

World Conquerors is not about conquering the entire board, there's not any player elimination, and while you're technically playing against everyone else, there's more of a feeling that you're simply trying to pick off the lowest-lying fruit, which are generally wherever your enemy isn't. "What," say you? That's right, the object of WC isn't to smoosh all of your opponents into little rippy bits, it's to have the maximum amount of territories owned at one time. The catch is that you only have four rounds of battle to do it in. As such, there is no king making, and the game can be played just as well with two, three or four. Obviously, it's harder to get as high a score in four player games as there will be more opposition, but at the end of the day, the whole premise of the game is that you're just trying to build the largest empire you can, measured at the end of each turn, rather than dominate others. It just works remarkably well.
I think the best part of what comes in the box is the rulebook, though. There's not a lot of things in there that require an FFG-esque 20 page FAQ with highlights and pictures. It's really not that complex of a game, and the rules are all laid out in...wait for it...a total of eight pages, only six of which actually have rules on them. It's definitely one of the easier games to learn and put into play, but that doesn't mean it's a throw away. In a way, the game reminds me of Small World, but with much more direct interaction, with more random, and with a better and more historical flavor. I've included a link to the rules at the bottom, and I invite you to check it out. It's a shame there's not more reference to the cards because the cards really are where the game play kind of melds into the finished product, so to speak.
What makes this game special and different is really in the goal. As I said, instead of conquest based on eliminating enemies, the object is to, by the end of the fourth round, have built the largest one-time empire. What this means is that you don't need to end the game with the most territories owned, you simply need to have, at one time, had the largest empire in history. It's unique and fascinating in its implementation, and I have to admit that it is one of the best empire builders I've played, based primarily on it's terseness and lack of bullshit chrome ornamentation. This doesn't even begin to talk about the fact that it scales well and is one of the only war games I'm aware of that can be played with three players and be a bullshit exercise in king making.
The game play is based on the idea that you start each round with a grand emperor, who are historical nasties and not-so-nasties, all of whom have special abilities. You have a set amount of armies, and you simply start taking territories by a simple roll off. Now, this is where the game really shines: If the territory has an occupying army, the defender gets to roll an extra die for each adjacent territory that is occupied, where you get to roll one for each of your territories bordering the defending territory. So, you really are simply trying to pick off the easiest targets most of the time. Now, while this isn't much different than any other territory conquest game, what IS different is that you have very little in the way of compelling reasons to do so. Similar to Smallworld, the points you score are based solely on the number of territories you hold at the end of your turn, but unlike that game, the points are not cumulative. The highest score you ever had is your score. It's like the song says, "I'm not as good as I once was, but I was as good once as I ever was!"
Now at this point I'd normally have a complaint or two. Maybe it's priced too high, maybe the plastic is shitty quality and can't be easily painted, like Flying Frog's minis, maybe the game is just too dull, too long, too short, too silly, too light, too heavy, maybe it has a pasted-on theme....SOMETHING. But honestly, there's just nothing bad to say about this game. Turns are short, there's a good amount of player interaction, the bits and art are all good, and it just seems to do everything right. I Can't even call it soul-less because if there's anything that Jeff Siadek can do to a game, it's give it a soul. So, really, the only negative that I can mete is that perhaps the game is too random in that if you roll poorly you will be destined for failure. To me, though, it's not a negative. Just as the Spanish Armada lost to the English back in 1588, partly due to skill, but in large part due to bad luck, so can you lose the game if you have ruddy luck. In other words, it's a matter of taste.
Why I Love To Conquer The World, Repeatedly:
- Solid game play and unique theme make this a remarkable conquest game
- The mechanics' implementation makes the sum greater than the parts
- A three player war game? Whatchoo Talkin' 'Bout Willis?? Yep, it's true!
- One hour to rule the world!
- The price of Gorilla Games are great, and for $26 bones you're a fool to not get this
- Solid game play and unique theme make this a remarkable conquest game
- The mechanics' implementation makes the sum greater than the parts
- A three player war game? Whatchoo Talkin' 'Bout Willis?? Yep, it's true!
- One hour to rule the world!
- The price of Gorilla Games are great, and for $26 bones you're a fool to not get this
Why This Game May Never Even Grow Up To Be A Tin Pot Dictator:
- A lot of random, so if you can't handle that, go back to Waterloo
- AP prone players may take longer than they need to during turns, maybe
- A lot of random, so if you can't handle that, go back to Waterloo
- AP prone players may take longer than they need to during turns, maybe
- People who like these kinds of games MIGHT find it a bit too light
Overall:
It's really simple to me - if you're looking to get a conquest "Dudes on a Map" type game with card play and that only runs about an hour, look no further. If you've ever played Risk or Axis and Allies but never get it to the table due to length, look no further. Hell, if you liked Smallworld but wanted more meat, then you should definitely get this. In all cases, if you're a fan of Ameritrash games, you should certainly do your level best to give the game a try, because as far as these kinds of games go, to pack this much game in a $26 box and an hour of play time is just spectacular. Suffice it to say, I will be very sad when this goes off to a reader's home tomorrow, as promised him. Yes, I'm still giving away the last review copies that I got before the July 4th moratorium I imposed on the site...and this is one of the last casualties.
It's really simple to me - if you're looking to get a conquest "Dudes on a Map" type game with card play and that only runs about an hour, look no further. If you've ever played Risk or Axis and Allies but never get it to the table due to length, look no further. Hell, if you liked Smallworld but wanted more meat, then you should definitely get this. In all cases, if you're a fan of Ameritrash games, you should certainly do your level best to give the game a try, because as far as these kinds of games go, to pack this much game in a $26 box and an hour of play time is just spectacular. Suffice it to say, I will be very sad when this goes off to a reader's home tomorrow, as promised him. Yes, I'm still giving away the last review copies that I got before the July 4th moratorium I imposed on the site...and this is one of the last casualties.
Rating:
4.375/5 Stars
Rules of the game: http://www.gorillaboardgames.com/wp-content/uploads/2011/09/wcrulesJEFF.pdf
Buy it direct from Jeff and cut out the middle man: http://siadek.com/
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