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Pokémon Conquest Put Nobunaga in a Strategy Game, and It Worked

Pokémon Conquest review: Tecmo Koei's 2012 DS tactics crossover with Nobunaga's Ambition, its 17 kingdoms, one-move battles and link system. Score: 7.4/10.

By mitch·4 min read
A warlord rides forth upon a beast amid a realm of territories, each awaiting conquest.

Pokémon Conquest is a crossover that should not work. Take the turn-based tactical battles of Nobunaga’s Ambition, drop them into a region of 17 kingdoms, and hand the whole thing to the Pokémon Company. Developer Tecmo Koei built it for the Nintendo DS in 2012, and the result is a strategy game that respects neither franchise’s comfort zone. That is the point.

Trailer, via ONE Media +.

The 17 Kingdoms of Ransei

The setup is a legend. Unite all 17 kingdoms of the Ransei region, and the Pokémon that created the region will reveal itself. Every Warrior wants that meeting. The player is the Warlord of the Aurora kingdom, who meets a girl named Oichi and learns that Oda Nobunaga wants to use Arceus’ power to destroy Ransei.

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Each kingdom ties to a Pokémon type. Primus Kingdom, for example, has a strong connection with Normal-type Pokémon. That link between map and type is the game’s best idea, and it does more work than the story ever does.

The plot resolves in a way that is more interesting than the premise suggests. The player defeats Nobunaga and unites the region, then finds Arceus and fights Nobunaga again. After that second win, Nobunaga explains he meant to destroy Arceus and remove the cause of the conflict. He relents because the player is unaffected by their connection to Arceus. The kingdoms return to their proper owners.

One Move, One Link

Conquest throws out the main-series rules. Each Pokémon knows exactly one move, set by species. Excadrill gets Drill Run. That is the whole moveset, and it forces every battle to be about position instead of coverage.

The capture system is gone too. A Warrior forms a link with a wild Pokémon through a minigame that coordinates button presses with a display, closer to Dance Dance Revolution than to a thrown ball. Leveling is replaced by “link,” a percentage that caps out and reflects battling statistics. Warriors have type affinities that raise the ceiling, and each Warrior or Warlord has one evolutionary family they can link with at 100 percent — a “perfect link.”

Only 200 of the 649 Pokémon that existed at release appear. Warriors and Warlords get one battle-changing power each, usable once per fight. Effects run from more attack to health restoration to temporary invincibility.

The game offers:

  • Turn-based tactical battles across a 17-kingdom map
  • Warriors and Warlords who join your party once defeated
  • One move per Pokémon, set by species
  • Link percentages in place of levels
  • Perfect links between a Warlord and one evolutionary family
  • Single-player and multiplayer modes

What Tecmo Koei Kept

The crossover came together partly because Pokémon Company president Tsunekazu Ishihara enjoyed Nobunaga’s Ambition. Tecmo Koei handled programming, art, graphics and sound. The two companies shared design documents and concepts.

For English, the designers chose to keep Japanese names and terms rather than replace them. Warriors stay Warriors. Warlords stay Warlords. The Ransei region keeps its name. The call was right: strip the Japanese terms out and the historical setting would feel like a costume with nothing underneath.

Here is how the rollout ran:

Date Release
March 17, 2012 Japan
Later in 2012 North America, Australia, Europe

A Small, Sharp Game

Conquest is not a main-series Pokémon game and never pretends to be. It is a tactics game with a Pokémon skin, and the skin fits better than it has any right to. The one-move rule sounds like a limitation and turns out to be the smartest decision here. Every unit has a fixed answer, so the fight becomes about where you stand and when you spend that single Warlord power.

The weaknesses are real. Two hundred Pokémon out of 649 is a thin roster, and the link system hides its math behind a percentage that takes patience to read. The story ends on a better beat than it earns, and Nobunaga’s turn is more interesting than anything the 17 kingdoms do on the way there.

What holds up is the structure. A type-linked map, one move per creature, and a capture minigame that refuses to be a Poké Ball. Tecmo Koei built something narrow and deliberate, and it still plays like nothing else the series has shipped.

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