conquer 4.12: Copyright (c) 1988 Edward M Barlow
GPL v3 licensed version (c) 2025 ·

Rule a nation in a shared fantasy world, one turn at a time. Players have been doing it since 1987. Your seat is open.

An invitation

A game you play a few minutes a day, for months

In Conquer you are the ruler of a nation of humans, elves, dwarves or orcs. You settle land, feed and tax your people, raise armies, learn magic, trade and sign treaties with the other rulers of the world. Some of them are players like you. Others are run by the computer: rival kingdoms, pirates, nomads, savages and dragons.

Nobody has to be online at the same time. You log in when it suits you, give your orders and log out. At the turn update every order in the world is resolved at once, the season changes and a newspaper tells everyone what happened. Then you read the news, and plan again.

You need no installation and no account elsewhere. The game runs in your browser, on a computer or a phone.

History

From Usenet to your browser

  1. Oct 26, 1987

    Ed Barlow posts conquest, a middle earth multi-player game to the comp.sources.games newsgroup, in five parts. Players assemble the source code from the posts and compile it on their university Unix machines.

  2. Jan 1988

    Adam Bryant sends his first message about the game. He becomes its co-author and later its maintainer.

  3. Jun 16, 1988

    Conquer version 3 is posted, now in eight parts.

  4. 1988–1989

    Version 4, the one you play here, is released and patched up to patch level 12. Games run on shared Unix systems, often with a turn update from cron every night and players logging in from terminals.

  5. 1989

    Martin Forssen writes PostScript utilities to print world maps, and Richard Caley at the University of Edinburgh writes a map drawing tool.

  6. 1990s

    Conquer spreads across university networks. Newsletters and discussions continue on rec.games.empire.

  7. 2006

    Juan Manuel Méndez Rey (Vejeta) starts asking the authors to release the game as free software, with the help of the Debian legal list and GNU Savannah.

  8. 2011 – 2025

    Adam Bryant (2011), Ed Barlow (2016) and Martin Forssen (2025) give written permission. Conquer 4 is released under the GPL version 3 in 2025.

  9. 2026

    Conquer Web brings the game to the browser: player accounts, scheduled turns, a public newspaper and scoreboard, a touch layer for phones, and turns that run early once every ruler is ready.

  10. Oct 26, 2027

    Conquer turns 40. We intend to celebrate it with a championship season (see the plan).

The rhythm of the game

How a turn works

  1. Read the newsYour mail and the world newspaper tell you what happened last turn.
  2. Give ordersMove armies, draft troops, build, redesignate land, negotiate. Log in as often as you like.
  3. Mark your orders doneWhen you quit, the menu asks whether you are finished for this turn.
  4. Turn updateAt the scheduled time, or earlier once every nation is done. The season advances.

Each turn is one season. Four turns make a year. The administrator sets the schedule (daily during the closed test); the home page and the game menu always show the exact time of the next update and a countdown.

Tutorial

Your first turn, step by step

The screenshots come from a real game on this site, played by the elven nation avalon. For the game itself, key by key, follow your first turn: a recorded first turn of a new nation with every screen.

  1. Get an invite code and found your nation

    Write to the game administrator (the address is under How to join on the home page) and ask for an invite code. Then:

    1. on the home page, choose Create your account, type your code and choose your player account for this site: a name and a password of at least 8 characters;
    2. press Play now and sign in with that account;
    3. the game has you found your nation with its nation builder: a nation name of up to 9 letters (for example avalon), a nation password of 2 to 7 characters, a race (human, elf, dwarf or orc), a class and an alignment. The screen explains how to spend your points; buy 2 or 3 points of treasury.
    4. from then on, Play now opens your nation directly.

    So you have two passwords: your player account opens the game on this site, and your nation password is the one the 1987 game itself asks for. A nation can be founded at any turn; one that starts after turn 5 gets extra points from the game to catch up.

  2. Look at the current game

    The home page shows the turn, the season, the schedule with a countdown to the next update, how many nations have finished their orders, the scores and the latest world news.

    The Conquer home page with the Play now button and the current game: turn 4, Winter of Year 1, weekly schedule, 0 of 3 nations done and the next update in 14 hours.
    The home page. The menu at the top changes the language.
    The world news section with the newspaper of the last turns.
    The world newspaper of the last three turns.
    The home page on a phone, in Spanish and in dark mode.
    On a phone, in Spanish.
  3. Sign in and meet the menu

    Press Play now. Your browser asks for your player account; you can let it remember it. The game menu then shows who you are, your nation, when the last and next turn updates are and how many nations are done.

    The game menu: signed in as elowen, nation avalon, last and next turn update, orders done 0 of 3, and options 1 to 6.
    The menu. Press a number to choose.
    Option 2: how to join and how turns work.
    Option 2 explains how turns work.
    Option 3: the quick key reference.
    Option 3 is a key reference to keep at hand.
  4. Enter your nation

    Choose 1 Play. Your nation opens directly: type your nation password and press Enter. Press any key on the title screen.

    The game asks: What is your Nation's Password?
    Only the nation password is asked.
    The Conquer 4.12 title screen with the original copyright and the GPL notice.
    The title screen, unchanged since 1988.
  5. Read the map

    The map shows the land around your capital. The top right lists the units in the selected sector; the bottom right describes the sector under the cursor: owner, designation, vegetation, people, move cost and defences. Move the cursor with h j k l and the diagonals y u b n.

    The main map around the capital of avalon, with the army list at the top right and the sector report at the bottom right.
    The capital of avalon, marked C. Highlighted letters are your sectors: f farms, s and b other designations, $ a gold mine. Press d to change what the map shows.

    Tip. The bottom line says You have Conquer Mail: press R to read messages from other rulers and from the game.

  6. Check your armies, budget and the news

    The army stats summary: soldiers, location, movement, status, unit type and cost per turn of each army.
    a lists every army with its size, position, status and cost per turn.
    Next season's budget estimates: people in mines, farms and cities, income, troop costs, charity, inflation and next season's treasury.
    B estimates next season's income, expenses and treasury.
    The world newspaper: civilian and combat powers gained by nations, dragon raids and lost food.
    N opens the newspaper: dragon raids, new powers, battles and treaties.
  7. Give your orders

    These are the commands you use most. Press ? in the game for the full help.

    KeyWhat it does
    pSelect the next unit (army, leader or navy).
    mMove the selected unit.
    DDraft troops in a town or city.
    rRedesignate a sector: farm, mine, town, city…
    CConstruct fortifications, roads or ships.
    SDiplomacy: set your status towards each nation.
    WWrite a message to another ruler.
    MMagic: the powers of your nation.
    PProduction report.
    Ctrl-LRedraw the screen if it looks garbled.
  8. Quit and mark your orders done

    Press q to save and quit. The menu asks whether your orders for this turn are done. Answer y if you have finished; you can still log in and change your orders until the update, and option 6 in the menu undoes the mark.

    After quitting the game the menu asks: Are your orders for this turn done? y or N.
    After you quit.
    The menu now shows Orders done: 1 of 3 nations (yours: done).
    Back in the menu: 1 of 3 nations done, yours included.

    Please quit when you finish. The update cannot run while someone is in the game. Players still inside are warned on screen and disconnected a few minutes before it; their orders are saved.

  9. The turn update

    When the last nation marks its orders done, the turn runs at once instead of waiting for Sunday. Otherwise it runs at the scheduled time. A few moments later the menu, the scores and the newspaper show the new season.

    The last player marks their orders done: Every nation is ready, the turn update starts now.
    The last ruler to finish starts the update.
    The menu after the update: a new last update time and orders done back to 0 of 3.
    The new turn: the count starts again at 0.
    The current game on the home page after the update: turn 5, Spring of Year 2, and the updated scores.
    The home page after the update: turn 5, Spring of Year 2.
  10. Play from a phone

    On a phone or tablet a touch layer sits over the game: tap the map to walk there, use the command chips under it for what the current screen allows, and the d-pad to nudge a step. Press Keyboard to type names and passwords. Sound and music are optional and off until you switch them on in the options (the gear).

    The game on a phone: the map of the dwarven nation ironhold with the command chips below it.
    The dwarves of ironhold, played on a phone.

Advice

Advice for your first seasons

Every turn

  • Read your mail (R) and the newspaper (N) before anything else.
  • Open the budget (B). If next season's treasury is falling, you have too many troops or too few workers.
  • Keep an eye on food. A granary that shrinks every season ends in starvation and revolt.
  • Finish, quit with q and mark your orders done, so nobody waits for you.

Your first year

  • Grow before you fight. Take the empty land around your capital and give it a use: farms feed people, cities and mines pay.
  • Armies cost gold every turn (the cost/turn line of a). Draft what you need to defend and to expand, no more.
  • Leave a garrison in your capital. Monsters and pirates do raid.
  • Know your race. Each starts with a power: dwarves are miners, elves are magically cloaked (the VOID power), orcs command minor monsters and humans fight as warriors.

Diplomacy

  • Write to your neighbours early (W). A treaty signed in year 1 is cheaper than a war in year 3.
  • Set your diplomatic status (S) to match your words.
  • Computer-run nations follow their own logic. Judge them by what they do, not by what you write to them.

Learning the game

  • The in-game help (?, or option 5 in the menu) is the original manual, and it is good.
  • Ask the veterans. Most of them learned by losing a nation or two in 1989.
  • Your first nation is for learning. The second one is for winning.

Welcome back

For veterans of the 80s and 90s

The game is the one you remember: Conquer 4, patch level 12, with the same map, races, classes, magic and newspaper. The engine only received fixes for crashes and oversized maps. What changed is everything around it:

  • No telnet, no shell account and no .cshrc: you play in a browser tab, from anywhere.
  • Turns are scheduled by the administrator and run early when every nation is done, so a fast group of players can play several turns a week.
  • The scores and the newspaper are public on the home page, so friends can follow the war without playing.
  • Every world is backed up before each turn.
  • The code is free software (GPL v3). You can read it, fix it and host your own world.

Tournaments

Tournaments and seasons

A season is one world played from turn 1 to an agreed end. These are the formats we plan to run. Each one sets how often turns run, how long the season lasts and how a winner is decided.

The Long Campaign

The classic game: a large world, weekly turns, alliances that last months.

Turns
Weekly, early when all are done
Length
12 to 16 weeks, or 3 game years
Players
8 to 20
Winner
Highest score at the last turn
For
Veterans and busy people

Daily Blitz

A turn every evening. Fast growth, fast wars, a season in a month.

Turns
Daily at 20:00, early when all are done
Length
4 weeks, about 28 turns
Players
6 to 12
Winner
Highest score
For
Players who know the keys

Weekend Rush

A live event: turns every two hours on a Saturday, everyone in the same chat room.

Turns
Every 2 hours, 10:00 to 22:00, early when all are done
Length
One day, 7 or more turns
Players
4 to 8, all online
Winner
Highest score, or the most sectors
For
Launch parties and anniversaries

Newcomers' Academy

A small world for new players only. Veterans join as mentors and answer questions, but do not rule a nation.

Turns
Twice a week
Length
6 to 8 weeks
Players
4 to 10 new players
Winner
No ranking; a certificate for every survivor
For
First-time rulers

War of Alignments

Team play: good against evil, with neutral nations free to pick a side. Teams share a chat channel.

Turns
Weekly or twice a week
Length
2 game years
Players
2 teams of 3 to 6
Winner
The team with the highest total score
For
Friends and clubs

Veterans' Classic

1988 rules. No hints and no mentors.

Turns
Nightly, as on the university machines; no early turns
Length
Until one nation dominates, or 4 game years
Players
Anyone who played before 2000, or thinks they can
Winner
Last ruler standing, or the highest score
For
Bragging rights

Fair play, in every format

  • One nation per person. Alliances are welcome, but shared or puppet nations are not.
  • Diplomacy happens in the game and in the season's chat room. Treaties can be broken; that is part of the game.
  • A nation whose ruler stops playing keeps running; the newspaper shows it as moved by the computer. After two missed weeks the administrator can hand it to a new player.
  • Bugs and exploits go to the administrator, not into your strategy.

The plan

The road to the 40th anniversary

The seasons build towards 26 October 2027, forty years after the first Usenet post. Newcomers get a gentle entry and veterans a reason to come back.

WhenSeasonWho it is for
Oct – Dec 2026Season 0, closed test. Weekly turns with 4 to 8 invited players. We polish the site, the guide and the rules.Friends and early testers
Jan – Mar 2027Season 1, the Long Campaign: “Return of the Usenet generals”. The first open season, weekly with early turns.Veterans, plus newcomers who finished the tutorial
Apr 2027Daily Blitz. Four weeks, a turn every evening.Season 1 players who want more
May – Jun 2027Newcomers' Academy, with veterans as mentors.New players
Jul 2027Weekend Rush. A one-day live event.Everyone
Sep – Oct 202740th Anniversary Championship, a Long Campaign with a Weekend Rush final on Saturday 23 October and the result announced on Tuesday 26 October.The best of the year

How we will find players

Veterans read the places where Unix and retro-gaming people gather: retrocomputing forums, Mastodon, Lobsters, Hacker News and the free software communities that helped relicense the game. The history of the relicensing is a good story to tell there.

Newcomers come from strategy and 4X communities, board-game clubs and friends of current players. This guide, the Academy and short Blitz seasons are for them.

For organisers

Running a season

Each installation runs one world at a time, so seasons run one after another. The turn rhythm is set in config/production.env (or config/local.env) and applied with ./rebuild.sh --quick. The schedule is a cron expression in the time zone TZ.

FormatTURN_SCHEDULETURN_EARLY
Long Campaign0 20 * * 0 (Sundays 20:00)on
Daily Blitz0 20 * * * (every day 20:00)on
Weekend Rush0 10-22/2 * * 6 (Saturdays, every 2 hours)on
Academy0 20 * * 3,0 (Wednesdays and Sundays)on
Veterans' Classic0 4 * * * (every night at 04:00)off

Set TURN_SCHEDULE_LABEL to the same rhythm in words, since players read it in the menu and on the home page. For a Weekend Rush, lower TURN_GRACE_MINUTES to 1 or 2.

Before the first turn

./generate-world.sh                             # a fresh world (maps up to 256x256)
./add-nation.sh                                 # once per player: nation + linked account
./manage-players.sh add mentor1 --admin         # mentors and co-organisers
./manage-players.sh list                        # check every account has its nation

During the season

  • Open a chat room for the season and set TURN_WEBHOOK_URL so it announces every turn (Slack, Mattermost and Discord work).
  • Fill in ADMIN_CONTACT so players know where to ask for a nation.
  • Backups are taken before every turn in data/backups/; ./restore-world.sh brings one back if a turn goes wrong.
  • At the end, run ./season-end.sh "Season name": the final scores go to the hall of fame. Keep the last backup as the season's archive.
  • Hand out invite codes (./manage-players.sh invite 10) and let players build their own nations with the join account shown on the home page.

Questions

Questions

Do I have to be online at a particular time?

No. Log in whenever you like before the update. The only rule is to quit the game when you finish, so the update can run.

What happens if I miss a turn?

Your nation keeps living: people work, armies stay where they are and the computer handles the basics. You lose the chance to give orders that turn.

I forgot my nation password.

Ask the administrator. Your player account and your nation password are separate, and each can be reset.

The screen looks wrong or too small.

The game needs at least 80 columns by 24 rows. Enlarge the window or zoom out with Ctrl and -, and press Ctrl-L to redraw.

Is it really the original game?

Yes: Conquer 4.12 by Ed Barlow and Adam Bryant, compiled from the GPL release, with fixes for crashes only. The web interface is a separate project around it.

Can I host my own world?

Yes. Conquer Web and the game are free software; the conquer-web repository explains how to run it with Docker.

Your nation is waiting

Pick a race, choose a name of up to nine letters and ask the administrator for an invite code. The world has been turning since 1987.

Conquer is free software (GPL-3.0-or-later). Code: game · web server. History sources: the HISTORY.md and relicensing records of the game repository.