[6] The game allowed players to choose strategies such as: land-based, sea-based, air-based, technology research-focused, and others.
As these territories were unmapped, exploration was a central part of early play, in order to capture neutral cities.
[13] Turns were divided into five phases, during which players accounted for a number of variables when moving and conducting combat operations.
[15] In 1991, reviewer Mark Macagnone stated in Paper Mayhem magazine that the game was "good, with a little more effort it can be great!
[17] Reviewer Jack Herriman II said in 1993 that World Conquest was "made for inventive people" in that it allowed many different possibilities for force generation to pursue campaigns.