Conquest of the Empire places players in the embattled provinces of Rome in the 2nd century A.D. Each player is a contending Caesar whose mission is to rally generals to victory over all other Caesars. Players must lead legions of infantry, cavalry, and catapults into new territories. The reward for conquering a territory is an increase in tribute funds used to purchase new pieces. The object is to become the new Emperor of Rome by eliminating all other contending Caesars.
Components
1 extra-large gameboard (Roman Empire)
1 token board
1 reference card
1 plastic parts tray
1 instruction booklet
2 dice
Per color (6 colors): 1 Caesar, 6 generals, 10 infantry (silver), 5 cavalry (gold), 6 galleys, 5 catapults (gold), 5 cities (ivory), 3 walls (ivory), 5 short roads (ivory), 7 long roads (ivory), money tokens
Setup
Place the gameboard on a large flat surface.
Choose countries: The 6 provinces containing red 10s are Home Provinces (Macedonia, Galatia, Egyptus, Hispania, Italia, Numidia).
Starting setup depends on player count (2-6 players use different Home Provinces).
Each player chooses a color, takes 1 Caesar, 6 generals, 4 silver infantry units, and 1 fortified city.
Place your Caesar, generals, and fortified city in your Home Province.
Place a control marker of your color on the Tribute Scale.
Turn Structure
Each turn follows a 6-part action sequence:
Movement
Combat (and Retreat Option)
Winning a Battle
Collect Tribute
Destroy Cities
Purchase New Pieces / Inflation / Place New Pieces
Actions
Movement:
Caesars have movement capability of 2 territories per turn.
Generals have movement capability of 2 territories per turn.
Infantry can only be moved one adjacent territory per turn.
Cavalry has movement capability of 2 territories per turn.
Catapults are all gold and have movement capability of 1 territory per turn.
Galleys can be placed for 25 talents on sea zones and move per the reference card.
A legion needs a leader (Caesar or general) to move into adjacent territory.
Combat:
Each catapult or fortified city gives its owner a +1 on the die roll in combat.
To calculate combat advantage: each player adds up the number of catapults on their side. If the defender has a fortified city, it counts as an additional +1.
The side with the larger total has the combat advantage (subtract the smaller from the larger).
Combat continues until all combat units on either the attacker’s side or defender’s side have been eliminated, or until the attacker retreats.