Global Conquest
Developed by:
Ozark Softscape
Headed by Dan Bunten, also consisting of Bill Bunten, Jim Rushing, and Alan Watson. Developed M.U.L.E., Seven Cities of Gold, and Heart of Africa.
Multiplayer:
No Multiplayer
Platform:
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Description
The goal of Global Conquest players is to discover and conquer the world.
The conflict in Conquest lies in the fact that all players have the same
goal and there can be only one winner.
There are always four opponents in Global Conquest attempting to take over
the world. These opponents, be they human or other sentient life forms,
find themselves fighting over a world populated by a mindless "indigenous"
armed force (dubbed the "Natives"). If there are not four "live" players,
any unmanned groups will be controlled by the computer intelligence, so that
there are always five groups taking part in Global Conquest.
Global Conquest is played on a game board that is different each time around.
Among the things that vary is the size: like the drinks at your favorite fast
food establishment, you can have either the small, medium or mega-whopper size.
Each part of the world can be one of five types of terrain:
ocean, plain, forest, mountain and swamp. (Deserts and tropical beaches are not
included in Global Conquest because sand could get into somebody's eyes or
underwear and cause injuries.)
There are also "artificial" facilities around: Cities (or, to use the Modulian term,
"burbs"), docks, oil sites, and mineral sites.
A final type of "cloaked terrain" covers and obscures all of the board's
characteristics at the start of each game. Resulting from a mysterious Modulian
Cloaking Device, this "cloaked terrain" is indistinguishable from ocean terrain.
However, as your playing pieces move around on the board, they remove the
"cloaked terrain" to reveal the actual world beneath. For some unknown reason, this
process is called "discovering the world."
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