Resources, mines, dwellings and the town
A Conquest match is a race between your army and Haskett. Everything on this page is how the map turns into army: resources pay for town buildings, buildings and dwellings sell creatures, and chests and lairs give the hero levels. The places are fixed per map (The Causeway Meres · Reedford); the amounts are drawn from the match seed within the ranges below.
Resources and the start purse
There are 4 resources: gold, wood, ore and crystal. Every match starts with 300 gold, 5 wood, 5 ore and no crystal. That is not enough for even the cheapest building (the Muster Yard, 400 gold, 5 wood): the town is paid for out of the map, from piles, chests, lairs and the places.
Piles
A pile is picked up by walking onto it, once. Some places always hold the same resource (each map has its crystal piles), the rest are drawn.
| Resource | Amount |
|---|---|
| Gold | 300–700 in steps of 50 |
| Wood | 3–7 |
| Ore | 3–7 |
| Crystal | 1–3 |
Chests
A chest offers a choice when you open it: gold for the purse or experience for the hero. Each chest is one of these rows, drawn from the seed:
| Gold | or XP |
|---|---|
| 500 | 400 |
| 750 | 600 |
| 1000 | 800 |
Mines
Walk onto a mine to flag it; from then on it pays every day until the match ends. Every mine on the maps sits behind a lair, so the income costs a fight first. The game knows a mine of each resource, but the maps hold only wood and ore mines: gold comes only from piles, chests, lairs and two of the places and crystal comes only from piles.
| Mine | A day | On the maps |
|---|---|---|
| Gold | 500 | 0 / 0 |
| Wood | 2 | 1 / 1 |
| Ore | 2 | 1 / 1 |
| Crystal | 1 | 0 / 0 |
The one-time places
Each map holds the same six places on the same tiles, one of each kind (The Causeway Meres · Reedford show where). Walking onto one opens a card with its two choices and the exact outcome of each, worked out for your army and purse at that moment; you keep one and the place is spent. A choice you cannot pay for, or whose creatures your army has no room for, is greyed out.
| Place | One choice | The other |
|---|---|---|
| Ember Cairn | +1 attack for every stack in every battle, for the rest of the match | +1 defence, the same way |
| Hermit's Hollow | learn the first of the 2 skills he names (it counts as a rank, like a level-up pick) | learn the second |
| Wax-Sealed Coffer | take the 300, 400 or 500 gold on its lid | break the seal: 2 times the gold and as much XP, but its trap kills 20% (at least 1) of your costliest stack |
| Drifters' Fire | hire the whole band (12 Spearmen, 10 Dire Wolves, 8 Archers or 6 Shieldmen) for 50% of their price | a third of them (at least 1) join for nothing |
| Lookout Crag | lift the fog 7 tiles round the crag | lift it 1 tile round every lair still guarded and Haskett’s lair |
| Knucklebone Table | stake 100 gold: a 4, 5 or 6 on one die pays 250 back | stake 100 gold: a 6 pays 700 back |
The dice table is a fair-looking bet that leans your way: the even bet returns 125 gold on average for the 100 staked and the long shot about 117, but the die is cast once, so a short purse on day one can still be emptied.
Dwellings
A dwelling sells one kind of creature, full on the day the match starts and refilled at the start of every week (every 7 days). Each map has 2, selling the creatures no town building sells.
| Dwelling | Vale Host hires | Peatholm hire | A week |
|---|---|---|---|
| Wolf Lodge | Dire Wolf | Eelcatcher | 10 / 10 |
| Drake Roost | Drake | Shrineback | 1 / 1 |
The town
The town starts empty. Build at most one building a day; each one, once built, sells its creatures in the town at its weekly stock, full the day it goes up and refilled every week. The price of a creature is its gold cost (every fighter).
| Building | Cost | Vale Host | Peatholm |
|---|---|---|---|
| Muster Yard | 400 gold, 5 wood | Spearman (14) and Shieldman (6) | Peat Cutter (20) and Bulltoad (4) |
| Archery Butts | 600 gold, 3 wood, 3 ore | Archer (9) and Crossbowman (4) | Reed Slinger (14) and Stilt Lancer (5) |
| Tiltyard | 1200 gold, 5 wood, 8 ore | Knight (2) | Heron Rider (2) |
| Lantern Spire | 1500 gold, 5 ore, 2 crystal | Mage (2) | Fen Lamplighter (3) |
The number after each creature is how many the building sells a week. Nothing here is free: the cheapest building costs 400 gold, 5 wood, and the dearest, the Lantern Spire, wants 1500 gold, 5 ore, 2 crystal, and its crystal can only come from piles.
Moving and the days
The hero has 12 movement a day: 12 road tiles, 6 grass tiles, 4 forest tiles, 4 hills tiles and 3 swamp tiles. Water, mountain and rock cannot be crossed. The fog lifts within 3 tiles of the hero. Both maps give 15 days.
More on Conquest: Haskett · Lairs · The Causeway Meres · Reedford · Warpath
Play Flag a mine and build the town in a Conquest match.