Century of Conquest
体験版あり
About the game
Hex-grid auto battles × spell cards × hero progression. Recruit an army and deploy your formation, then watch units move and fight automatically while you cast spells to turn the tide. Level up your hero, collect relics, and conquer a three-layer campaign of sieges and bosses.
Steamの原文説明
Command the Board. Cast the Cards.
Century of Conquest is a single-player turn-based tactics game where you are both commander and mage. On the board, your troop stacks clash in initiative order; above it, elemental spell cards let you rewrite the battle at any moment. Pick a hero, march across a perilous campaign map, recruit an army, hunt for relics — and take the fight to the overlord's gate.
Deploy your army before battle, then watch your units automatically move, attack, and use their abilities in initiative order, while you support them by casting hero spell cards.
Initiative-Driven Hex Tactics
One hex, one army — stack size is power: a single dragon can hold a line, a hundred skeletons can drown a champion
Initiative decides who moves first; morale grants extra actions. Counterattacks, splash damage, knockback, piercing and multi-strikes give every unit its own rhythm
Deploy freely before each battle — your formation is remembered. Terrain, fortifications and positioning are weapons too
Four Schools of Elemental Magic
Energy builds up as the battle rages, drawing spell cards in real time — 75 spells across fire, water, air, earth and neutral magic
Spells scale with your hero's mastery: the same card lights a torch for a novice and burns a city for a master
Summon reinforcements, raise the dead, conjure mirror images, enchant your troops — the deck is full of comebacks
Heroes and Expeditions
20+ heroes and 20 hero skills — every level-up is a pick-one-of-two dilemma, and 8 skill slots are never enough
30+ relics scattered across the journey, feeding offense, magic or greed builds
A three-layer node map: recruitment, supplies, treasure vaults, garrisons and bosses — seeded runs, autosaves
Sieges and Wilderness
Siege battles: breach walls, burn gates, and survive tower ballistae — attack and defense play completely differently
Six weather states and a day-night cycle shape every fight — thunderstorms suppress archers, moonlit nights awaken the beasts
59 recruitable units across four races, each with signature passives: flight, undead resilience, rebirth from ashes, moonlight frenzy and more
Collect Everything
Creature and spell codices record everything you have encountered. Every run is a new army composition, a new school of magic, a new hero build worth trying.





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