Tabletop Gaming

IMPERIUM: CLASSICS

Build Rome in two hours

- MATTHEW VERNALL Designer: Nigel Buckle & Dávid Turczi | Publisher: Osprey Games

Why do historic strategy games have to be so ruddy long to play? I understand that there’s lots to cover, but the all too common doldrums between turns and the sheer volume of stuff to learn gets tedious, fast. Fortunatel­y, Imperium manages to successful­ly solve half of this problem.

Imperium (available as Classics or Legends, each featuring eight different civilizati­ons and are fully compatible) reinvents the empire strategy genre through a deck building engine so well machined it could run a jump jet. Each civilizati­on has its own unique deck of starting cards, advancemen­ts and developmen­ts, with a shared common market of cards accessible to all players. Whilst each civilizati­on has its own varied approach to victory, player turns are split into three possibilit­ies: Activate, Innovate or Revolt.

Activate gives players three action points to play cards from their hand and five exhaust tokens to activate cards previously played. These include expanding your nation’s lands, building advancemen­ts, playing cards to gain resources or spending resources for new cards. If you run out of cards to draw and have spare exhaust tokens, you instead add the top of your nation deck to your discard pile, then shuffle it all to recreate your draw deck. Once the nation deck is exhausted, players

instead choose any one of their developmen­t cards, each with its own additional resource cost.

Digging through your draw deck efficientl­y can be challengin­g. Fortunatel­y, players can instead ‘Innovate’, binning their entire hand as well as either choosing a face-up market card to gain, or nominating a card type to gain face down from a market deck. This approach is often less efficient than Activating, but is a nice emergency option if your progress has stalled.

And progress will inevitably stall. When adding new cards into your deck, either from your nation deck or gaining certain cards, you’ll gain nasty Unrest cards, which literally do nothing, lose you victory points and can cost a lot to remove. That is unless you ‘Revolt’ returning any number of unrest cards from your hand to the supply. While not exciting, this can save your civilizati­on from ruin – if the unrest pile is ever empty, the game immediatel­y ends, victory points ignored and whichever player has the least amount of Unrest walks away champion.

The sheer volume of interestin­g cards, possible combinatio­ns and the fresh twist that each civilizati­on brings is both staggering yet fascinatin­g. Your first few turns help you get to grips with your civilizati­on, before being pushed into the wider world as players franticall­y compete for the

most optimal cards for their strategy. Violence isn’t always the answer and some of the best games I’ve played only resorted to it as a means of keeping others in check (although playing as the Celts, smashing and stealing whatever I could, made me grin maniacally.)

Unfortunat­ely, whilst gameplay is well paced (I especially love that the cleanup step takes place during the next player’s turn, minimizing downtime) the setup and rules explanatio­n are still a slog. It takes 20-30 minutes to prepare, explain the rules minutiae and ensure the hieroglyph­ic shorthand is understood, sometimes making it an almost Sisyphean effort to get to the first turn.

If your table is eager, loves engine building games and is well stocked with provisions, you’ll survive long enough to start loving this magnificen­t ‘minimalist’ strategy game. But this is sadly not something all play groups are going be able to get absorbed into. That said, the solo campaign mode is not only well designed but highly engrossing, making this well worth buying for single player puzzling.

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