
- BGG rating
- 6.0
World Conquerors: Revolutionaries
- 1–4 players
- Complexity 2.0/5
- 2012

2012
Rules assistance for World Conquerors
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

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Answers come from the official rulebook, with the page to check.
World Conquerors is a board game released in 2012 for 1–4 players, 60 minutes per game, and ages 10 and up. It was designed by Jeff Siadek and its main mechanics are Hand Management, Dice Rolling, and Area Majority / Influence.
Conquer the world with history's greatest warlords under your command. The game plays in 4 turns where each player plays a ruler from history and conquers territories using a simple dice mechanic. The deck of world conquerors cards generates effects and goals to modify and drive the action. If nobody has conquered the world by the end of the 4th turn to win immediately, the player whose empire got the largest at any given point wins. Each card can be played in one of 3 ways: Generals allow you to place a pawn in that card's territory to be used for rerolls in combats in or adjacent to the territory. Playing cards as agents gives you one time effects that reflect that historical figure's abilities (Stalin assassinates, Victoria adds an extra die on a naval attack). Playing cards as rulers gives you their ability for the duration of your turn and sets a goal that reaching it will net you a power bonus at the end of your turn. At the start of your turn, you're issued a number of tokens. This number escalates by one during each player turn to ramp up the epic nature of the game. You also get the bonus when somebody plays a ruler (including you) in one of your territories, and you'll get it at the end of your turn if you reach your ruler's goals. Tokens convert into armies controlling territories in successful attacks and are spent to pay for failed attacks and sea attacks as a Supply Cost. Each time you pay the Supply Cost, it escalates. Gameplay Details On your turn, you campaign by throwing one die for each territory you control adjacent to a target territory. The defender throws one die for their defending army plus another for each adjacent territory they control. The highest die wins. Losses and Naval attacks have an escalating Supply Cost. When you are unwilling or unable to pay the Supply cost, your turn ends. Make it count, though, because you only get four turns. Strategic depth is layered onto this simple system by the deck of conqueror cards. Each historical figure has special powers based on their history, such as Erik the Red making unsupplied naval attacks, or Stalin using assassination to eliminate enemies. The cards may be played as your empire's ruler (which makes their power last your whole turn), a local agent (which gives you the power just once), or a general (which ignores their power but gives you combat rerolls). Ruler cards also have a strategic goal, such as Elizabeth's “No one else controls a continent” or Caesar's “Win 5 attacks.” Fulfilling these goals gets you a power bonus at the end of your turn. In the grand tradition of global conquest games, World Conquerors is epic in scope, but it addresses the genre's traditional shortcomings. Short Play Time - just four turns per player each game. It plays in about an hour. No Player Elimination - each turn you get a new ruler, regardless of the last one's fate. Quick combat resolution - one army per territory makes battles quick and easy, focusing strategy on card play instead of mass dicefests. Reduced Kingmaking and Spoiling - ruler goals drive the action leaving little room for spite. No Hopeless Positions - supply is based on both time and territory, so it's possible to rebuild a shattered empire from no territories at all. Everybody is in it until their last turn, unless somebody conquers the whole world and wins instantly.
World Conquerors supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for World Conquerors is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists World Conquerors for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
World Conquerors has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
World Conquerors belongs to these categories: Wargame and Civilization. Its main mechanics are Hand Management, Dice Rolling, and Area Majority / Influence. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of World Conquerors are: Jeff Siadek. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists World Conquerors as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.