Reviews : Conquest The Last Argument of Kings – Chapter 9

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Hello everyone,

Today, we’re taking a closer look at the magic system in Conquest. And honestly, we were pleasantly surprised, it’s easy to learn, yet still offers plenty of depth. Don’t forget to check out Chapter 1, Chapter 2, Chapter 3, Chapter 4, Chapter 5, Chapter 6, Chapter 7 and Chapter 8 if you haven’t read them yet.

The basic mechanics are very easy to understand:

If your Character has the special rule Wizard (X) or Priest (X), they can attempt to cast a spell. You choose a spell, a target, roll your dice… and cross your fingers! Each spell has a difficulty value, called Attunement. When a spell is cast, you roll a number of dice, and each result equal to or lower than that value counts as a success. You need at least two successes for the spell to be successfully cast (unless stated otherwise). Simple, clear, and quick to resolve! The game also offers a nice variety of spells, allowing you to tailor them to your army and your playstyle.

If an enemy spellcaster is within 10 inches of your own, it makes things harder! It’s a nice nod to wizard duels from fantasy stories, and it encourages clever positioning whether to protect your casters or disrupt enemy magic.

The little twist that changes everything : scaling

Here’s a great idea! The bigger your target (in number of stands), the harder the spell is to cast. That’s called scaling, and it means you’ll need more successes to affect large units. It’s a smart way to keep magic from becoming too powerful, while still offering interesting choices. Do I go for this tough spell on the enemy horde, or an easier one on a smaller unit?

A few small drawbacks?

We really liked the system overall, but there are still a couple of small things worth mentioning:

  • The requirement of at least two successes can be a bit tough for less experienced spellcasters.
  • Low-level mages have a hard time shining without a bit of luck on the dice.
  • Spells usually last until the end of the round, unless stated otherwise. It’s simple, but we would have liked a bit more variety in spell durations. That said, it does make things easier to manage during the game — no need to track lingering effects for multiple turns.
  • There’s not much difference between a low-tier mage and a powerful archmage when it comes to the types of spells they can cast. A bit more progression, or some spells reserved for “heavy hitters,” would’ve been a nice touch.

Honestly, the magic system gets the job done! It’s easy to learn, full of tactical choices, and well-balanced, without stealing the spotlight from the other game mechanics.

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