Overview
Conquistador! is a 1-3 player grand strategy game covering the exploration and conquest of the New World from 1495-1600. Players take the roles of European nations (Spain, England, France, and optionally Portugal) competing to accumulate wealth, land, and prestige through Discovery Points, Political Control of areas, and Gold/Resources. Players send expeditions with colonists, soldiers, explorers, and missionaries to settle, explore, and exploit the riches of the Western Hemisphere.
Components
- 1 game map (22” x 32”) of the Western Hemisphere with hexagonal grid
- 1 sheet of die-cut counters (200 pieces) including units for Spain (green), England (red), France (yellow), and optionally Portugal (blue)
- Unit types: Colonists, Soldiers, Explorers, Privateers, Conquistadors, Missionaries, Ships
- Charts and tables printed on the map
- 2 six-sided dice
- Rules booklet
Setup
- Place the game map on a large flat surface.
- Each player selects a nationality (Spain, England, or France). In the optional 4-player variant, a fourth player controls Portugal.
- Place starting units in designated home port hexes according to the scenario being played.
- Set the National Treasury for each country at starting levels.
- Place the game turn marker on turn 1.
Turn Structure
Each game turn represents approximately 7 years and follows this sequence:
- Royal Council Phase – Monarchs, National Treasury, Random Events, Political Events, Initiative determination, Outfitting Expeditions, Documentation/Treaties, Maintenance.
- First Naval Phase – Trans-Oceanic Movement, Hemispheric Movement, Naval Combat, Naval Attrition.
- Land Phase – Land Movement, Land Combat, Land Attrition, Discovery, Gold Mining, Resource Collection.
- Second Naval Phase – Same as First Naval Phase (return voyages, reinforcements).
- Victory Point Phase – Calculate current standings (ongoing tracking throughout the game).
Actions
Royal Council Phase:
- Monarchs: Each nation’s monarch affects the country’s capabilities (some monarchs are more supportive of exploration than others).
- National Treasury: Collect income from colonies, mines, and trade. Fund expeditions.
- Random Events: Roll for events that may affect any nation (storms, epidemics, political upheaval).
- Outfitting Expeditions: Purchase new units (Ships, Colonists, Soldiers, Explorers, etc.) using treasury funds.
- Initiative: Determines player order for the turn.
Naval Phases:
- Trans-Oceanic Movement: Ships move across the Atlantic following prescribed sea routes.
- Hemispheric Movement: Ships move within the Western Hemisphere along coastal hexes and rivers.
- Naval Combat: When opposing ships occupy the same sea hex, naval combat is resolved using the Naval Combat Results Table.
- Naval Attrition: Ships at sea may suffer losses due to storms, disease, and provisioning failures. Checked against the Naval Attrition Table.
Land Phase:
- Land Movement: Units move through hexes; movement costs vary by terrain type. Zones of Control restrict movement near enemy units.
- Land Combat: Resolved using the Land Combat Results Table. Combat strength modified by terrain and fortifications.
- Discovery: When units enter unexplored hexes, check the Discovery Table for what is found (native populations, geography, resources).
- Gold Mining and Resource Collection: Established mines produce gold; colonists collect resources from controlled areas.
Special Units:
- Colonists: Settle areas and collect resources. Essential for maintaining political control.
- Soldiers: Provide military strength for combat against natives and rival nations.
- Explorers: Enhanced movement and discovery capabilities. Required for initial exploration.
- Privateers (English “Sea Dogs”): Raid enemy shipping and coastal settlements.
- Conquistadors: Named historical leaders with enhanced combat abilities against natives.
- Missionaries: Convert native populations, reducing uprising risk and enabling political control.
Settlements and Ports:
- Built by colonists with resource expenditure.
- Ports enable naval access and trade.
- Settlements provide stacking benefits and defensive bonuses.
Scoring / Victory Conditions
Players accumulate Victory Points from three sources:
- Discovery Points: Earned for exploring and mapping new areas.
- Political Points: Earned for controlling areas on the map (must have colonists and/or missionaries present).
- Wealth (Gold and Resources): Gold mined and resources collected from controlled territories.
At game end, total all three categories. The nation with the greatest combined total wins.
Special Rules & Edge Cases
- Native Populations: Areas have different Native Levels affecting combat difficulty and uprising risk. Higher native levels mean stronger resistance.
- Native Uprisings: Controlled areas may rebel; check periodically. Missionaries reduce uprising probability.
- Treaty of Tordesillas (Optional): Historical treaty dividing the New World between Spain and Portugal. Affects which areas each nation may claim.
- Portuguese Fourth Player (Optional): Adds Portugal as a playable nation with unique starting position and capabilities.
- German Bankers (Optional): Adds a non-national player controlling German banking interests who can finance expeditions and claim territories.
- Solitaire Scenario: Spain-only scenario for solo play focusing on New World conquest.
- Attrition: Both naval and land units face attrition from disease, starvation, and harsh conditions. Proper provisioning (purchasing bounds) reduces attrition risk.
- Gold Transportation: Gold must be physically transported by ship back to the home port to count toward victory.
- Treasure and Looting: Conquering native settlements may yield treasure.
- Diplomacy: Players may negotiate treaties and agreements, but enforcement is voluntary.
- Secrecy: Players may keep certain discoveries and plans secret from opponents using Documentation rules.
Player Reference
| Unit Type |
Movement |
Special |
| Colonist |
Low |
Settles, collects resources |
| Soldier |
Medium |
Combat strength |
| Explorer |
High |
Enhanced discovery |
| Privateer |
Naval |
Raids enemy shipping |
| Conquistador |
Medium |
Named leader, combat bonus vs natives |
| Missionary |
Low |
Converts natives, reduces uprisings |
| Ship |
Naval |
Transports units, naval combat |
| Victory Points |
Source |
| Discovery |
Exploring new hexes |
| Political |
Controlling areas with presence |
| Wealth |
Gold mined + Resources collected |
- 1-3 players (4 with Portugal option)
- Campaign game covers 1495-1600 (~15 turns)
- Gold must be shipped home to count