Solo edition 1.15.1: one human house plays against computer rivals. Online rooms and hot-seat setup are removed.

Conan the Barbarian

Tutorial, version 1.13.0

How to begin

On the opening screen choose who commands each house: Human, Computer (Novice, Veteran or Master) or Absent. At least two houses must take part. Choose the length (8, 12 or 16 rounds) and the victory total, then press Begin the Age. With more than one human, the screen is curtained between turns so each player's schemes stay secret.

Controls

Do thisMouse or touchKeyboard
Select an agentRoster on the right, or click its token1–5, Tab for the next agent who has not acted
Ask for counsel☉ Counsel (a gold ring marks the advised province)C
Move itClick a glowing province—
ActPress an action button (the chance is shown)—
Undo a move↶ Undo this moveU
Direct ConanDirect Conan on the map, then click a gold-ringed provinceH
Review your turnReview turn above the End turn buttonR
End your turnEnd turn; unused orders open the reviewE
Pan / zoomDrag; wheel or pinch; the + − ⤢ buttonsArrow keys; + − 0
DetailsHover over a token, Conan or a province—
Strategic overlayHighlights important board targets without changing the rulesO
Tactical plannerPlan move & action under your agent, Plan Conan, or Game controlsP
Strategy briefGame controls → Strategy briefB
Center activeGame controls → Center activeSpace
The chronicleChronicle buttonL
Look elsewhereClick or drag on the overview map in the cornerM shows or hides it
Every keyAll keys (?) in the controls panel?
Rival movesDashed trails on the map since your last turnT shows or hides them
The LedgerUnder the houses on the left: every house's deeds this age—
Keep the storySave the chronicle, on the final screen—

Turn Review

Press R or choose Review turn above the End turn button. Review lists every surviving agent that can still act and any remaining Conan orders. Plan orders or Plan Conan opens the Tactical Planner for that piece without changing the game.

If you end now previews victory points from great cities (subject to the tribute cap), Conan's service (including his Warlord bonus), and control or crown schemes that are ready to complete. The displayed projected score is your score after those awards. Reaching the target does not declare an immediate winner: victory is decided at round end.

Round income includes territory and applicable relic/monument bonuses, or zero during famine. If other houses still have turns, this is an estimate because holdings may change. Carried relics score on delivery to your capital.

Available recruitment and monuments appear under Optional spending. Go to spending controls to make a purchase normally. All offers use your current treasury; one purchase can make another unaffordable.

End turn opens this review when an agent or Conan still has unused orders. Choose Continue turn to return, or explicitly confirm End turn with unused orders. Close and Escape cancel without advancing. Pressing E repeatedly cannot skip the review. If every order is spent, End turn advances immediately.

Turn order

Each round: an event card is drawn and Conan's desire is redrawn; if he serves no one he wanders (and may fight a monster on his own); from round 3 Xul the Undying strides toward the richest city and holds a dark rite; then each house takes a turn, the first house changing each round. At the end of your turn you collect tribute. At the end of the round each house collects gold (1 + provinces held) and Conan's bond shortens by one.

Tactical Planner

Press P during your turn, or choose Plan move & action beneath your selected agent. The selector also includes Conan when he serves you and can still act. Spent pieces are omitted.

Choose a reachable province to compare the road route, local rivals and friendly agents, monsters, loose relics and available actions. Percentages are the current rules' success chances. Previews apply relic delivery on a copy of the board, so their VP and action odds include any power gained on arrival. No live movement, gold, dice or schemes change while you compare.

Inspect on map centers the destination without moving. Move here commits only the road move, then you choose your action in the normal controls. Conan can use his remaining one or two road steps. Agents follow their existing movement limits and event closures; wizard translocation remains an action. The planner shows local forces, not future enemy moves. Ordinary agent moves can be undone unless they delivered a relic. Close or Escape cancels the preview.

Movement

Every agent may move once and then act. Warriors, wizards, courtesans and assassins move one province along a road; thieves move two (a Roofrunner three). Wizards can also translocate to any great city as their action. An agent that has acted cannot move. While Conan serves you he can be moved up to two provinces and then given one order.

Combat and scoring

Rolls are two six-sided dice plus skill (1–3 stars) and modifiers, shown as dice beside each result. Opposed rolls (duels, strikes, curses, beguiling, lifting a relic) compare both sides. Duels and curses that win narrowly send the loser limping home; a wide margin kills.

AgentWay to win ConanRollBond
WarriorSpar2d6 + skill ≥ 93 rounds
CourtesanCharm2d6 + skill ≥ 9 (8 in a great city)3 rounds
ThiefHeist (2 gold)2d6 + skill ≥ 82 rounds
WizardBind2d6 + skill ≥ 7; failure: the wizard is slain2 rounds; then he refuses that house for 2 rounds
AssassinDiscord (rival's hero only)2d6 + skill ≥ 8breaks the rival's bond

Points: secret schemes (3–4–4–4–6 VP each); a relic carried to your capital (+3); tribute at the end of your turn (+1 per great city held other than your capital, at most 2, and +2 while Conan serves you); a fulfilled saga (+3); vengeance in a blood feud (+1); a monument raised (+1).

Monuments

Spare gold can raise a monument in your own capital while you hold it, from the Raise a monument buttons on the right: one a turn, each kind once. The first costs 5 gold and each later one 2 more. Each is worth +1 VP and lends a lasting benefit.

MonumentBenefit
City WallsRival agents cannot sway or bribe in your capital (they may still seize it by force).
Hall of HeroesYour agents win or turn Conan at +1 (spar, charm, heist, binding, discord).
Grand BazaarCaravans bring 1 extra gold to your treasury each round.
BarracksYour recruits arrive with at least two stars of skill.

Blood feuds

When one of your agents dies at a rival house's hands (a duel, a murder, a curse or its backlash, its guards catching your thief, or Conan in its service), your house swears a blood feud against that house for 3 rounds; it is shown under your house's name. While it stands, your agents duel, strike and curse that house's agents at +1 (marked "feud +1" on the action). The first life you take back pays +1 VP and settles it, but the house you avenged yourself on swears a feud of its own. Deaths to monsters, Xul or a hangman swear no feud.

Deeds of Legend

Twelve achievements are kept across games in this browser and shown on the opening screen; deeds won in an age are announced on its final screen. Each is earned by a human house:

DeedTo earn it
Victor of the AgeWin an age.
Lord of the Four RealmsWin an age against three rival houses.
Bane of MastersWin an age against a Master computer house.
The Swift AgeWin by the end of round 5.
Without a ScratchWin without losing a single agent.
KingmakerWin Conan's service three times in one age.
Keeper of RelicsCarry three relics home in one age.
Teller of SagasSee two of Conan's sagas fulfilled in one age.
Monster-BaneHave two monsters slain in your name in one age.
Bane of XulDestroy Xul the Undying.
Blood for BloodAvenge three blood feuds in one age.
Builder of WondersRaise all four monuments in one age.

Winning

A house that has reached the victory total at the end of a round wins (the highest total if several have). Otherwise the leader after the last round wins; ties go to gold, then to surviving agents.

Losing

Every other house loses when the winner is declared. A house cannot be eliminated: slain agents can be recruited again at your capital for 4 gold each, one per turn, so the fight goes on to the end of the age.

Saving and restarting

The game saves itself after every change. Save saves at once; after reloading, choose Resume saved game on the opening screen. New game returns to the opening screen; Play again on the final screen starts over. Saves from every earlier version are converted when resumed.

Strategic Overlay

Press O to mark high-value board targets: rival great cities, loose relics, living monsters, Conan's current saga target, and Xul. The overlay is informational only and does not reveal secret schemes or alter movement, combat, or scoring.

Strategy Brief

Press B or choose Strategy brief from the Game controls for a board-state summary: standing, treasury, territory, current schemes, assets and up to five suggested strategic priorities. Press Space to center the map on the selected agent, Conan, a selected province, or your capital.