Detailed Rules

The full rulebook for Atlas Conquest — the map, characters, movement and battle, abilities, card keywords, unclaiming, and commanders.

Welcome to Atlas Conquest: a grid-based strategy game that combines the very best of both board and card games!

Overview

Each player builds and plays a deck of at least 40 cards. Each player also selects a commander to helm their strategy. The goal of the game is to reduce the opposing commander’s health to 0 before they can do the same to you.

The Map

The map is a hexagonal grid. Commanders start in the same two positions each game, at opposite sides of the map. Initially only each commander’s starting tile is claimed.

The Dunes map, one of Atlas Conquest's battle maps

Tiles present on the map at the start of the game fall into a few types:

There is no functional difference between the different normal tiles on the map such as the deserts, rocks, cacti, or oasis. Claiming a tile does not immediately grant its mana — you will receive the increased mana at the start of subsequent turns.

You can right-click on a tile to display details of the tile, including its type, as well as the option to unclaim the tile, for when you need to make shifts in your territory once your maximum dominion has been reached.

Cards may also create special tiles with unique abilities not present on the starting map.

There are currently three maps in the game. Each one brings with it its own gameplay dynamics, so be sure to check out them all!

The Snowmelt map

The Tropics map

Characters

Commanders and minions are both characters. Characters occupy tiles and can move and battle each turn. Characters have three stats:

Movement and Battle

You can move each character you control up to their speed each turn. Dragging a minion onto a tile controlled by an enemy character will initiate a battle: both characters will deal damage equal to their power to each other.1 If a minion’s health is reduced to zero or below, that minion dies. Damage persists between turns.

Each character gets one attack every turn. Battling an enemy uses the character’s attack, meaning you typically can’t battle multiple times a turn with the same minion. Battling also uses one movement, and if the defender is destroyed in battle, the attacker will take their place.

Abilities

Some characters have special abilities. These can be passive (triggered or static) abilities that continuously affect the game, or an activated ability which must be used manually by clicking or dragging the ability to a target.

Abilities are represented by circles on the top of each character, with activated abilities in the top-left and top-right corners and passive abilities in the top-center. Mouse over an ability to see the details.

Card Text

Example card showing the text box and keyword callouts

Cards can have a variety of text. Sometimes text is abbreviated, in which case hovering over the card will show the definition of any keywords present in the text box.

Some common keywords:

Commanders

Your commander is a special card chosen to lead your deck in each game. You start with your commander on the board and defeat the enemy commander to win the game.

Commanders have 4 attributes:

Commanders also have a text box which can have static bonuses and/or activated abilities that will influence the game. All commanders also have access to a special claim ability that lets them claim a tile they are occupying once per turn.

Finally, commanders have a patron god which is represented by the color of the card. You can only play cards in your deck which match your commander’s patron, or neutral (beige) cards.

The current main patrons and their themes are:

The current patron gods


  1. Commanders typically have zero power and thus won’t deal damage when defending in combat.