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Territory Conquest is a free online dice-and-map conquest game for one player against two computer opponents. Sixteen territories are split across four regions on an invented continent, and the whole map is divided between the three of you at the start. A turn has three parts that do not feel alike. You reinforce first: a third of your territories in fresh armies, plus a bonus for every region you hold whole — three for the Frostmarch, four for the Sunspire, three for the Emberwaste, two for Greenhollow — and you place them wherever you like. Then you attack, as many times as you dare, rolling up to three dice against the defender's two with the highest paired off and the defender winning every tie. That one rule is what stops a stack of two rolling across the board, and it is why attacking without a clear two-army edge is a losing bet. Finally you may shift one stack between two of your own connected territories, so a won front is not stranded behind the line. Take everything and the campaign is yours. The map is not anyone else's board — the continent, the regions and the borders were drawn for this game.
How to play Territory Conquest
- Press Play. Sixteen territories are dealt out between you and the two computer players, two or three armies apiece.
- Your turn starts with reinforcements. The number to place is shown at the top; tap any territory of your own to put an army there.
- You get a third of your territories, rounded down and never fewer than three, plus a bonus for every region you hold all of. The bonus shows on the scoreboard the moment you earn it.
- Then attack. Tap one of your territories with two or more armies, then tap a bordering enemy territory to roll.
- The attacker rolls one die per army beyond the first, up to three. The defender rolls one per army, up to two. The dice are sorted and paired off.
- The defender wins every tie. That is the rule the whole game turns on — two armies against one is a losing bet, however obvious the attack looks.
- Each pair of dice costs somebody an army. Take the last defender out and your attacking armies walk in, leaving one behind.
- Keep attacking as long as you like. The dice are shown after every battle, so you can see exactly what happened rather than only the result.
- When you are done, you get one free shift: tap a territory of yours with spare armies, then a connected territory of yours, and the stack moves.
- End the turn and the two computer players take theirs. They reinforce their front line and only attack when they have a real advantage.
- Take every territory on the map to win the campaign.
Tips
- Take a whole region and hold it. Four extra armies a turn from the Sunspire is worth more than four extra territories scattered about.
- Never attack without a two-army edge. Because the defender wins ties, an even fight is a fight you lose slightly more often than you win.
- Attack with your biggest stack, not your nearest one. Three dice against two is a completely different proposition from one against two.
- Watch which territories border three enemies. Those are the ones that need the reinforcements, and they are where a region gets lost.
- Stop attacking one battle before you want to. The territory you take with your last two armies is the territory you lose next turn.
- Use the free shift to feed the front. Armies sitting in the middle of your own land do nothing at all.
- Break up an opponent's region before you widen your own. Denying four armies a turn is usually worth more than gaining two.
- Count the armies on the scoreboard, not the territories. A player with eight territories and nine armies is in far more trouble than one with four and fourteen.
FAQ
Is Territory Conquest free to play?
Yes. It runs free in your browser with no download, no install and no account. Nothing is wagered and nothing pays out.
How do the dice work?
The attacker rolls one die per army beyond the first, up to three. The defender rolls one per army, up to two. The dice are sorted highest first and paired off, and each pair costs the loser an army.
Who wins a tie?
The defender, always. It is the single most important rule in the game: it means an even fight slightly favours whoever is standing still, and it is why you want a two-army edge before you attack at all.
How many reinforcements do I get?
A third of your territories rounded down, never fewer than three, plus a bonus for every region you hold whole — Frostmarch three, Sunspire four, Emberwaste three, Greenhollow two.
Why can I not attack from this territory?
Either it has only one army, or the territory you are aiming at does not border it. One army always has to stay behind, so a stack of one can defend but never attack.
What is the shift at the end of a turn?
One free move of armies between two of your own connected territories. It exists so that a front you have just won is not left with all your armies two territories behind it.
Is this a real world map?
No. The continent, the four regions and every border were drawn for this game, so it is nobody else's board. What it keeps from the genre is the shape of a turn and the dice.
How good are the computer players?
They reinforce whichever of their territories has the most enemies next to it, and they only attack with a clear two-army advantage — which is the right way to play these dice. They are steady rather than cunning.