Conquer Club

Spoils

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Spoils

Postby FightingDonkeY on Fri Nov 20, 2009 10:37 am

Can somebody please explain how the spoils work in CC? I get how they work in Risk... just slightly confused.

Thanks.
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Re: Spoils

Postby ManBungalow on Fri Nov 20, 2009 12:41 pm

Flat rate games -
3 reds = 4 troops
3 greens = 6 troops
3 blues = 8 troops
1 of each = 10 troops

And for escalating games (from the instructions page) -
Escalating groups are worth 4,6,8,10,12,15,20... (i.e. the first group of spoils turned in by any player is worth 4 troops, the second group is worth 6, etc.)

As with the RISK game, cards showing a region you hold (in bold) get an instant +2 deploy.
You can't hold more than 5 spoils in your hand at any one point. If you eliminate someone (and take their spoils) then you have to cash in mid-turn.

Spoils are also known as cards.
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Re: Spoils

Postby FightingDonkeY on Fri Nov 20, 2009 12:45 pm

This is great, thanks. Can you explain how get the cards? I get how you gain a card by taking over a territory. But can you get multiple in a turn? Can you dictate which color you will receive?

Thanks again for the help.
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Re: Spoils

Postby ManBungalow on Fri Nov 20, 2009 1:06 pm

FightingDonkeY wrote:This is great, thanks. Can you explain how get the cards? I get how you gain a card by taking over a territory. But can you get multiple in a turn? Can you dictate which color you will receive?

Thanks again for the help.

Just as you get cards in RISK. You need to conquer (or bombard) a region on your turn to be awarded spoils at the end of your turm. You can only get 1 card a turn and the colour/region is random. There are no jokers or anything of the kind.
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