Loot The Tomb of Horrors in Style in Conquest of Nerath
When I lived in the dorms at the University of Illinois in the early 90s, it wasn’t unusual to see students clustered around tables in the lobby, playing Axis & Allies. The game took up an entire table and there were always a few spectators. Axis & Allies was a massive game, with a truly epic feel, and in the decades since its release, it has seen many versions — 19 last time I counted.
I’ve often wondered why there was no fantasy equivalent to Axis & Allies: a fast-playing game on a massive scale, pitting nations against each other across an imposing map. Sure, there have been a few ambitious attempts from small companies, but most fell down on the production side of things. Axis and Allies wasn’t just huge in scope — the whole game was huge, with hundreds of sturdy components, a beautifully detailed 40-inch folding map, and simple yet elegant rules. Even the box was humongous.
In 2011, Wizards of the Coast released Conquest of Nerath, a Dungeons & Dragons board game that pits four nations against each other in a desperate struggle for total supremacy. I probably would have overlooked it, if it hadn’t been for this rave review by Scott Taylor in July of that year:
In all my years of gaming, and all the games I’ve played, I’d yet to find something in the same realm of awesome as [Axis & Allies] until I sat down to play Conquest. Simply put, this game is an instant classic, a pure gamers paradise that mixes the very best of thirty years of game development into a single cohesive unit. What A&A was as a Risk upgrade, so too is Conquest to everything before it.
I was very excited by Scott’s review, and promised myself I’d buy a copy as soon I could. I finally acted on that promise earlier this month and, after spending some time with the game, I’m very pleased to be able to say that Scott was not off in his assessment.