How to Play Total Conquest
The full match loop for the Roblox open beta, with a recorded game in the middle so you can see collect, attack, and bomb actions on a live map.
Total Conquest plays like a live-service Risk board with extra buttons. You do not build a Clash-style village. You own tiles, grow troops on them, and send those troops into neighbors until the map is yours. Rewards from that control buy commands and upgrades. Missiles and bombs exist as a shop lane for punching a hole, not as the primary win condition.
If you have not spawned yet, skim getting started first. This page is the loop you repeat for the rest of the match.
The four official actions
LDS Fighting prints four lines on the Roblox page. Expand them:
Capture cities. Cities are production multipliers. Every minute you sit on countryside while a rival sits on two cities, you fall behind even if your army looks bigger right now.
Send your army. Selects are tile-based. You choose an origin, a destination, and a count. Colliding sends fight. A city with a token garrison dies to a real stack. Details and keybinds live in controls.
Control the whole map. That is the win condition. Not most kills. Not most missiles fired. Map control pays the rewards that buy the next command.
Spend rewards on commands and upgrades. This is the meta layer. Codes like com inject a free roll into the same economy. See commands and upgrades and the codes hub.
Collect versus attack
On a live HUD you will see actions that amount to collect on a city and attack a region. Collect is how production actually hits your pool. Attack is a send into a tile you do not fully own. New players mash attack because it looks like FPS gameplay. Commanders who win matches collect on cooldown, then attack with a stack that already beats the visible defenders.
If a city is yours and idle, collect. If a neighbor city is weakly held, attack. If a neighbor city is stacked, you either wait, missile, or walk around it — the city capture guide walks through those three choices.
Shop cluster without the upsell
First-look videos pause on four shop entries: premium pack, starter pack, command, missiles. You can finish matches without buying anything. The important mental model is:
- Command is the gacha/order lane. Rewards and the
comcode feed it. - Missiles are a strike spend. Use them on cities, not on empty tiles, unless you are cutting a reinforcement path that actually matters.
- Packs front-load power. They do not teach the loop. Skip them until you can explain why you lost.
Watch a real match
The embed below is a first-look match on this exact Roblox experience, not a Gameloft mobile recap and not Conquer The World WW2. Use it to learn the HUD layout: shop, sends, bombs, city collect. Then come back to the text for production rules the commentary jokes past.
Production is the hidden clock
Troops appear on tiles you own. Cities accelerate that. The army hub covers the production picture. Practical play rule: every send has an opportunity cost. A stack walking three countryside tiles is a stack not sitting on the city that would have doubled it. Path through cities even when the scenic route looks shorter.
When two of your stacks can meet on a city, meet there. When a friend is also playing, assign cities, not “lanes” — lanes do not produce.
Missiles, bombs, and overkill
You can bomb a region. That looks like the fun button. It is a tempo tool. Bomb a city you are about to enter so the garrison is smaller when your stack arrives. Bombing a random forest because a YouTuber shouted “are we just nuking people” is how you go broke on missiles and still lose the production race.
If your command roll is a strike, treat it like a paid missile: city-first. Rank those tools on the command tier list.
Friends, betrayal, and 50 seats
Online play is the whole game. There is no split-screen mode. Voice chat is not supported on the listing, so ping in Roblox or an external call. A 50-player map will contain people who truce for three minutes and then walk into your capital. Play the board, not the chat promise. Keep a home guard even when someone says “ally.”
Win patterns for coordinated groups are on how to win. Solo players should still read it — the table will gang the leader, and you need an exit plan.
Closing a match
When you are ahead, stop hero-sending from your capital. Use the troop-split planner so every owned city keeps a garrison while overflow walks the remaining tiles. The last 20% of the map is where greedy commanders donate a win. Collect, send overflow, collect again.
Beta bugs can freeze a send or hide a button. Rejoin, then report on the Roblox community. The updates hub is where we note HUD changes after [🔥UPD] drops.
Play the loop, not the montage: city, stack, send, collect, command, repeat until the map is one color.
Frequently Asked Questions
Quick answers to the most common questions.
Is Total Conquest just Risk on Roblox?
The send-and-conquer layer is Risk-like, with cities as production and commands/missiles as extra tempo. Learn the extras in commands rather than ignoring them.
When should I collect instead of attack?
Collect whenever a city you own has production waiting. Attack only when the destination is worth the stack you are about to peel off home.
Do I need the premium pack to learn the game?
No. Redeem codes and play the loop. Packs skip the lesson that cities matter more than missiles.
Where is the video from?
A public first-look match on this Roblox experience. It is placed mid-article so you can pause, then keep reading the production rules.