By hurling you into a life and death combat for the Traxis sector, Warhammer 4000 conquest forces you to secure your hold over the sectors key planets. You must balance the concerns of present battles and future conquests as your warlord leads your armies to glorious victory.
Warhammer 40000 Conquest is a living card game this means the game grows over time. You start the story with the core set, then you can add to it by buying extra decks and expansions that are released over time. While the game can be played quite happily out of the box, the extra decks and expansions take you through the story, adding and improving characters and weapons as well as planets. The decks and expansions will boost all the factions but some will be boosted more than others by different decks, and some expansions may add extra factions.
In every game, you take the part of a warlord, leading your armies into battle against your opponent in a bid to claim glorious victory. Even as you lead your bravest warriors into battle, you must plan your future, establishing a presence on planets before the tides of war consume them in blood and fire. You must conquer the Traxis sector by strength of arms, for in the frim darkness of the far future, there is only war. Warhammer 40,000: Conquest introduces seven distinct factions: Space Marines, Imperial Guard, Orks, Chaos, Dark Eldar, Eldar, and Tau. Each of these factions possesses a unique flavour and style of play, and an alignment wheel introduces the possibility of forming an alliance between two factions.
The Traxis sector lies open before you at the beginning of play, with planets awaiting the tramp of armies on the road to war. Each round begins with you and your opponent preparing for battle. Planet cards are arrange in a row between the players at the start of the game. The planet furthest to the left of the starting player is the first planet. You and your opponent will clash at the first planet in each round, the victor will capture the first planet.
Your ultimate goal is capturing planets. Some planets possess essential materials necessary for the armies of the 41st millennium. Others offer strategic advantages to those who hold them, while yet others are home to great technological wealth. Each of the planet cards possess one or more symbols in the top left hand corner, designating the planets assets. The symbols have no abilities by themselves, but the first player to collect three planets sharing a common symbol dominates the sector and wins the game.
Your warlord grants powerful special abilities, determines your starting resources and hand size, and serves as a vital part of your army, so you’ll want to build your deck around your warlord to take full advantage of his strengths — and cover his weaknesses, as defeating the opponent’s warlord is another way to victory. Warhammer 4000 will play 2 players with an average playing time of around 45 minutes.
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