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Conquest of Paradise (CQP)
You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demonstration: Thursday @ 19 - Exhibit Annex Table 2

Heat 1: Thursday @ 21 - Ski Lodge First Tracks Center
Heat 2: Friday @ 15 - Ski Lodge First Tracks Center
Heat 3: Saturday @ 9 - Ski Lodge First Tracks Center
Semifinal/Final: Saturday @ 12 - Ski Lodge First Tracks Center


Kevin McPartland: GM (9th Year)

GM Email:






BGG Link AREA consimworldLaurels



The time: about 500 A.D. The Place: the first islands of a new culture, later to be known as Polynesia. The Situation: you lead a tribe looking to expand its influence throughout the Pacific Ocean.

Conquest of Paradise is a game of empire building in the Polynesian Triangle of the central Pacific Ocean for two, three, or four players. Players explore the surrounding unknown ocean, hoping to discover the most lucrative island groups, and colonize them. They build canoes and train warriors to create a force to defend their empire, while forging lines of communication with their developing discoveries. Resources are scarce; using them wisely is key to victory. Investing in exploration widens your empire. Building warriors strengthens your empire. Investing resources into cultural innovations can yield unexpected dividends, like tattooing, hula dancing, surfing, or even the giant moai statues of Easter Island fame.

Published by GMT Games, Conquest of Paradise is a fast-playing design geared to appeal to players who enjoy civilization games. You can learn the game in 30 minutes and finish a complete game in two hours. It is a game of exploration and empire building, but also - as you'd expect from a GMT game - its about conflict. Choosing when to build those expensive war canoes, and when and where to fight, given limited resources, is key to your success.

Please attend the Demo if you need to learn the game; one hour is more than enough time to learn! The following advanced rules will be used: Saved Resources, Malaria, The South Island, and Kumara (Sweet Potatoes). Unlike other recent tournaments, the Random Event cards will NOT be used. There will be one Tournament Rule: Arts & Culture cards will cost three Build Points (instead of two BP). Starting home islands will be determined by random draw in the first round and by seeding in following rounds. We will attempt to have all 4-player games, but may need to resort to an occasional 3-player game to accommodate arrivals. Based on the event history, all winners and some runners-up (as required to fill 4-player boards) wall advance to the semifinals. Seeding and top runners-up will be determined by the difference between their score and the winning score in their game. If tiebreakers are required to limit advancement to 16 semifinalists beyond normal HSW tiebreakers, the difference between winning score and the runner-up score in their game will be used.

Additional Prizes: GMT will provide merchandise credits to all three plaque winners.

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