Catacombs Conquest
Credits
Game Specifications
Game Overview
Catacombs Conquest blends Elzra’s Dexterity Game System with strategic card play. The witch Lenore has captured heroes from across the world, forcing them to engage in a contest of wits and strength to recharge a magic statue found in the catacomb.
Players divide into two teams: the heroic Sword Team and the villainous Skull Team. Each team shares a deck of cards and attempts to eliminate all Health Tokens from the opposing team’s Health Pool. The game combines tactical card play with skillful disc flicking in fast 15-30 minute matches.
Designed for accessibility, Conquest emphasizes quick setup and simple mechanics. The compact box size makes it portable, and the streamlined rules welcome casual gamers and families into the Catacombs universe.
Key Features
Dexterity and Card Play Hybrid
Conquest combines two game systems. Players draw cards from their team deck and play them to activate actions and abilities. Card play determines which shots characters can perform and what special effects trigger.
The dexterity component involves flicking Character Discs and Ranged Discs within the play area. Players must physically aim and execute shots by flicking wooden discs. Successful hits inflict damage, removing Health Tokens from the enemy team.
This hybrid approach creates varied gameplay. Strategic card management determines available options, while dexterity skills determine execution. Players who excel at one aspect can compensate for weaknesses in the other through teamwork.
Team-Based Gameplay
The Sword Team consists of heroic champions fighting for freedom. The Skull Team comprises villains serving Lenore’s dark purposes. Each team has a complete deck of 28 cards with unique abilities and shot types.
In two-player games, each player controls both Character Discs on their team. In four-player games, teammates share control, with each player managing one Character Disc. Teams share a Health Pool, so damage to any character reduces the team’s collective health.
Teammates draw cards independently but work toward the shared goal of depleting the enemy Health Pool. Communication and coordination become essential in four-player games.
Health Pool System
Each team begins with a Health Pool of Health Tokens representing their total health. When characters take damage from successful attacks, Health Tokens are removed from the team’s pool.
The team with the most Health Tokens at game end wins. If teams tie on Health Tokens, the team with the most cards remaining in hand wins. This dual victory condition encourages both aggressive play and careful resource management.
Health Tokens use double-sided design with team-specific artwork for Sword and Skull teams.
Shot Types and Actions
Cards enable various shot types. Rush shots allow characters to reposition by flicking their Character Disc across the play area. Melee shots involve flicking the Character Disc to strike enemies directly. Critical Melee shots deal bonus damage on successful hits.
Ranged shots use separate Ranged Discs flicked from the character’s location. Missile shots represent arrows and projectiles. Longbow shots provide extended range. Fireball shots create magical attacks. Wave and Power Wave shots unleash energy blasts.
Each shot type has different tactical applications. Rush shots create positioning advantages. Melee shots deal consistent damage but require close range. Ranged shots attack from safety but demand accuracy.
Turn Tracker System
Teams use double-sided Turn Trackers to manage the action economy. The Sword Team Turn Tracker and Skull Team Turn Tracker track which team has initiative and how many actions remain.
Players alternate taking turns, playing cards and executing shots. The Turn Tracker prevents confusion about action order and ensures fair pacing. In four-player games, the tracker helps coordinate between teammates.
Elzra’s Wall System
The game includes Elzra’s Wall System with 4 Corner Segments, 8 Short Segments, and 12 Plastic Stands. These modular walls assemble around the play area to contain disc flicking.
Wall segments prevent wooden discs from flying off the table. The system assembles quickly and disassembles for storage in the compact box. Walls are compatible with other Catacombs games.
Quick Setup and Portability
Conquest was designed for accessibility and portability. The small box (6” × 6” × 1.75”) contains everything needed for complete games. Setup takes minutes: assemble walls, shuffle decks, distribute Health Tokens, and begin play.
The short play time (15-30 minutes) accommodates casual gaming sessions. Players can complete multiple matches in one sitting, trying different strategies and experimenting with card combinations.
Components
Catacombs Conquest includes:
- 28 Sword Team Cards
- 28 Skull Team Cards
- 2 Sword Team Character Discs (wooden)
- 2 Skull Team Character Discs (wooden)
- Ranged Discs (wooden) for various shot types
- 24 Double-Sided Health Tokens (Sword/Skull artwork)
- 1 Double-Sided Sword Team Turn Tracker
- 1 Double-Sided Skull Team Turn Tracker
- Elzra's Wall System:
- 4 Corner Segments
- 8 Short Segments
- 12 Plastic Stands
- 1 Sticker Sheet (to apply to wooden discs)
The game uses wooden discs in multiple sizes representing characters and ranged attacks. Cards feature artwork by Kwanchai Moriya depicting heroes and villains from the Catacombs universe.
Awards & Recognition

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Resources
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