Multiplayer

Conquest of Fates supports any table size — from a 1-on-1 duel to a four-player free-for-all — with the same core rules and decks. Every player takes part in every phase of every Battle, and no one is eliminated.

🔄 Turn Order

Set a turn order at the start — by default clockwise from a randomly-chosen first active player. It stays the same all three Battles; the active player rotates one seat clockwise each new Battle.

🤝 Opponents & Allies

Everyone is an opponent by default. Players may agree to be allies before the game begins (never mid-game). You can only Lightspeed-respond to an opponent, not an ally.

⚡ Lightspeed in Multiplayer

Follows the turn order: after a deployment the next player may respond or pass. Still one response per action, and all players must pass in succession before a unit resolves.

Game Configurations

Free-for-All 3+

Standard. Everyone competes individually; all other players are your opponents. No elimination — highest total CQ after all Battles wins.

Team Conquest 4+

Two teams, seated alternating. Teammates are allies who may share strategy and hands. CQ is tracked individually but added together per team — highest team total wins.

Nemesis 3+

Everyone versus one — “The Nemesis.” The Nemesis is always the active player and earns double CQ, and chooses one of six Nemesis Edicts per opponent to start.

Homeworld 2+

Everyone begins with a Celestial Body already in their Celestial Zone (can’t be destroyed, moved, or altered). No extra Celestials, and alliances only within a faction.

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Advanced Rules

Unit Triggers

Every unit trigger and exactly when it fires — Upon Deployment, Throughout the Battle, When Destroyed / Discarded / Depleted, At the End of the Battle, and Special Triggers.

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Advanced Rules

Attaching

How attaching works — the carrier gains only the attached card’s Conquest, and because attaching isn’t deploying, it skips “when deployed” costs (Apocalypse Engine’s board wipe never fires).

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