Conquest of Fates
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Quick Start Guide

FATE HAS CHOSEN YOU

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

The Goal

It all comes down to Conquest Points.

A game is three Battles. Each Battle is fought in two waves — a Forward Skirmish, then a Rear Skirmish — and earns you Conquest Points (CQ). After Battle 3, the most total CQ wins.

The Basics

What you need to get started

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

🂠

Your Deck

40–80 cards. Sits face-down as your Supply Deck.

🌐

An Opponent

One or more players to battle against. You all start at 0 Conquest.

🔢

A Way to Keep Score

Pen & paper, dice, or an app — to track your total Conquest and each unit's CQ value.

Card Anatomy

How to read a card

Every card shows the same things. Scroll to see what each part means.

Anatomy of a Conquest of Fates Unit card.

Meet a card

Here's a full Unit card. Every card lays out the same parts — scroll on to see what each one means. ↓

Faction

Which galactic power the card belongs to — shown by the emblem in the top-left corner.

Card Name

The card's title, along the top banner.

Conquest Value (CQ)

How much Conquest this unit is worth — the big number that decides who wins.

Attributes & Implicits

Built-in traits the card always has — here it's APEXApex — a powerful unit; you may include only one of it per deck. and FORCEFIELDForcefield — while face-up, this unit can't be Destroyed, Muted, or Plagued..

Ability Trigger

When 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 is deployed., or (here) a Special TriggerSpecial Trigger — an ability with its own timing, spelled out in the card text; it resolves before normal triggers..

Special Ability

What the card does when its trigger fires.

Card & Set Info

Artist credit, set name, and the card's number in the set.

The Play Mat

Your whole play area, at a glance

Before we dive into how to play, let's get familiar with the play area.

💡 Hover over or tap any zone for more details.

Celestial The Celestial Zone holds your one Celestial card. Like a field spell, once deployed its power stays on for the whole game and affects the battlefield. Full rules →
Void The Void — cards sent here are removed from the game until all three Battles are complete. Full rules →
Extra
Locations
Extra Locations hold units placed by special plays — e.g. a Lightspeed response, or an ability that deploys a unit here. Full rules →
1Location 1: Units are placed face down from your hand here before Skirmish 1 starts.
2Location 2: Units are placed face down from your hand here before Skirmish 1 starts.
3Location 3: Units are placed face down from your hand here before Skirmish 1 starts.
4Location 4: Units are placed face down from your hand here before Skirmish 1 starts.
5Location 5: Units are placed face down from your hand here before Skirmish 2 begins.
6Location 6: Units are placed face down from your hand here before Skirmish 2 begins.
7Location 7: Units are placed face down from your hand here before Skirmish 2 begins.
Deck Your Supply Deck (draw pile), face-down. You draw 7 cards from here at the start of each Battle. Full rules →
Discard Discard Pile, face-up — cards that are Destroyed, Discarded, Depleted, or cleaned up at the end of a Battle. Full rules →
ZONE 01

The Battle Zone

Your play area is Locations 1–7, the Extra Locations, and the Celestial Zone. Everything in a Battle happens here.

ZONE 02

Forward Skirmish · 1–4

You fight here first, every Battle.

ZONE 03

Rear Skirmish · 5–7

You fight here second.

ZONE 04

Extra Locations

Hold units placed by special plays — like a Lightspeed response.

ZONE 05

Celestial Zone

Holds your one Celestial. Once here it stays in play across all three Battles. It's part of the Battle Zone.

ZONE 06

Outside the Battle Zone

Your Deck, Discard, the Void, and the cards in your Hand.

The Heart of the Game

⭐ Your first Battle, step by step

The whole game is just this, done three times. Watch how one Battle flows.

↥ Player 2 · across the table
Extra Location
71
172
13
194
75
146
27
Discard Pile
Player 2’s CQ: 7+17+1+19 (forward) + 7+14+2 (rear) = 67
◄ shared battlefield ►
Extra Location
4
31
32
33
44
15
6
27
Discard Pile
Your hand: 7You · Player 1Conquest: 0
Your CQ: 3+3+3+4 (forward) + 1+2 (rear) + 4 (Extra) = 20
STEP 01

Supply Drop — draw 7

Both players draw a fresh hand of seven. (First Battle only: you may mulligan once.)

STEP 02

Plan & place — hidden, at the same time

Both of you place units face-down into Locations 1–4 at once — as many or as few as you like, up to one per Location, in any Locations (they needn't be in order or adjacent). Neither can see the other's cards yet. Confirm → locked in.

STEP 03

Location 1 — you reveal first

As the active player, you flip your Location 1 card face-up; it deploys and its abilities resolve.

STEP 04

Location 1 — your opponent answers

Then your opponent reveals their own Location 1 card and resolves it. After each action, either player may respond with LightspeedLightspeed lets you play a gold-bordered card from your hand as an instant response to any action an opponent takes — not only when they reveal a card. Full rules →.

STEP 05

Location 2 — reveal continues

Same back-and-forth at Location 2: you reveal, then your opponent reveals their own Location 2 card and resolves it.

STEP 06

⚡ Hold on — a Lightspeed response!

Your opponent revealing their Location 2 card is an action you can answer. You play a gold-bordered LightspeedLightspeed lets you play a gold-bordered card from your hand as an instant response to any action an opponent takes — not only a reveal. Full rules → unit from your hand and deploy it into your Extra Location. It resolves right away and stays in the Extra Location for the rest of the Battle. (Tap it to inspect.)

STEP 07

…then finish: 3 and 4

Back to the reveal — keep alternating through Locations 3 and 4 until the Forward Skirmish is done.

STEP 08

Rear Skirmish — place 5–7

No new draw. Place from the cards still in your hand. Your revealed forward units — and your Extra Location unit — stay on the battlefield.

STEP 09

Location 5 — same back-and-forth

Reveal alternates again: you, then your opponent — starting at Location 5. The same player reveals first as in the Forward Skirmish.

STEP 10

…through 6 and 7

Continue until every card in the Rear Skirmish is face-up.

STEP 11

Tally the CQ — both players

Each player adds up the CQ of all their face-up units across the whole battlefield — including the Extra Location. Here Player 2 scores 67 to your 20, so Player 2 wins this Battle — but it’s only the first of three, so the game is still wide open. Each player banks their own total into their Conquest Pool.

STEP 12

Clean Up → next Battle

Everything on the battlefield — units and your Extra Location card — goes to the discard; any leftover hand carries over. Then Battle 2 begins — and the player who went first now goes second.

Battle 1 Complete

On to Battle 2

Your Conquest is banked and the battlefield clears — but any cards still in your hand carry over into Battle 2. The next Battle begins (whoever went first now goes second), and the highest total CQ after all three Battles wins.

You're Ready

Build. Buy. Play.

Prefer to read? See the How to Play guide, or the full Comprehensive Rules · Rulebook (PDF). (Coming soon: an interactive tutorial / printable learn deck.)