Conquistador (game)
Board game simulating 16th-century New World exploration and colonization.
Conquistador is a board game released by Simulations Publications, Inc. (SPI) in 1976, with the original subtitle "The Age of Exploration: 1495–1600." It recreates the European exploration of the Americas during the 16th century, where players represent different nations dispatching expeditions to seek gold and build colonies. Despite featuring a hex map and other elements typical of wargames, combat plays a minor role.
The game accommodates one to five players in the SPI edition, or one to four in the later Avalon Hill edition. The objective is to amass as much wealth, territory, and exploration credit as possible. The SPI version, included as a pull-out in *Strategy & Tactics* issue #58, comes with a 22-by-32-inch hex map of North and South America, 200 die-cut counters (representing soldiers, colonists, missionaries, ships, gold bars, and named explorers, privateers, and conquistadors), and a 12-page rulebook. Assistant designer Greg Costikyan noted that the 200-counter limit, imposed because it was a magazine insert, caused shortages of certain pieces during play. The later SPI boxed set added two six-sided dice. Avalon Hill’s 1983 edition increased the counter count to 520.
Gameplay focuses on Spain, England, France, or Portugal, with a solitaire scenario for Spain alone. The original SPI edition also included optional rules for a fifth player acting as German bankers. The map is divided into regions like Patagonia and California, each with ratings for hostility, fertility, and native attitudes toward settlement. The first turn starts in 1495, with each subsequent turn representing five years; the game ends in 1600 after 22 turns. Each turn has five phases: Royal Council (planning, random events, purchase of forces), Initial Naval (movement to and from the New World, possible naval combat and attrition), Land (gold discovery, mining, movement, combat with natives, attrition, resource collection), Final Naval (another movement phase, attrition, discovery credits for reaching friendly ports), and Maintenance (paying to keep units in play). Players earn Victory Points for being first to achieve specific goals on a Discovery Table—for example, 35 points for first landing in South America, or 125 points for first exploring the full length of the Amazon River.
- Publisher
- Simulations Publications, Inc. (SPI); later Avalon Hill
- Year published
- 1976
- Designer
- Richard Berg, with assistance from Greg Costikyan
- Players
- 1–5 (SPI edition) or 1–4 (Avalon Hill edition)
- Genre
- Board game simulating exploration and colonization
- Notable for
- First published as a pull-out game in Strategy & Tactics #58
Lore & Background
Conquistador was designed by Richard Berg, with assistance from Greg Costikyan, and artwork by Redmond A. Simonsen. It first appeared as a pull-out game in Issue 58 of Strategy & Tactics, and later as a boxed set. The SPI version includes a 22" x 32" hex grid map of North and South America, 200 die-cut counters, and a 12-page rules booklet. The boxed set also contains two six-sided dice. The Avalon Hill edition, published in 1983 after TSR sold the rights, contains 520 counters and slightly revised rules.
Reader's Guide
Conquistador is significant as a board game that simulates the economic and exploratory aspects of the Age of Exploration, rather than focusing on combat. It was noted for its complexity and entertainment value, with reviewers such as Nick Palmer calling it 'a complex and highly entertaining game' and 'very much a fun game'. The game was a finalist for the Charles S. Roberts Award for Best Strategic Game of 1976. Although it generated steady sales, it never made SPI's Top Ten list, partly because Strategy & Tactics subscribers preferred hard World War II military games. The game's legacy includes a simplified version, New World, published by Avalon Hill in 1990. Conquistador is remembered for its detailed mechanics, including phases for royal council, naval movement, land exploration, and maintenance, as well as victory points for exploration goals and control of areas.
Did You Know?
- The SPI version of Conquistador was published as a pull-out game in Strategy & Tactics #58.
- Assistant designer Greg Costikyan noted that the SPI edition's 200 counters led to shortages of certain counters during play.
- The game includes a solitaire scenario where Spain is played by a single player.
Origins: A Harvard Student's Rejected Masterpiece
Born from a Harvard classroom and a love of old card games, Diplomacy traces its creative roots to Allan B. Calhamer, who first sketched the rough framework in 1954. His academic work under historian Sidney B. Fay on nineteenth-century European affairs, combined with a deep interest in political geography, gave him the thematic backbone. Two other games left their fingerprints: Hearts, where Calhamer noticed players naturally banded together to pressure whoever was ahead, and chess, whose confined board and limited pieces suggested a tight, strategic map. Over the next few years, playtesting refined the design until a 1958 revision settled the map and rules. When major publishers turned the project down, Calhamer bankrolled a modest five-hundred-copy print run himself in 1959, releasing it commercially in the United States. That stubborn independence paid off in the long run; the very first copy from that original run was eventually put up for auction by the Calhamer estate in 2017, a small artifact marking the moment a self-published experiment became the seed of one of board gaming's most enduring titles.
The Negotiation Engine: Strategy Without Chance
Diplomacy strips away the randomness that defines most wargames. There are no dice, no chance-based modifiers, no hidden information beyond what players choose to reveal. Instead, the entire engine of the game runs on negotiation and the simultaneous execution of orders. Each round, players spend a substantial period talking, persuading, and betraying one another, forming temporary alliances to push their armies and fleets across the map. Once the negotiation window closes, every player secretly writes down attack and support orders, and all moves are revealed and resolved at the same time rather than in a sequential turn order. A province changes hands when the number of provinces ordered to support the attacker outweighs those backing the defender. The strategic goal is to accumulate a majority of the supply centers scattered across the board, because each center a player controls determines how many units they are allowed to field. This creates a tight feedback loop: diplomacy buys territory, territory funds armies, and armies reshape the diplomatic landscape for the next round.
Legacy: From Mail Games to a Global Brand
Few board games have spawned as rich a subculture as Diplomacy. It was the first commercially published title to be played by mail, a format known as PBM, opening the game to players who could not gather in one room. It also generated the first active hobby scene around a commercial game, complete with amateur fanzines circulated among enthusiasts. Competitive face-to-face tournaments have been organized since the 1970s, and by the late 1980s the game had migrated to e-mail play, or PBEM, where it found a massive and enduring online audience. Today, games are adjudicated by either a computer program or a human gamemaster over the Internet. On the publishing side, the title has cycled through Games Research, Avalon Hill, Hasbro, and Wizards of the Coast in the United States, while licenses have been granted to Parker Brothers, Waddingtons, Gibsons, and Asmodée for international editions. The name itself is a registered trademark held by Hasbro's Avalon Hill division, a testament to how a 1959 self-published experiment grew into a globally recognized brand.
The Board: A Stylized 1901 Europe with 1914 Bones
The playing field is a stylized map of Europe as it stood in 1901, extended to include Turkey, Syria, and North Africa. The board is divided into fifty-six land regions and nineteen sea regions. Forty-two of those land regions belong to the seven Great Powers—Austria-Hungary, Great Britain, France, Germany, Italy, Russia, and Turkey—while fourteen start as neutral territory. Thirty-four supply centers, representing major cities of government, industry, and commerce, are distributed across the map; twenty-two sit within the Great Powers' home territories and twelve are scattered among the neutral provinces. Starting unit counts vary slightly: most powers field two armies and one fleet, Britain begins with two fleets and one army, and Russia is the only player to start with four units, two of each type. Play unfolds in two seasonal turns, Spring and Fall. Historically, the map reflects 1914 boundaries rather than 1901—Bosnia is already annexed to Austria-Hungary and the Balkans show the aftermath of the 1912 and 1913 wars—yet Montenegro is oddly grouped under the Austro-Hungarian sphere, and North Africa and Tunis remain neutral despite French colonial control at the time.
Frequently Asked Questions
What is Conquistador?
Conquistador is a 1976 board game that simulates European nations dispatching expeditions to explore and colonize the Americas during the 1500s. It was originally published by Simulations Publications, Inc. (SPI) under the subtitle 'The Age of Exploration: 1495–1600.'
What do players actually do in Conquistador?
Each player represents a European power, sending out expeditions across a hex-based map to claim territory, establish colonies, and build up wealth. Although the layout uses wargame conventions, direct combat is deliberately kept to a minor role in favor of exploration and economic growth.
How many people can play Conquistador?
The original SPI edition supports one to five players, while the later Avalon Hill reprint reduced the maximum to four.
Who designed Conquistador?
Richard Berg is credited as the lead designer, with Greg Costikyan contributing assistance to the project.
Why is Conquistador notable in board-game history?
It first appeared as a pull-out game in issue #58 of Strategy & Tactics magazine before being issued as a standalone product. Its emphasis on exploration, wealth, and colonization rather than military combat made it a distinctive and influential entry in the wargame genre.
More in World conquest board games 1-19
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
