Conquest of Arthenia (2009)
Tiempo de Juego: 20
Edad Mínima: 12
Jugadores: 2
Editor: (Self-Published)
Diseñadores: (Uncredited)
Artistas: Carlos Nunez de Castro Torres, Stephen Wood (I), Alejandro Gutiérrez, Stanley W. Morrison, Mark Facey, Peter Lazarski, Jeff Haas
Mecánicas: Hand Management, Open Drafting
Edad Mínima: 12
Jugadores: 2
Editor: (Self-Published)
Diseñadores: (Uncredited)
Artistas: Carlos Nunez de Castro Torres, Stephen Wood (I), Alejandro Gutiérrez, Stanley W. Morrison, Mark Facey, Peter Lazarski, Jeff Haas
Mecánicas: Hand Management, Open Drafting
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A efficiency engine/resource management collectible card game that is so similar to Magic: the Gathering that rather then providing a description of the game on it's own merits the pubslisher just lists how it's different from other CCGs (i.e. Magic):
How is Conquest Different From Other CCGs?
1. Faster pace. With 2 resources acquired per term (most every other CCG is 1) plus the ability to barter 1 resource and acquire a third resource each term, every term is exciting and brings new twists into the fray. Never suffer through another, "Draw a land. My turn is over" term again.
2. Multi-region system. With 4 location regions per commander and a central battlefield region, you have far more options and therefore strategy is kicker. Like in a game of chess, in Conquest you need to think about positioning for your units. In most card games, it's simply your army vs. your opponent's army, 2 regions, and whether to attack or defend is a very simple matter of arithmetic.
3. Various strategies to pursue. Because locations and upgrades, commanders' sources of income, are vulnerable to attack and destruction, commanders have more options for how to seek a victory--a straight out offensive on the enemy domain to flat-out win or a more subtle wearing down of the opponent's income. Also, with 2 types of income (gold and mana), you can try to isolate one of these sources to cripple the opponent's army.
How is Conquest Different From Other CCGs?
1. Faster pace. With 2 resources acquired per term (most every other CCG is 1) plus the ability to barter 1 resource and acquire a third resource each term, every term is exciting and brings new twists into the fray. Never suffer through another, "Draw a land. My turn is over" term again.
2. Multi-region system. With 4 location regions per commander and a central battlefield region, you have far more options and therefore strategy is kicker. Like in a game of chess, in Conquest you need to think about positioning for your units. In most card games, it's simply your army vs. your opponent's army, 2 regions, and whether to attack or defend is a very simple matter of arithmetic.
3. Various strategies to pursue. Because locations and upgrades, commanders' sources of income, are vulnerable to attack and destruction, commanders have more options for how to seek a victory--a straight out offensive on the enemy domain to flat-out win or a more subtle wearing down of the opponent's income. Also, with 2 types of income (gold and mana), you can try to isolate one of these sources to cripple the opponent's army.
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Conquest of Arthenia
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ag.gameitem.lastUpdated: 2025-05-20 16:09:37.245