IMPERIAL POWERS
INTRODUCTION
Board Game for 3-5 players.
Theme: Imperial Expansion of European Powers circa 1600-1750.
VICTORY
The game ends after 10 Turns.
The player with the most Victory Point (VP) Chips at the end of the game wins.
If tied, the player who is Leader in the most Regions wins.
If still tied, let it remain a tie.
COMPONENTS
Central Region Map
Player Bidding Strips
Influence Deck (Small cards)
Development Deck (Medium Cards)
Development Counters
Power Counters
Event Deck (Big Cards)
Ten Sided Dice
Six Sided Dice
Instigator Token
Player Influence Tokens
Victory Point Chips
CENTRAL REGION MAP
The Region Board is divided into 10 Areas (Regions):
1. Europe
2. Africa
3. Orient
4. India
5. South East Asia
6. Middle East
7. North America
8. South America
9. Central America
10 Caribbean
Each Region must big enough to contain Power and
Development counters and stacks of Player Influence Tokens.
PLAYER BIDDING STRIP
Each player gets a strip.
Each strip is divided into 10 Regions corresponding to the
10 Areas on the Central region Board.
Each Region must be big enough to conceal a stack of Influence cards.
INFLUENCE DECK
This is a 50 Card deck.
Influence cards are used by players to assign influence points
to various regions.
DEVELOPMENT DECK
This is a 50 card deck.
Development cards increase the value of various regions.
Some cards are Power cards, most are Resource Cards.
Power cards allow the Regional Leader to draw extra Influence cards.
Resource cards award from 1-4 Victory points to the Leader.
DEVELOPMENT AND POWER COUNTERS
These are shared in common by all players.
They are placed on Regions on the Central Region map to
represent Economic Development.
EVENT DECK
This is a deck of 10 cards.
These are used to alter Influence Totals on specific regions.
INSTIGATOR TOKEN
The player with the Instigator Token goes first in the current Phase.
PLAYER INFLUENCE TOKENS
Each player has a set of Tokens of a unique color.
Tokens should have denominations of 1, 5, and 10.
VICTORY POINT CHIPS
Players share a common set of VP Chips.
Use denominations of 1, 5, and 10.
SETUP
Each Region on the Map starts with 2 Resource Counters.
Each player rolls 1D10.
High Roll gets the Instigator Token.
Then going clockwise, each player picks 1 Imperial Power as their identity.
Each player gets a set of Player Influence Tokens.
IMPERIAL POWERS
Name Special Ability
Britain Draw 1 Extra Influence Card in Draw Phase
France May move an extra card in Tactics Phase
Spain Earns 3 Extra VP in Score Phase for each Region he is Leader in
Dutch Draws 1 extra Development card and keeps his Dev cards face down
Portuguese Starts game with 20 extra VP and 2 extra Influence Cards
TURN SEQUENCE
Each turn is divided into 8 Phases:
1. Draw Phase
2. Bid Phase
3. Develop Phase
4. Tactics Phase
5. Reveal Phase
6. Score Phase
7. Event Phase
8. End Phase
DRAW PHASE
Each player is dealt 5 random cards from the Influence Deck.
If a player is the Leader of a Region that has a Power counter, he draws
one extra Influence card per power counter present.
Each player also draws 2 Random cards from the Development Deck.
If a deck ever runs out, shuffle the discard and draw from it.
Influence cards are kept hidden in players hands.
Development cards are kept face up so everyone may see.
BID PHASE
Each player assigns each of his Influence cards to different Regions.
One Influence card can only be assigned to one Region, but it can be any of the 10 Regions.
A player may assign multiple cards to a single Region.
A player may chose to assign a region zero cards.
A player must assign all of his cards.
Assigned cards are placed stacked under their assigned region on a players Bidding Strip.
Thus all assignments (Bids) are hidden (secret).
DEVELOP PHASE
Each player plays 1 Development card and discards his others.
The indicated region gains Resource or Power Counters.
Then discard played cards.
TACTICS PHASE
Each player may move 1 of their Influence cards to different region.
REVEAL PHASE
Player slide their Bidding strips forward to reveal what Influence cards they
assigned to each region.
Players then place an equal value of their Influence Tokens onto the corresponding
areas of the Central Region Map.
Then all players discard all Influence cards.
SCORE PHASE
The player with the most Influence in a Region gets Victory Point Tokens
equal to the number of Resource and Power Tokens in that Region.
The player with the second most Influence in a Region gets Victory Point Tokens
equal to half the number of Resource and Power Tokens in that Region rounding down.
The player with the third most Influence in a Region gets 1 Victory Point Token.
EVENT PHASE
Shuffle the Event deck.
Starting with the Instigator and going clockwise, each player in turn draws the top card of
the Event deck and assigns it to a Region that has not yet been assigned an Event card this turn.
This continues until all Event cards have been assigned.
END PHASE
The Instigator gives the Instigator Token to the player on his left.
THE EVENT DECK
Name: Notes:
Status Quo Influence Levels remain the same
Conquest The player with lowest Influence is reduced to zero Influence
Exploitation The Region Scores again. Then Leader reduced to half Influence
Great Game All players Influence in Region reduced by 1D6 each
Rebellion Leader reduced to half Influence
Revolution All Influence of all Players removed
Balance of Power This players influence increased by 1D6
Nation Building Region gains 1 Resource Point
Domination All but Leader reduced to zero Influence
Small Wars Reduce all players Influence by half
INFLUENCE DECK
Name Influence
Settlers 5
Colonists 4
Royal Troops 6
Fleet 7
Missionaries 3
Diplomats 3
Spies 1
Armies 8
Merchants 4
Trading Company 7
Charter 4
Investors 5
Explorers 1
Factories 6
Trade Route 8
Native Troops 4
Native Allies 4
Treaty 4
Agents 2
Expedition 2
Forts 5
Navy 9
Gunboats 5
Governor 5
Garrisons 3
Note: The deck contains 2 copies of each card
DEVELOPMENT DECK NOTATION
P = Power
R = Resource
DEVELOPMENT DECK
Region: Name: Bonus:
Europe Weapons 4R
Europe Shipbuilding 1P
Europe Manufactured Goods 3R
Europe Fine Art 2R
Europe Science 1R
Africa Slaves 4R
Africa Diamonds 3R
Africa Ivory 1R
Africa Gold 2R
Africa Grain 1P
Orient Silk 4R
Orient Jade 3R
Orient Tea 1P
Orient Porcelain 2R
Orient Pearls 1R
India Gems 1P
India Spices 4R
India Rugs 2R
India Ivory 1R
India Seed Oil 3R
SE Asia Spices 4R
SE Asia Vanilla 1R
SE Asia Rubber 1P
SE Asia Palm Products 2R
SE Asia Coconut Oil 3R
Middle East Rugs 3R
Middle East Wine 2R
Middle East Opium 1P
Middle East Spices 4R
Middle East Incense 1R
N America Furs 3R
N America Timber 2R
N America Cotton 1P
N America Tobacco 4R
N America Rice 1R
S America Cocoa 2R
S America Coffee 3R
S America Gold 4R
S America Silver 1P
S America Rubber 1R
C America Silver 1P
C America Peppers 3R
C America Corn 1R
C America Gold 4R
C America Potatoes 2R
Caribbean Lumber 3R
Caribbean Fish 1R
Caribbean Rum 4R
Caribbean Sugar 1P
Caribbean Indigo 2R