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How to play Conquest

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.

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In brief

Goal
Capture all territories
Players
2
Game
20–40 min
Difficulty
Medium
Randomness
Dice in battle

Goal of the game

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.

Setup

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.

Course of play

Collect reinforcements

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.

Deploy your troops

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.

Move to the attack

Once all reinforcements are placed, open the attack phase. Now you can strike neighbours that share a border with your territories.

Choose the line of attack

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.

Play out the battle

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.

Capture the territory

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.

How victory is decided

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.

Controls on muta.pro

🛡️
Reinforcements
In the reinforcement phase, click your territories — each click places one army on a region.
➡️
To the attack phase
Once troops are placed, press “To the attack phase →” to move to the offensive.
⚔️
Attack
Select your region, then the highlighted enemy one and press “⚔ Attack” — the dice roll automatically.
🏁
Ending the turn
The “End turn →” button passes play. On the left is the list of players and the chat, on the right the battle log.

Tips for beginners

Count the dice

Attack only with superior forces: with three dice against two the attacker has a serious advantage.

Guard your rear

Don't strip your borders for a single attack — the opponent's counterstrike can cost you a region you already captured.

Concentrate the blow

Gather your armies into one fist and break the defence on a narrow sector, rather than smearing your forces across the whole map.

Count the income

More territories mean more reinforcements. Sometimes it is better to capture one region than to risk your whole army.

Strategy: the economy of reinforcements

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".

Expand early

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.

Income-to-front ratio

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.

Don't smear your armies

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.

Aim at the opponent's source

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.

3
2
4
6
1
3
2
2

The golden cell — a fist of six armies gathered at the border for a breakthrough, instead of an even garrison across the whole map.

Battle tactics and dice

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.

Attack with three dice

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".

A tie goes to the defender

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.

Keep a reserve for the capture

After taking a region the troops move into it, baring the original. Plan so that both the captured and the starting land remain defended.

6
6
5
3
4

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.

Positional play: front and defence

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?

Hold the narrow necks

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.

Hide the rear behind the body

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.

Provoke an unprofitable assault

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.

2
1
7
3
1
1
2

A single isthmus (the golden cell, 7 armies) separates your safe rear from the enemy — the whole front rests on one fortified region.

Common beginner mistakes

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.

  1. Attacking with two armies. A "two against two" roll is almost symmetrical, and after the very first loss you can no longer attack. Build up an edge before the assault, not during it.
  2. Advancing without a reserve. You broke through, but both regions are left with one army each — and next turn the opponent takes both back. Always count what will remain after the capture.
  3. Defending the whole perimeter. An even garrison means you are strong nowhere. Shorten the front and concentrate your forces where the real blows land.
  4. Ignoring the economy. Trading your armies for empty scraps with no gain in income is a road to nowhere. Every attack should either grant reinforcements or deny them to the enemy.
  5. Storming a fortress head-on. Throwing yourself at a dense region with equal forces is a gift of your armies to the opponent, thanks to the defence's advantage on ties. Go around or wear it down.

Frequently asked questions

Can I attack from a territory that has one army?
No. To attack, a region must have at least two armies: one always stays behind to defend the land.
How many times per turn can I attack?
As many as you like, as long as you have suitable territories and armies. You can strike one target repeatedly or attack different directions.
What decides the outcome of a battle?
The dice rolls. The attacker rolls up to three, the defender up to two; the highest values are compared in pairs, and the loser loses an army.
Can I play against a bot?
Yes. Create a room and add a bot, or invite an opponent with the room code.
How many dice do the attacker and defender roll?
The attacker rolls up to three dice, but no more than one fewer than the number of armies in the region. The defender rolls up to two. The highest values are compared in pairs.
What happens on a tie between dice in a pair?
On equal values the attacker loses the army — a contested pair is always resolved in favour of the defence. This gives the defender a built-in advantage, so a head-on assault on a strong region is a bad deal.
Why is my starting region weaker after a capture?
Some of the attacking troops must always move into the conquered territory to hold it. Because of this the starting region loses armies, and it too must be factored into your defence plan.
Is it better to capture the opponent's regions rather than neutral ones?
Yes, doubly so: you increase your own reinforcement and at the same time reduce the enemy's income. One such trade shifts the reinforcement balance by two units in your favour at once.
Do I need to defend inland regions with no enemy border?
No. A region surrounded only by your own lands cannot be attacked, so keeping a garrison there is pointless. Move those armies to the front line.
Can I win if my opponent rolls better?
Yes. The dice decide a single skirmish, but the game is decided by economy: more territories mean more reinforcements every turn. Smart expansion and a short front outweigh local bad luck.
Ready for a game?
Create a room, invite a friend with the code or play against a bot.

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