A dice strategy board game

Japan
Conquest

Roll the dice, claim territory, and build bases and castles. Secure entire regions or break through enemy lines. Travel across Japan and build the most prosperous realm!

v1.1.0
Players
Player Setup

1 human · 1 CPU

Blue1P
Red2P
Game Length
First Player
Display
Sound Effects
Voice announcements

Saved Games

Slot 1Empty
Slot 2Empty
Slot 3Empty
Slot 4Empty
Slot 5Empty
Full rules

Objective

  • Travel across Japan's 47 prefectures in a free-for-all strategy board game for 2–4 players. Expand your territory and finish with the highest score.
  • The player with the highest final score wins. A standard game ends after everyone completes the chosen number of turns. Conquest ends when every prefecture is at least a base; Total Conquest ends when every prefecture is a castle or home base.
  • If a player has no neighboring prefecture they could ever move to, regardless of their roll, that player is defeated and the game ends. The remaining player with the highest score wins a decisive victory.

Game length and conquest modes

  • Standard games last 5, 10, 15, 30, or 50 turns per player. Once everyone completes that many turns, final scores determine the standings. Claiming every prefecture does not end a standard game early.
  • Conquest has no turn limit. The game ends as soon as all 47 prefectures are at least bases, regardless of who owns them.
  • Total Conquest also has no turn limit. The game ends as soon as all 47 prefectures are castles or home bases. Home bases count as castles for this condition.
  • Neither conquest mode has a Final Showdown. Develop the country at your own pace; the player with the highest score at the end wins.

CPU difficulty and strategy

  • Each CPU can have its own difficulty (Easy, Normal, or Hard) and strategy (Balanced, Aggressive, Expansionist, or Defensive). These settings also apply in CPU-only games.
  • Difficulty affects how consistently a CPU chooses strong moves. Strategy determines whether it favors battles, unclaimed prefectures, or upgrades to bases and castles.
  • Aggressive CPUs favor enemy bases and castles at every difficulty. They save dice items for battles rather than movement and use them readily. Easy Aggressive CPUs are especially reckless, often attacking with little regard for their odds.
  • The default is Normal and Balanced. Switching a player to human keeps their CPU settings, ready to use if you switch them back.

Taking a turn

  • Choose Roll for Order to have everyone roll one die before the game. Higher rolls go first. Only tied players roll again, and CPU rolls are automatic.
  • Roll one standard die, or use a Double Dice or Triple Dice item from your inventory. The total is your movement allowance for this turn.
  • After the dice stop, available neighboring prefectures are marked. Tap them in order to plan a route, then confirm it to move.
  • You normally have to use all your movement. You may stop early at your own base, castle, or home base. Entering your own home base costs 1 movement, whether you pass through or stop there.
  • Use Undo Step to remove the last prefecture from your route. The turn controls show your planned route and remaining movement.

Prefecture levels and points

Each prefecture has a base value. Owned prefectures contribute to your total score according to their level:

LevelHow it worksPoints
NeutralAn unclaimed prefecture0pt
TerritoryPass through a neutral prefecture to claim itBase value × 1
BaseUse your last movement to stop in a neutral prefecture or enemy territoryBase value × 2
CastleStop at your own base to upgrade itBase value × 3
Home BaseOne per player. Cannot be captured; entering your own costs 1 movement0pt
  • Stopping in your own territory upgrades it to a base. Stopping at your own base upgrades it to a castle.
  • At the end of their owner's turn, each castle stores 15 prosperity points and each home base stores 30. All stored prosperity is collected automatically at the start of that player's next turn. Any uncollected prosperity at the end of the game does not count toward the score.

Enemy prefectures and movement

  • Passing through enemy territory makes it neutral. Using your last movement to stop there captures it as your base.
  • Stopping at an enemy base or castle starts a battle. Every entry into an enemy castle costs a 20-point toll; an enemy home base costs 50 points. Tolls apply whether you pass through or stop. Home bases cannot be captured.
  • Entering an enemy castle or home base costs 2 movement. Entering a region controlled by an opponent from outside that region costs 1 additional movement.

Battles and dice items

  • The attacker chooses and rolls first. After seeing the attacker's roll, the defender chooses and rolls. Castles grant +2 defense, regional control adds +1, and full regional control adds another +1, for up to +4. The defender wins ties. CPUs roll automatically on their side's turn.
  • A successful attack captures the prefecture and earns the attacker a 10-point battle bonus. Captured castles remain castles. A successful defense preserves the prefecture's level and earns the defender a 10-point defense bonus.
  • A standard roll uses one die. Double Dice and Triple Dice are single-use items for movement or battle, using the total of two or three dice respectively.
  • Everyone starts with one Double Dice and one Triple Dice item. Starting on turn 11, each player receives one Triple Dice item every 10 turns (11, 21, 31, and so on). Your first regional control earns one Double Dice; your first full regional control earns one Triple Dice.

Special connections

  • Some prefectures across the sea have special game connections: Hokkaido–Aomori, Hyogo–Tokushima, Okayama–Kagawa, Hiroshima–Ehime, and Yamaguchi–Fukuoka.
  • Ehime also connects directly to Oita, providing an alternative route so Kyushu cannot be sealed off solely at Yamaguchi.
  • Okinawa connects directly to Fukuoka, Saga, Nagasaki, Kumamoto, Oita, Miyazaki, and Kagoshima. You can move to Okinawa from any of these prefectures despite their distance on the map.

Regional control and the Final Showdown

  • Own every prefecture in a region to gain regional control. The seven regions are Hokkaido & Tohoku, Kanto, Chubu, Kinki, Chugoku, Shikoku, and Kyushu & Okinawa.
  • The regional control bonus is 30 points per prefecture in the region. Shikoku has four prefectures, worth 120 points; Hokkaido & Tohoku has seven, worth 210 points.
  • This bonus counts toward your score only while you control the whole region. Lose a prefecture and the bonus disappears; regain control and it returns. Each player receives the Double Dice reward only once per region, on their first regional control.
  • Own every prefecture in a region and upgrade them all to castles (including home bases) to gain full regional control. While you maintain it, you earn 30 points per prefecture at the start of each of your turns. Shikoku, for example, earns 120 points per turn.
  • Full regional control starts paying on your next turn, not immediately. Losing even one castle, or having one downgraded to a base, breaks it. Meeting the conditions again restores it.
  • Your first full regional control in each region earns one Triple Dice item. Prefectures under full regional control receive an extra +1 defense on top of the +1 for regional control.
  • The scoreboard stays in the turn order established at the start, rather than sorting by score. The last three turns of a standard game are the Final Showdown: everyone's total score is hidden until the results screen reveals the final standings.

Reading and using the map

  • Small numbers inside prefectures indicate their base point value when you claim them as territory or a base. They are hidden in prefectures you already own.
  • Character markers show player locations. Use + and − to zoom, Overview to see the whole country, or Current Location to center on your player. On a computer, you can also zoom with the mouse wheel.
  • Tap a prefecture to see its owner, level, current points, and stored prosperity. The Battle Log records points gained, regional control, battle results, and other events.

Saving games and results

  • Your progress is autosaved in this browser. Even if you choose Exit Without Saving, you can use Continue Last Game on the start screen. Starting a new game replaces this autosave.
  • Use Save & Exit during a game to save a snapshot in one of five slots. Slots are never overwritten automatically. Resume or delete them from the start screen.
  • Completed game results, setup preferences, and records against CPUs are also saved in this browser. Use Previous Results on the start screen to reopen the latest results.
  • Use Save Data Management to back up, restore, or delete your data. To continue in another browser or on another device, export a backup and restore it there.
Credits

Voice announcements

Japanese voice announcements by VOICEVOX: Shikoku Metan.
English voice announcements by Ondoku.

Sound effects

Some sound effects by Sound Effect Lab.

Pixel art

Character icons by DOT ILLUST.

Map

Geolonia:SVG map of Japan files map-full.svg and map-mobile.svg are used under the GFDL. Prefecture codes and regions are used for the map; game connections are defined separately.

Castle illustration

Castle illustration by Irasuto Sensei.