own income while cutting theirs. Every such trade shifts the balance by two units.
The golden cell — a fist of six armies gathered at the border for a breakthrough, instead of an even garrison across the whole map.
In attack the attacker rolls up to three dice, the defender up to two, and the highest values are compared in pairs; on a tie the defender wins. This means that even a numerical edge does not guarantee a result — you control probabilities, not outcomes. The task is to enter every battle with enough of a reserve that a run of bad rolls does not wipe out the offensive.
A full roll is possible when the region has at least four armies. Three dice against two give the attacker a noticeable edge in every skirmish — don't strike "on your last two".
On equal values the attacker loses the army. The defending side always gets the bonus of the contested pair, so a head-on assault on a strong region is expensive.
After taking a region the troops move into it, baring the original. Plan so that both the captured and the starting land remain defended.
The attacker's three dice (left) against the defender's two: the first pair 6–6 is a tie in favour of the defence, the second 5–3 — the defender loses an army.
A map of ten regions is a system of borders. The winner is the one who attacks on a narrow sector and defends a short front. Before you roll the dice, look at the structure: where do you have excess contact with the enemy, and where can you close up so that a single region is covered by several of your own?
If a single isthmus region leads into the enemy half, fortify it to the limit: one solid point costs less than defending the whole perimeter.
Inland regions that don't border the enemy need no garrison. Move armies from there to the border — the rear is covered by your own lands.
A dense region forces the opponent to lose armies on it for nothing. Sometimes the best attack is to make the enemy shatter against your defence.
A single isthmus (the golden cell, 7 armies) separates your safe rear from the enemy — the whole front rests on one fortified region.
Most defeats in Conquest are not bad luck with the dice but typical miscalculations in planning the turn. Below is what most often costs the game.