Upon opening Conqueror, the default game appears:
Two tribes occupy either side of the board. White pieces denote one tribe, black pieces denote the opposing tribe. By default, white always moves first.
The pieces, in increasing order of rank, are:
SWORDSMAN, moves 1 square on diagonals.
ASSASSIN, moves one or two squares on the horizontal and vertical.
ARCHER, moves 1 square in any direction.
MAGICIAN, moves 1 square on horizontal and vertical. Can cast spells
on enemy pieces up to 2 squares, demoting them to lower-ranking pieces.
WARRIOR (mounted bowman), moves 2 squares in any direction.
POWER MAGICIAN, moves 2 squares on horizontal and vertical (similar
to WARRIOR). Can cast spells on enemy pieces up to 2 squares, demoting
them to lower-ranking pieces.
BONDSMAN: mounted bowman having all the movements of the WARRIOR with
extended 3 square range on the horizontal and vertical. This is the
khan's right hand man (the first bondsman), and is the backup leader
of the tribe.
KHAN, is the main leader of the tribe. The piece moves like a WARRIOR
with an extended 3 square range on the horizontal and vertical and diagonal.
To win, a player must capture both the enemy Khan and the Bondsman.
In the above diagram,
The white
archer at square D2, can move to 5 positions (see red arrows). The piece
is blocked in the other directions by the white magician at square E2
and the white archer at square D1.
The white
swordsman at F2 can move to only one square (see green).
The white
assassin at G3 can move to two squares (see purple).
The black
khan at B7 can move to 5 possible squares (see blue arrows). The other
squares like B6 and B5 are blocked by surrounding pieces.
None of the warrior (W) pieces of either side can move because they
are blocked. (Pieces cannot move off the board)
Above, the
white bondsman at square G4, can move to many positions (see purple
arrows). Note the extended 3 square range on the horizontal and vertical.
The white bondsman can capture the black bondsman at D4, but no other
black pieces.
The black
magician at B2 can physically move to any of the red squares, only 1
square in the horizontal and vertical.
The piece can cast spells on the white archer at D2, demoting it to
the next down in rank (a Swordsman), or cast spells on the white knight
at B4, demoting it to an Archer, the next down in rank.
In turn,
the white archer at A1 can capture the black magician (see the green
arrow).
The black
warrior at A6 can move to any of the blue squares, moving 2 squares
in any direction. It can only capture the white warrior at B4.
If a piece is at centre position D5, below, the potential range of moves are:
Magician spells can be extended to the green marked circles (above) by selecting Game..Rules: