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Hello everyone, it’s been a while since our last update. A lot has happened in the past 2 weeks; we’ve been testing our ideas on how to make Conqueror Final Conquest simpler for casual gamers while ensuring the game continues to deliver on providing a solid gaming experience. My advice to designers out there who are tweaking their game is to:


1. Test one variable at once. Changing 5 different rules at the same time will make it difficult to identify what changes worked and what changes didn’t.

2. Test each change with all the different player modes. In this case, I tested each change for 2,3,4,5, and 6 player games

3. Test the game with people who have played your original game. They can give you feedback on whether the game is better, worse, or different

The first variable I tested for was removing the food supply component. In Conqueror, players have to feed their armies. This is done by controlling territories that have farms within them. The number of farms you have dictates the maximum number of units you can have in play. Removing this game mechanic was expected to cause a few challenges:


1. In the original game, players had to make interesting choices of whether to prioritize acquiring and defending territories that had food supply and thus expand their army, or focus on territories that provided money that can be used later on to buy powerful hero cards. Without food supply to worry about, the game may no longer be interesting enough for players as it reduces the trade-offs they have to contend with which was a major source of appeal to players.

2. There will be territories on the map that are rendered useless to occupy (as they only have farms as a resource).

3. The rule is going to cause much larger armies to roam around the map. This may extend game time as it becomes more difficult to defeat an opponent decisively.

We tested the game on multiple occasions and kept our eye on these potential drawbacks. What we found was that playing without food supply definitely reduces the depth of the game. However, it still delivered on a fun experience that provided players with plenty of strategic conundrums. Additionally, the game time has actually improved slightly. Finally, though it does feel like some territories are pointless to have with the “no food supply” rule, these empty territories didn’t affect the gaming experience in any negative manner. Instead, we made a few adjustments to the starting positions of the player armies in Greece and Persia


I personally love the food supply mechanic but I understand why casual gamers have found this to be a difficult concept to grasp. Given that the game still functions without food supply and is still able to deliver a solid strategy experience, we will be removing the food supply mechanic from the beginner mode of Conqueror and reserving it to classic and emperor modes (difficulty medium and high respectively).


What are your thoughts on this? Let us know

Hello Everyone,

Its been a week since my last update; I’ve been using this time to simplify my game in order to create a “beginner game mode” version of Conqueror that can target casual gamers. Simplifying your game is often the most difficult task for a game designer. Here are a few tips that I hope you find helpful!


1. Don’t add any rules or exceptions to the rules. There are no exceptions to this rule


2. Find out what confuses people about your current game and strip it out. If you have played or playtested your game enough, you probably know the common mistakes or things that take people more time to learn. In Conqueror Final Conquest, these were:


a. Defensive bonuses

b. Independent armies

c. Food supply

d. Ability to attack twice in one round if your first attack was successful

e. Chronicle cards


3. Maintain what is unique about the game. In my case, the bribery mechanism is unique and shouldn’t be stripped away even if it adds some complexity to the game


4. Reduce setup time: The less components to place on a board, the better. In my case, removing independent armies reduces set up time by a goo 30sec to 1min.


My next task is to playtest these new rules and figure out if the game would still work and would still be enjoyable. Do you think I missed something? Would you be willing to playtest the game (keeping in mind it targets casual gamers)

M.Q

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In this edition, I wanted to highlight what makes the planned expansion of Conqueror Final Conquest so unique. In a nutshell, the expansion aims to embed 6 different games within the same game. Thus, when someone purchases the game, they will be purchasing 6 awesome strategy games all at once for the price of one game. The 6 games are:


1. Multiplayer game that can be played with 3 difficulties: Beginner, Default, and Advanced Mode

2. 2 player “scenario” games. Players can re-enact 5 or more historic wars between nations such including the Punic wars, Gallic wars, and Alexander’s conquest of Persia.

3. Cooperative 2 player game (more on that in later blogs)

4. Single player game


This is obviously going to be difficult to create. What makes it even more challenging is this isn’t a brand-new game that I am starting from scratch; the expansion must build on the existing board/map, cards and meeples that exist in the base game so I will be limited with what I can do.


I am starting off by creating the beginner version of Conqueror. This will require simplifying the exiting game so that ANYONE aged 8 or more can learn how to play it in under 5 min. This is perhaps the most important version of the game as it will help target the mass market and perhaps the most difficult.


Has anyone worked on an expansion that significantly simplified a previously published game? What do you think is the best way to approach this? Would love to hear your thoughts

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