Pick the Troop Cards you want and build your Units and Army. Then play one of the three 2-player games -
Unit vs. Unit Layout (left) - Skirmish Layout (right)
Battle Layout
Or the solo game or with 2+ copies of War for Edadh you can play multi-player games.
Each player also has 6 Mastery Cards and holds these in his hand so that his opponent can't see them. The players pick 1 Mastery Card each and play them at the same time.
Highest Value Wins!

3 (top card) beats 1

8 (bottom card) beats 7

12 (bottom card) beats 8
But the lower values can change to trump high values.

1 changes to 13
against 8, 9, 10, 11 & 12
so beats 8

2 changes to 14
against 9, 10, 11 & 12
so beats 10

4 changes to 16
against 11 & 12
so beats 12
And each Mastery Card played costs you Mastery Points -
You start the game with a pool of Mastery Points - 50 of them. Every time you play a Mastery Card you use some of these Mastery Points - MP. The higher the value you play the more MP you use. Playing a value of 1 will only reduce your MP by 1 but playing a 12 will reduce your MP by 10!
The Winner - he played the higher value - does Damage to the Loser.
Each side selects one of their Troop Cards and the Winner compares his Troop Card's Attack score to the Loser's Defence Score. If Attack is higher than Defence then the Loser will take maximum Damage but if this isn't the case the Loser takes minimum Damage.
The result? The Loser has less Mastery Points for the rest of the game.
And the above sequence is repeated until one player's MP drops below their Damage.
Whereupon that player loses the game!
But there is more to the game than this. You can...
Pick the right Troop Card and take no Damage at all when you lose.
Recover Mastery Points and/or reduce your Damage level.
Bring Champions into play.
As well as employ different stratagems.
Terrain Cards are the battlefield and each type of terrain impacts the game differently.
And you can fight at different ranges and outmanoeuvre your opponent to combat at the range most beneficial to you.
The ruleset is modular so you can play with as few or as many rules as you like to tailor the game to your preference.
And with expanded rules -
- You can force your opponent's Unit of Troops to rout
- You can adopt formations, strategies and ruses such as Shield Walls or firing from rearward ranks
- You can move Units and troops from one terrain to another and even attack your opponent from the flank or rear
- and more...
But this added depth doesn't make the game complex or clunky or overly increase the time of a game. These added elements are easily integrated into the core tactical gameplay of Conflict Resolution.
But what is it actually like to play?
Well read the Reviews to get some idea.
CR is simple to learn and play but as you are directly playing your opponent, gamesmanship and tactical play come out on top and no two games will ever be the same. Playing CR is a great deal of fun and challenging, and as the game progresses it can get quite tense but rewarding as your choices and decisions alone determine your success or failure.
Reading about it can't show you what the game is actually like to play. To really get an idea of the game, play the demonstration game yourself...
Download the demonstration rules
Be Informed!
Keep up to date with our news, sneak previews, offers and more via our newsletter.




