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IMPERIOUS




INTRODUCTION
Board game for 4-8 players.
Players control ancient civilizations.

BOARD & PIECES
Requires a map of the Mediterranean divided into 50-100 or so territories.
Each player has a set of uniquely colored 'population' chits. (No limit)
Some of a players chits should be marked with a "C" to indicate 
that they represent cities. 

CARDS
Play requires construction of a unique deck of 63 cards.
The backs of all cards are identical.
The front of the card contains the name of the card.
See the card list for the 7 types of cards.

SETUP
Randomly determine turn order.
Each player picks a starting territory at least 5 spaces from all other
players starting territories.
A player places ten population chits in his starting territory. 

VICTORY	
The first player to occupy over 50% of the map wins.

TURN SEQUENCE
1. Draw Phase
2. Trade Phase
3. Action Phases
4. End phase

DRAW PHASE
Each player draws 3 cards.
Draw 1 extra card per city you control.

TRADE PHASE
Players may freely trade cards. 

ACTION PHASES
Each player gets their own action phase.
(Use turn order determined in setup)
Action phases are divided into two segments:
1. Expansion Segment
2. Move Segment

EXPANSION SEGMENT
A player may pass or make one or more actions.
If you pass, you may draw a card.
There are 6 types of actions:
Destroy, Disperse, Convert, Colonize, Grow, and Build.
Each action play requires a combination of cards to be played.
A player may play more than one combo per turn if he has the cards.
The cards in the Combo are discarded after the action is resolved.

Destroy Action: 
The destroy combo requires any combination of 5 culture, war, 
and/or technology cards.
Destroy up to 3 of opponents chits or 1 city that are in the same 
territory as one of your chits, or in territories adjacent to a 
territory occupied by one of your chits.

Grow Action:
The destroy combo requires any combination of 5 population,
trade, and/or technology cards.
Gain 3 population chits (of your color). 
Place these in any territories you already occupy.

Convert Action: 
The convert combo requires any combination of 6 culture, 
and/or religion cards.
Replace up to 3 of an opponents chits or 1 city with your own. 
These chits must be in the same territory as one of your chits, or in 
territories adjacent to a territory occupied by one of your chits.
Alternatively, a convert combo can be used to Gain 4 population chits 
of your color in any empty territories adjacent to territories
occupied by your chits. 

Colonize Action: 
The convert combo requires any combination of 5 government, 
trade, and/or religion cards.
Move up to 3 of your population chits to anywhere on the board. 
Each chit may be moved to a different territory. 
They may be moved into territories occupied by opponents chits.

Disperse Action: 
The convert combo requires any combination of 5 government, 
war, and/or population cards.
Move up to 5 of your opponents chits. These chits must be in the same 
territory as one of your chits, or in territories adjacent to a 
territory occupied by one of your chits. These chits
can be moved to any adjacent territory.
Cities cannot be dispersed.

Build Action: 
The build combo requires one of each of the 7 types of cards.
Place a city counter of your color in any territory occupied by only
chits of your colors. 
Only one city per territory.
You cannot build a city adjacent to another city.

MOVE SEGMENT
You may move none, some, or all of your chits into adjacent 
spaces not occupied by opponents chits. 
A chit may move only once, a maximum distance of one space per turn.
Multiple chits may occupy the same territory.
Cities cannot move. 
Cities and population chits may occupy a territory at the same time. 

END PHASE
A player may have a maximum  of 7 cards + 1 card per 10 territories he 
has population chits in.


CARD LIST
Type:		#      Actions:
War		9     Destroy, Displace
Culture		9     Convert, Destroy
Population	9     Grow, Disperse
Religion	9     Colonize, Convert
Technology	9     Grow, Destroy
Government	9     Disperse, Colonize
Trade		9     Colonize, Grow
# = number of these cards in the deck

OPTIONAL NEW EMPIRE RULE
If you are wiped out, you can start again, with a full 
hand and 10 chits in any empty territory.

GAME DESIGNERS NOTES
Creating more cards would allow for more players.
This should be a very fast moving game.
The map may be of another continent, or of the whole world.







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