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Clash of Empires

The Biblical Conquest Game

By using simple game mechanics and an innovative combat system Clash of Empires enables the player to make extensive use of tactics and strategies to out-wit and out-manoeuvre rival powers and thereby control the destiny of an ancient empire. The objective of the game is for 2 or more players to compete against each other using guile and strength of arms to increase their wealth and prestige and ultimately gain control of the Biblical World. They can do this by raising armies and fleets of ships, advancing their economies and conquering new territories, while at the same time having to react to various favourable or unfavourable events. Clash of Empires is designed as a stand alone strategy game, but can also be used as a campaign setting for wargames set during the Biblical period.

For 2-8 players 12 to Adult


Game Map (A1 sized poster map)

8 domain profile cards

32 Event cards

128 plastic counters (representing 8 complete Armies in different colours)

1-4 sided die, 2-6 sided dice, 1-8 sided die and 1-10 sided die

Rule book

Everything you need to play Clash of Empires is included with this set except a pen and paper for working out troop points.

Price £25.00 (Free UK Delivery)

Europe = £6.00

USA = £8.00

Rest of World = £10.00

How to Order

How to order: As this is not a shopping cart website, simply email me with your order. Tell me your address, and how you’d like to pay (i.e. paypal, cheque or postal order). I can send a paypal invoice if required. (Paypal only for overseas customers). Make cheques payable to Silurian Wargames Ltd.

Returns: If not entirely satisfied with this product please return within 30 days for a full refund minus return postage.

Background to the Biblical World

In the Near East, during the last three centuries of the Bronze Age, a number of great civilizations arise. These are the imperialistic Hittites of Hatti to the north, Egypt, a military state and land of the Pharaohs, to the south and Assyria, a dynamic and ruthless military power, in the east. They all share a common desire to control the Levant in order to dominate and exploit the economic resources and trade of the region. In addition to contending for control of this vitally strategic region these chariot-using warrior societies struggle to suppress the numerous nomadic tribes and bands of Sea Peoples marauders who pose a threat to law and order. Meanwhile, in the Aegean the warlike Myceneans have recently taken over the powerful maritime state of Crete and now look set to launch a major military expedition against western Anatolia (the Trojan War). Thus the scene is set for an epic Clash of Empires.

Appendix 1

Sample Game

This section is an example of the conquest game in progress and is intended to give some detail of the game mechanics and rules used to resolve actions. The sample game is presented in the form of one game turn being played out by 3 players simply identified by the letters A, B and C. The abbreviation BS stands for Battle Strength.

First the game is set up with each player choosing a Regional Domain to control. One way of randomizing this is to hold the regional domain cards face down and after shuffling them deal one card out to each player. In this example player A gets the Nilotic Region (Egyptians), B - Anatolia (Hittites) and C the Levant (Syro-Canaanites).

Next the players select the playing pieces for the army of his or her domain colour i.e. yellow, red and green respectively. These are then placed on the map as follows: a BS4 (1 pawn and 1 pyramid) along with the Leader (gold pawn) in the Capital Territory and a BS2 army (2 pawns) in each Subordinate Territory. The same is done for any Non-Player Domains and then the Event pack is shuffled ready to begin the Turn Sequence.

In this example Player A begins the Turn Sequence and then the next player to the left, which is B followed by c.

Player A receives 80 Troop Points as shown on his domain profile for the Nilotic Region. He hasn’t conquered any territories or purchased any upgrades so doesn’t get any Tribute yet or any extra points for Economic Upgrades. Next Player A rolls 1D6 to see if he has an Event. He rolls 2 which equals No Event so promptly moves on to Recruitment. Unfortunately, he only has 80 Troop Points so far which isn’t enough to buy a BS1 army which costs 250 points (Standing Army) or purchase any upgrades. He has enough to purchase an NS2 fleet but chooses to save his Troop Points instead. Finally Player A can choose to Move one or more of his existing armies and Attack with them but decides to stay put and conserve his military strength.

It’s now player B’s Turn and he receives 100 Troop Points as shown on his domain profile for Anatolia. Like Player A he hasn’t conquered any territories or purchased any Economic Upgrades yet so receives no adjustment to his Troop Point total. For the Event part of the sequence Player B rolls a 4 which equals an Event  so he takes a card from the top of the deck. The message reads ”A Royal Trading mission returns with a vast amount of luxury goods. Receive 50 points”. After returning the card to the bottom of the deck Player B adds the 50 points to the 100 Troop Points he already has giving him a new total of 150 points. In the Recruitment part of his Turn Sequence Player B now has enough points to buy a BS1 army of the type shown on his domain profile (i.e. Feudal Army Cost 150 points). A red pawn is placed in the Capital Territory raising the strength of the army there to BS5. During the Movement and Attack part of his Turn Player B decides to move a BS3 Army (pyramid) out of his Capital Territory and into Kizzuwathna (a Subordinate Territory) where he picks up an additional BS1 Army (pawn) before moving into and attacking North Syria with a BS4 Army. North Syria is a Subordinate Territory belonging to the Levant, which is controlled by Player C. He can either make an out of sequence move and come out and fight the invading army or stay inside his stronghold and wait for Player B’s attack. He wisely decides to do the latter leaving Player B with a choice - either attack the stronghold or lay siege to it. He decides  to launch an immediate attack rolling a 1D6 Attack Die (No Leader in Command) and scores a 3 to which he adds his BS Attack bonus of +4 for a BS4 Feudal Army. This gives a total Attack Roll of 7. In response to this Player C makes a defensive die roll of 1D10 for an army in its stronghold scoring a 6 to which he adds +2 for the defending BS2 Army inside its stronghold. This gives a total defensive roll of 8 which means that Player C has outscored Player B, who has a consequence must reduce the BS of his army by 1 for an unsuccessful assault. This means that his army is now BS3 instead of BS4. Player B’s Turn Sequence is now over and it is now Player C’s Turn.

Player C  starts his Turn by receiving 80 Troop Points as shown on his domain profile and like the other 2 players he has no vassals or upgrades so as nothing else to add to his Troop Point score. He rolls a 5 for an Event and takes a card from the top of the deck. The message reads ”Trade Bonus. Gain 40 points”. The Levant being a major trade centre as a x3 modifier to Trade Events. Thus 40 multiplied by 3 equals 120 points which he adds to the 80 points he already has giving a new total of 200 Troop Points. In the Recruitment part of his Turn Player C has enough points to buy a BS1 army (150 points), but instead chooses to purchase an Economic Upgrade Level 1 for 200 points. This will give him an extra 20 Troop Points per Turn starting in the next Turn and continuing thereafter. In the Movement and Attack part of his Turn Player C moves a BS3 Army (pyramid) and his Leader (gold pawn) out of his Capital Territory and attacks the invading Anatolian army in North Syria. At this point Player C could also sally forth from the stronghold in North Syria, but he chooses not too. Both sides roll for Initiative. Player B rolls a 5 on D6 compared to a score of 3 by Payer C. This means that Player B (Hittites) will be able to activate their Special Ability - Surprise Attack and thus deny Player C (Syro-Canaanites) of making use of their Special Ability - Advantageous Terrain. Now they make their Attack Rolls. Payer B rolls 1D6 (No Leader in command) and scores a 4 to which he adds a +3 BS bonus for his BS3 Army and a further +2 for Surprise Attack giving a total of 9. If  Player B had won Initiative by 3 or more this bonus would have increased to +3. For his attack Player C rolls 1D8 (Leader in Command) and scores a disappointing 3 to which he adds a +4 BS bonus for his BS4 Army giving a total of 7. Unfortunately, this is not enough to beat Player B and thus Player C’s army is destroyed and removed from the map along with the Leader (gold pawn). Player C can replace his Leader, but it will cost 100 points and he will have to wait until the next turn to do so.

The first Turn Sequence for all 3 players is now completed.  

Appendix 2

Biblical Armies


The Egyptians had a standing army in which the regular infantry played the most important role. These can be divided into two basic types: megau (shooters) and nakhtu-aa (hand to hand fighters literally “strong arm boys”). In battle these were supported by a well-armoured chariot force and a variety of auxiliary skirmishers.

Canaanite and Syrian

In contrast to the Egyptian model, the feudal like armies of the Canaanite and Syrian states relied mainly upon a force of high quality chariot nobility or marjannu. In battle these were supported by the ordinary infantry, who were conscripted from the peasantry (hupshu) and consisted of lightly equipped spearmen and archers. In addition the Canaanite and Syrian rulers often supplemented their forces with mercenary Sea Peoples and desert nomads. A similar military system was used by the Mitanni who appear to have created the maryannu.

The Hittites

The Hittites relied mainly upon a formidable shock force of heavy chariots crewed by the armoured warriors of a feudal aristocracy and supported in battle by allied contingents of close order spearmen provided by vassal Anatolian and Syrian states. The Hittites were skilful practitioners of the surprise attack.

Assyrian and Babylonian

The Assyrian and Babylonian armies consisted of a body of professional chariotry, provided by a warrior aristocracy and supported in battle by lightly equipped peasant conscripts (hupshu) and well armed regular infantry (asharittu). Infantry was made up of both spearmen and archers. The Assyrians also excelled at siege warfare.


Elamite armies consisted mainly of infantry archers, whose effectiveness in battle was greatly enhanced by the means of large four-horse or mule drawn chariots capable of carrying up to 3 archers in addition to the driver. The Elamites were also often accompanied by many allies, including Chaldean and Arab tribes.

Minoan and Mycenaean

Minoan and Mycenaean military organization was based upon some sort of feudal system. Chariot owning nobles called eqeta, or followers owed allegiance to a King and when mustered for battle produced an effective close combat force. The main part of the infantry consisted of close formation spearmen equipped with large body-shields and long thrusting spears. These were probably recruited from a prosperous section of the community and were in turn supported by less well equipped archers, slingers and javelinmen.

Sea People

The Sea Peoples were migratory hordes of mainly sword and spear armed infantry, who proceeded across land or sea and laid waste to many parts of the Near East before eventually finding places to settle.

Libyan and Nubian

Libyan and Nubian forces consisted almost entirely of light skirmishing infantry armed with javelins or bows.

Midianite Arab

The Midianites were “camel-nomads” whose tactics consisted of massing for large-scale raids which disrupted agriculture and trade. In battle camel riders could fight either mounted or dismounted to fight with bows, javelins or swords.