The objective of Conflict is to capture all your opponents, "Myrmidons" (their simple soldier piece). Among Myrmidons, you will also be provided with "Bucklers", which cannot capture nor be captured, and "Assassins", whom are limited in range, but can jump over other pieces. The rule in Conflict that makes it different from most games of this style is that, Myrmidons cannot capture, unless they are initially defended. That is to say, you cannot capture unless the Myrmidon you wish to capture with is in an unobstructed line with another friendly Myrmidon. This is called the support rule, and gives the game a greater need for defensive play. A Myrmidon that is isolated from another Myrmidon is a valuable target for your opponent. In addition to those basic rules, each player is allowed to liberally set up their pieces at the start of the game with in their first four rows. From my observations, Zillions Of Games plays this game fairly well with very few AI quirks. |