Conquest of Fates
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How to Play Guide

FATE HAS CHOSEN YOU

A sci-fi trading card game where you command a galactic faction and conquer the stars across three Battles.

Choose how you want to learn the game.

🏆
The goal: score the most Conquest Points (CQ)Conquest Points (CQ) — your score. Most face-up units are worth some CQ; you bank them each Battle, and the highest total after Battle 3 wins. after three Battles.

01 How You Win

A game is three Battles — and each Battle is fought in two SkirmishesSkirmish — a round of placing and revealing units. Skirmish 1 (Forward) uses Locations 1–4; Skirmish 2 (Rear) uses Locations 5–7.. 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.

🂠

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.

📊

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.
📜

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.
🔗

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 mulliganMulligan — a one-time redo of your opening hand: shuffle it back into your deck and draw 7 new cards. 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 deploysDeploy · Upon Deployment — a unit deploys the instant it flips face-up; abilities that read Upon Deployment fire once at that moment. 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 CelestialCelestial — an optional, powerful cosmic card deployed to the Celestial Zone. Once out, it stays in play across all three Battles. stays, your hand carries over, and the first-player seat passes. Next Battle begins.

🔄

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 The Full Game

Everything above is one Battle. A full game runs that same loop three times — and the two things that travel between Battles are what turn it into a game.

1 Battle 1
⚔️ Skirmish 1 · Loc 1–4
🛡️ Skirmish 2 · Loc 5–7
you bank +CQ
2 Battle 2
⚔️ Skirmish 1 · Loc 1–4
🛡️ Skirmish 2 · Loc 5–7
you bank +CQ
3 Battle 3
⚔️ Skirmish 1 · Loc 1–4
🛡️ Skirmish 2 · Loc 5–7
you bank +CQ
🃏

Your hand carries over. Whatever is still in your hand when a Battle ends stays with you for the next one — Battle 1 into Battle 2, Battle 2 into Battle 3. You do not start fresh, so holding a card back is a real choice, and emptying your hand early can leave you thin later.

Battle 1+CQ Battle 2+CQ Battle 3+CQ
every Battle adds to the same Conquest pool — it never resets
After Battle 3 🏆 Highest total Conquest wins the game

07 Good to Know

A few small rules that come up in normal play.

✋ Maximum Hand Size

Your hand holds at most 10 cards. If an effect takes you above 10, you must immediately discard down to 10 before taking any other action. (Draw to 11? Discard one first.)

🃏 Running Out of Cards

Emptying your deck does not lose you the game. Any action that would make you draw or use your deck simply doesn’t happen — you keep playing with what you have.

🧮 Scoring Note

CQ can go negative, and some effects add CQ to you directly — not only through units on the board.

08 Keep Going

FATE HAS CHOSEN YOU. NOW GO CLAIM THE GALAXY.