Conquest of Fates
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LEARN THE GAME

How to Play

Conquest of Fates is a sci-fi trading card game where you deploy units to a shared battlefield and out-position your opponent across three Battles. Everything you need for your first game is on this page.

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The goal: score the most Conquest Points (CQ) after three Battles.

01 How You Win

A game is three Battles — and each Battle is fought in two Skirmishes. Bank Conquest Points every Battle:

1 Battle 1
1
⚔️ Skirmish 1Forward · Loc 1–4
2
🛡️ Skirmish 2Rear · Loc 5–7
earns +CQ
2 Battle 2
1
⚔️ Skirmish 1Forward · Loc 1–4
2
🛡️ Skirmish 2Rear · Loc 5–7
earns +CQ
3 Battle 3
1
⚔️ Skirmish 1Forward · Loc 1–4
2
🛡️ Skirmish 2Rear · Loc 5–7
earns +CQ
Battle 1 + Battle 2 + Battle 3 🏆 Most total CQ wins

02 What You Need to Get Started

A deck, someone to play against, and a way to keep score — that’s all it takes.

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A Deck

40–80 cards, face-down as your Supply Deck. Your units — each with a Conquest Value and often an ability — all live here. Build your own or grab a starter deck.

🧑‍🚀

An Opponent

Standard game is 1-on-1 (more is supported). Everyone starts at 0 CQ.

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A Way to Keep Score

Track each player’s total Conquest. Pen & paper, dice, or counters all work fine.

03 Reading a Card

Every card lays out the same parts. Here’s what each one means — hover or tap an item to spotlight it on the card.

A Conquest of Fates unit card with its key areas highlighted. 1 2 3 4 5 6 7
  1. Faction — the galactic power the card belongs to, shown by the emblem in the top-left corner.
  2. Card Name — the card’s title, along the top banner.
  3. Conquest Value (CQ) — how much Conquest this unit is worth: the big number that decides who wins.
  4. Attributes & Implicits — built-in traits the card always has. Here: APEXApex — a powerful unit; only one copy per card name (a deck may run several different-named Apex units). and FORCEFIELDForcefield — while face-up, this unit can’t be Destroyed, Muted, or Plagued..
  5. Ability Triggerwhen the ability happens: Upon DeploymentUpon Deployment — a one-time effect that fires when the unit is deployed (revealed face-up)., Throughout the BattleThroughout the Battle — an ongoing effect that keeps working after the unit deploys., or a Special TriggerSpecial Trigger — an ability with its own timing, spelled out in the card text..
  6. Special Abilitywhat the card does when its trigger fires.
  7. Card & Set Info — artist credit, set name, and the card’s number in the set.
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Golden rule: if a card’s text ever contradicts these general rules, the card wins. The rules are a framework; individual cards bend them.

04 The Play Mat

Your play area is the Battle Zone: seven numbered Locations, the Celestial Zone, and the Extra Locations. Your Deck, Discard, and the Void sit just outside it.

Hover or tap any zone to highlight it.

Celestial
Zone
Celestial Zone — Celestials are placed here directly and remain here across all three Battles.
⚔️ Forward Skirmish · Locations 1–4
1Location 1 — place a unit face-down here before Skirmish 1, then reveal in turn.
2Location 2 — place a unit face-down here before Skirmish 1, then reveal in turn.
3Location 3 — place a unit face-down here before Skirmish 1, then reveal in turn.
4Location 4 — place a unit face-down here before Skirmish 1, then reveal in turn.
🛡️ Rear Skirmish · Locations 5–7
5Location 5 — place a unit face-down here before Skirmish 2, then reveal in turn.
6Location 6 — place a unit face-down here before Skirmish 2, then reveal in turn.
7Location 7 — place a unit face-down here before Skirmish 2, then reveal in turn.
🌌The Void The Void — cards sent here are removed from the game until all three Battles are complete. Outside the Battle Zone.
Extra
Locations
Extra Locations — hold units placed here by special abilities, including Lightspeed deploys from your hand. They still score CQ.
🂠Supply
Deck
Supply Deck — your deck, face-down. You draw 7 from it each Supply Drop. Outside the Battle Zone.
♻️Discard
Pile
Discard Pile — cards Destroyed, Discarded, Depleted, or cleaned up at end of Battle, face-up. Outside the Battle Zone.
Dashed zones (The Void · Supply Deck · Discard Pile) sit outside the Battle Zone and never score CQ.
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Locations are shared. “Location 1” is the same spot for both players — you’re fighting over the same ground. Only cards in the Battle Zone (Locations 1–7, Extra, Celestial) score CQ.

05 How a Battle Works

Every Battle follows the same loop. Learn one Battle and you know the whole game.

1

Supply Drop

Everyone draws 7 cards. Look your hand over and plan your Forward Skirmish — you’ll place cards in any order across up to the first four Locations (1–4). (First Battle only: you may mulligan once — shuffle back and redraw 7.)

2

Forward Skirmish — place face-down

Place your chosen units face-down into Locations 1–4 — at most one per Location. Your opponent does the same at the same time, hidden from you. This is the first wave.

3

Reveal — take turns, Location by Location

Both boards face each other. Flip cards face-up one Location at a time, back and forth: you reveal Location 1 and its ability resolves, then your opponent reveals their Location 1 — then Location 2, then 3, then 4. A unit deploys the moment it flips face-up.

4

Rear Skirmish — Locations 5–7

The second wave — no new draw. Your Forward units are now face-up and stay on the board. Using the cards still in hand, place face-down into Locations 5–7, then reveal them the same turn-based way.

5

Tally

Add up the CQ of all your face-up units across the whole battle zone (Locations 1–7 and Extra) into your Conquest Pool.

6

Clean Up

Units go to the discard. Your Celestial stays, your hand carries over, and the first-player seat passes. Next Battle begins.

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Who goes first? Decide it any way you like for Battle 1 (dice, coin, rock-paper-scissors). After that it flips each Battle — the player who went first now goes second. The seat only changes between Battles, never in the middle of one.

06 Going Deeper

You can play a full game with everything above. When you’re ready, these add the real strategy.

⚡ Lightspeed

Gold-bordered cards played from hand as an instant response to any action an opponent takes — not just a reveal. They land face-up in your Extra Locations.

Only against an opponent; one response per action; responses resolve last-in, first-out.

◎ Ring Effects

Statuses layered on a face-up unit:

  • MUTE — the unit loses all abilities.
  • PLAGUE — its CQ becomes −1, locked.
  • FORCEFIELD — can’t be Destroyed, Muted, or Plagued.

⧉ Adjacency

Some abilities care about Locations that touch — including diagonally. Because the rear row sits centered, neighbors aren’t always obvious.

Extra Locations touch nothing.

✧ Attributes & Implicits

Built-in traits a unit always has. One to know: Apex — you may run only one copy per Apex name (though a deck can include several different-named Apex units).

SCORING NOTE — CQ can go negative, and effects can add CQ to you directly (not just via units).

07 Deckbuilding Basics

40minimum deck size
80maximum deck size
×3max copies of the same card
×1per Apex unit name
×1Celestial, max per deck
1faction per deck

Apex: limited to 1 copy per card name — but a deck may include several different-named Apex units. Faction: every card in a deck must come from a single faction.

08 Keep Going

FATE HAS CHOSEN YOU. NOW GO CLAIM THE GALAXY.