Great to know

Why This Game is Priceless

Heroes, villains, leaders, assassins, disasters and armies — all real, all playable.

Historical Conquest is a unique and exciting card game in which players create personalized societies of heroes, villains, leaders, assassins, disasters, armies and more from history — and battle them against one another.

Each card is complete with fantastic illustrations and intriguing summaries of people, places and events from history. The abilities of each card relate to the abilities those individuals actually had during their lives. Due to the diversity of the cards, the possibilities are endless.

What you need to play

Each player needs his or her own Starter Deck of 50 cards to begin. Players collect additional decks in order to customize the set being played, and to trade with friends. Expansion Packs add even more excitement and diversity.

While Starter Decks contain cards spanning all of world history and geography, Expansion Packs consist of cards from a particular time period and its associated locations — such as the American Revolutionary War, the Roman Expansion, the U.S. Civil War, World War II or the Wild West. Play Mats are an excellent way to keep track of cards and scores.

Why we made it

With the onslaught of video games and television, many young people have lost interest in learning. The words and lessons of the heroes of the past have lost their flavor for our youth. Historical Conquest was created with the mission to bring history back into the lives of children through exciting game play. The game entices youth to learn more through fascinating descriptions of historical events, peoples and places as they engage in epic battles and heroic adventures.

Starter decks, expansion packs, play mats and books

The four kinds of card

Every card in the game is one of these — and every one of them is real history.

Characters

The people. Leaders, inventors, soldiers, activists and villains, each with an ability drawn from what they actually did.

Lands

The places. Territory you claim, defend and lose — the board is built from them as you play.

Events

The turning points. Battles, treaties, disasters and acts that change the game the moment they land.

Technology

The inventions. Tools and breakthroughs that give your society a standing advantage.