Strategic Imperial Conquest

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Strategic Imperial Conquest is a fantasy, play-by-mail (PBM) wargame created by John Lagos. The game's goal was to build the largest kingdom in a medieval setting. Players made decisions on economics (taxing cities), diplomacy, and making war with the goal of the game to reach 5,000 victory points.

Development[edit]

The game was playtested in 1992 with initial commercial availability scheduled for January 1993 with rulebooks costing $5, turns 1–5 at $2 each, and subsequent turns $4 each.[1] Reviewers Debra and Edward Leon Guerrero stated in the playtesting period that the game was "definitely worth the money".[1]

Gameplay[edit]

Strategic Imperial Conquest was a computer-moderated PBM wargame set in ancient times.[2] The goal was to build the largest kingdom in a medieval setting.[1] 40 to 70 players operated on a 100 × 100 hex map with land and water areas containing various features.[2] Players made decisions on economics (taxing cities), diplomacy, and making war with the goal of the game to reach 5,000 victory points.[1]

Reception[edit]

George Cameron reviewed the game in the January 1992 issue of Flagship. He rated the game at 5 stars, stating that it would appeal to both beginners and advanced players.[2] He gave the game positive marks for gamemaster interaction, turnaround time, and game interest.[2]

See also[edit]

References[edit]

  1. ^ a b c d Guerrero 1992. pp. 32–33.
  2. ^ a b c d Cameron 1992. p. 43.

Bibliography[edit]

  • Cameron, George (January 1992). "Strategic Imperial Conflict: Abstract but Fast". Flagship. No. 35. p. 43.
  • Editors (June 1991). "The Spokesmen Speak: Strategic Imperial Conflict". Flagship. No. 32. pp. 48–49.
  • Guerrero, Debra and Edward Leon (May–June 1992). "Be King of Your Castle in Strategic Imperial Conquest". Paper Mayhem. No. 54. pp. 32–33.