Well..... this is a mixed review but with a broadly positive message about this game. There are certainly good things, bad things and simply annoying things....
The game is for 2 - 4 players.
A short game will last around 2 hours once you know the rules.
Firstly - components. Good quality card stock used for counters, very nice unit counters (almost like good poker chips), great board and very cool card artwork. The rule book is put together using cheap paper, and is not particularly well bound - and with the amount of thumbing it is going to need to understand the rules this is not a wise move. There is good continuity through the use of symbols for each of the 4 empires which clearly indicate the relevant turn tokens (called "seals" for some inexplicable reason).
Secondly - the rules. Once you know the rules, they are quite straight forward. THE BIGGEST PROBLEM WITH THE RULES IS THAT THE RULE BOOK IS NOT VERY WELL LAID OUT AND DOES NOT ENABLE YOU TO WORK THINGS OUT BEFORE TRYING TO PLAY. A VERY FRUSTRATING EXPERIENCE INDEED. That said, once you have got a grasp of the various mechanics of the game, it quickly becomes very straight forward. The key mechanics are the Time Wheel (calendar), Schedules (you get 3 different types of turn - logistics, production and development), the Star Map (showing where each region is and how they interconnect) and Project Cards.
Game play - having only played two full games, and one partial game, I have started to think this is actually a very good game. With four players, there are certainly some hidden depths to this game. Obviously there is an element of luck, as there would be when there are cards and dice involved in a game, but there is also a fair bit of strategy. So far I have only played some relatively short games - aiming for up to 15 victory points as the victory critera - which cut short some of the longer strategy gamers (being kind to one or two!). When some of the more advanced orharder victory criteria are used the game will have some very nteresting dynamics indeed.
You start off by building your initial empire position. The game has up to four empires (Caldari, Gellente, Amarr and Mimitar) which are drawn from the online version of the game apparently (I don't know anything about that version), and there are variant rules for 2 and 3 player versions. You get to place your HQ and up to 8 units on different star systems (of which there are 63). some stars are connected with two or three others, some are connected to 6 or 7 others. You need to build a linked empire, or you can plant agents in someone else's territory. Once that is done, you then build outposts (either a Logistics base, Production facility or Development base) - a simple affair of having occupied (or planted an agent on) each connected star system adjacent to the one on which the base is built. These outposts then generate you resources of a particular type.
You then use the relevant resources to "schedule" when you wish to deliver on each of the three turn typs (for example if you invest one Logistics resource in your Logistics schedule then you will be able to schedule your next Logistics turn in 5 months time rather than 6 months (I can't remember the figure off the top of my head - just an approximation). Getting the hang of scheduling and managing the order and flow of turns is critical to success in the game.
Combat - when it comes, and it will relatively quickly, - is a simple affair with a 3 dice mechanic (tactical advantage dice, weapons fire and shields) and has satisfyingly conclusive results in a chess like way.
Overall - and very much still from a novices point of view - EVE : Conquests deserves a reasonable run and looks like providing a lot of gaming gooodness for some time to come.