Conquerors

### Overview

*"Prepare for global domination with the conquerors faction. This faction is modeled after the game "Risk." Several aspects have been captured including rolling dice to destroy or protect, recklessly attacking an opponent, camping and growing a huge army, and more! This faction comes with a titan called Golden Cavalry who embodies the flood of troops as cards are turned in. Enjoy conquering your opponent with Conquerors!"*

**Details**

### General

* Name: Conquerors (Risk)
* Author: Lonan
* Complexity: 4/5
* Version: 2
* Last Updated: 5/12/23

**Mechanics**

* Titan-Like Card (TLC)
* Dice Rolling

**Background**

This faction helped kick off the Boardgame Bonanza. Lonan was planning to make a few custom factions from boardgames and invited the community to join, and they did in spades. Soon we had a monstrous 11 faction expansion that captured some of the most popular games in the community.

### Breakdown

Conquerers have the typical minion distribution of 10 minions and 10 actions. They have 30 total printed minion power or 3 power average per minion. Among their actions, they have:

* 6 play-on-base actions: 2x Camp and Grow, 2x Reposition Troops, Reinforce Bottleneck, and Peace Treaty
* 2 standard actions: Alliance, Turn in Cards
* 2 Specials actions: Reckless Attack, Take Out the Weak One

**Cards**

**Titan**

Golden Cavalry: Special: After you get first place rewards on a base, you may place that base under this titan. At the start of your turn you may place a number of +1 power counters equal to the number of bases under this card on one of your minions.

**Minions (10):**

1x Artillery (5): Talent: Roll two die. For each dice that is 4 or more, you may destroy a minion here of power 2 or less and count its power toward your power here until the end of the turn.

2x Cavalry (4): Ongoing: Once per turn, if your minion here would be affected by another player's card, you may roll a die. If you roll four or more your minion is not affected by that ability. If you roll a six you may draw two cards.

3x Soldier (3): Ongoing: Once per turn, after you destroy a minion, you may move this minion to the base where that minion was destroyed and give this minion +2 power until the end of the turn.

4x Reinforcements (2): Special: At the start of your turn, you may play this minion as an extra minion on a base where you have the most power. You may only use one Reinforcements ability per turn.

**Actions (10):**

2x Camp and Grow: Play on a base. Ongoing: Your minions here do not contribute power to this base. Ongoing: At the start of your turn, place a +1 power counter on one of your minions here OR destroy this action.

2x Repositioning Troops: Play on a base. Ongoing: At the start of your turn you may move one of your minions to or from here.

1x Reinforce the Bottle Neck: Play on a base. Ongoing: At the start of your turn, If you have more power here than another player, you may move one of your minions here and place a +1 power counter on it.

1x Reckless Attack: Special: Play before a base scores where you are not winning.  Destroy one of your minions there to roll a number of dice equal to the destroyed minion’s power.  Destroy another player’s minion there for each die roll of 5 or more.

1x Peace Treaty: Play on a base. Ongoing: All players contribute 5 less power toward this base's breakpoint. Destroy this card at the start of your turn.

1x Alliance: Give your minion +3 power and another player's minion at its base +2 power until the end of the turn.

1x Turn Cards In: Place a +1 Power counter on one of your minions for each minion you have in play and place the top card of the base deck under Golden Cavalry. Place this card in the box.

1x Take out the Weak One: Special: Play after you destroy another player’s minion.  Gain a VP.

**Bases**

(20) Australia (2 0 0): If you have a minion here at the start of your turn you may place a +1 power counter on one of your minions.

(27) Asia (6 3 2): If you have 2 or more minions here at the start of your turn, roll a die, you may destroy a minion here with power less than the number rolled.

**Strategy**

Snowball strategy is great with Conquerors. Winning bases is key to get the snowball rolling. Golden Cavalry allows you to place a +1 power counter at the start of your turn for each base you have won (also see the action turn in cards). This means that the faction gets more powerful as they gain more momentum. Even winning the smallest of bases can help. Meanwhile, they have a destruction sub-theme that allows them to stall while building momentum. The reinforcements and soldiers can be used to burst bases as well.

**Suggested Pairings**

Sharks T can take advantage of destruction benefits. Polynesian Voyagers have synergy with Camp and Grow. Ultimates would do well with Chavez and Soldiers synergy.