Geomasters Conquest

Conquest is a game mode in Geomasters where you take countries from other players by answering questions about them. You hold territory on a shared world map, fortify it with what you know, and lose it to whoever knows more. It is free, runs in the browser, and needs no account.

  • Claim with capitals
  • Seven layers of defence
  • Free, no account

How a campaign works

Players take turns on one map. A campaign ends when someone holds the number of countries the board is played to, so a game has a finish line rather than running until people drift away.

  1. 1

    Claim empty land

    Click a country nobody holds and name its capital. Answer correctly and it is yours. Empty countries can be claimed at any point in a campaign.

  2. 2

    Earn points each turn

    Every turn gives you one attack point and one defence point, plus one of each for every three countries you hold. Points you do not spend carry over, so saving for one decisive attack is a real option.

  3. 3

    Fortify what you hold

    Spend a defence point and answer a question to add a fortification. Get it wrong and that country is locked until the next round.

  4. 4

    Attack a neighbour

    Commit attack points at a country bordering your own. The attack settles on the defender’s next turn: your points and correct answers against their fortifications and whatever defence they add. A tie goes to the defender.

Fortifications are geography categories

Each fortification is a category of question, and they stack in a fixed order.

This is where the strategy and the geography meet. Each fortification you build on a country is a category of question, and they stack in a fixed order. Every layer costs an attacker a point and a correct answer to break, so a country fortified seven deep takes seven right answers to take — and each layer also pays you something while it stands.

Because the layers always build in that order, a country's defences tell you which questions you will be asked to break it. You can see what you are walking into before you commit.

  • Seven deep, seven answersA fully fortified country takes seven correct answers to break.
  • A point and an answer per layerEach layer costs an attacker one attack point as well as a right answer.
  • No surprisesThe order never changes, so you know the next question before it is asked.
  1. 1CapitalThe first layer, and the one every claim starts with.
  2. 2FlagFlags earn you extra attack points each turn.
  3. 3LocationLocation earns you extra defence points each turn.
  4. 4CurrencyCurrency grants a spy.
  5. 5FoodFood adds defence when you or a neighbour is attacked.
  6. 6SizeSize counts for more when territory bonuses are worked out.
  7. 7PopulationPopulation strengthens your attacks on neighbours.

Spies, revolts and leaving

  • Spies

    Between your turns you can send a spy to one player and learn either their attack or their defence points. Everyone is told you sent it, so information costs you surprise.

  • Revolts

    Arriving after the seats are taken does not shut you out. Answer every category on a country someone already holds, and its owner has to answer the same questions to keep it.

  • Idle players

    Sit out a whole phase and you get a short prompt asking whether you are still there. Miss it and you drop out, rather than stalling the campaign for everyone else.

What you need to know to play well

Conquest draws on the same categories as the rest of Geomasters, so practice transfers directly. Capitals come up most — every claim starts with one — and flags are the second layer, which makes them the two worth learning first.