close

By continuing to browse this site, you must accept the use and writing of Cookies on your connected device. These Cookies (small text files) make it possible to follow your navigation, update your basket, recognize you during your next visit and secure your connection.

Napoléon's Conquests

Duration : 3h Numbers of players : 3-5 Age : 14+ Language : EN
Condition : New
  • Out-of-Stock
Napoléon's Conquests
search
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
  • Napoléon's Conquests
Play as Napoleon or one of the other four nations (Great Britain, Russia, Austria, or Prussia) to prevail in this board wargame using cards and advisor counter placements.

Napoleon's Conquests is not a military simulation but a simple and immersive game for up to 5 players in the Napoleonic era.

€89.00
Quantity
Out-of-Stock


By buying this product you can collect up to 44 loyalty points. Your cart will total 44 points that can be converted into a voucher of €4.40.

 
Security

Secure payments by La Banque Postale or PayPal

 
Delivery

Deliveries by Colissimo or Mondial Relay

 
Returns

Returns accepted up to 14 days after delivery


Napoleon (aka France in the Game) is alone against 4 nations who will have to ally themselves to try to defeat the Emperor.
With the help of 3 government advisors (acting as boardgame’s workers), each of the allies will have to position themselves on the corresponding action zones
Obtain finances to buy troops and movement,
Increase his national morale to better resist during the fights and fulfill victory conditions.
Increase the level of society of the allies which contributes also to the victory conditions,
Recruit troops in the capital
And finally, to make an alliance which will protect him from Napoleon.
This first phase of positioning of the advisors is a real strategic management of resources between priority on economy/morale/society/diplomacy and military .
2 major objectives in this phase for the Coalition:
To prepare an alliance between them which requires money and diplomacy points.
Prevent Napoleon from reinforcing himself too quickly with troops and morale
Napoleon has 5 advisors and can place 2 in military zones.
This positioning also depends on the action cards of each player, which offer a great bonus to use. It is a permanent choice between the 3 active effects of each action card, only one of which will be played!
Don't forget the initiative zone which determines the order of the next turn. Indeed, a first position will facilitate the recruitment of troops (without forgetting their cost) but the last positions will give you the advantage in the choice of the fights.
Indeed, an important rule of the game is that battles are only resolved after all the players have moved in turn order.
The rules of movement offer a great tactical variety.
The Corps (CAV + CAN + INF) is the major unit of the game. Powerful and fast, it will allow Napoleon to reach Moscow in time, but it also offers the Allied coalition powerful troops to conquer Paris!
Napoleon is very powerful at the beginning of the game and the game may seem unbalanced. No, this steamroller is essential for Napoleon to hope to win, but if the alliances are quickly put in place, the game will not be easy and Napoleon.
The presence of neutral capitals with the advantages they represent, allows to extend the options of the game and to offer different strategies:
Napoleon could go to Madrid or concentrate his forces towards Berlin or Vienna. Rome allowed for a plan B victory based on a nonmilitary criteria.
The coalition must agree to quickly take Stockholm for the alliances bonus it provides, but the secret objective of each nation may hinder this project.
So what's new in this game!
1 No real randomness except for the distribution of the action cards, which also generates a surprising variety of games.
2 The alliances obey strict rules. Essential in the game, they are the subject of many discussions between the allies, which greatly contribute to the atmosphere and the duration of the game. The forced alliance on a nation is a complex weapon for Napoleon.
3 The Cornelian choice between Move and Reinforce for a tactical deployment of the troops which is key. As well as is the management of initiative because in this game it is necessary to alternate its order in the turn of play to move (and thus attack) after its target...
4 The powers of each Nation spice up the game a bit. Thus, the English are the financiers of the Alliances, Austria is the diplomat while Prussia encourages the other players to go to the Society track.
5 A semi-cooperative game for the Allies with the bonus of a secret objective that can sometimes make you forget that you must first defeat Napoleon to win.
6 You can play Napoleon's Conquests without knowing anything about his history, but you will discover a lot of event and not only war related ones. Historical events are not forcing the game in one direction, but it is true that the military card bonuses are more advantageous with an Italian campaign in the first era and a Russian campaign in the second era.
Thus, throughout the games we will learn through anecdotes of the fascinating history of this period on the French side as well as the Coalition side.