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.

