Game Play
The game consists of a sequence of turns with alternating player-turns, each consisting of multiple phases. Each turn represents a period of two years. The game includes an economic system in which the units on each side are produced and maintained. The Terran income is based on what type of world the player currently possesses, and whether it is connected by friendly jump paths to Sol. The Imperial income has a fixed budget, but an increment for each connected outpost and world.
The Terran player always moves first in each turn. Each player turn begins with an economics phase. The player then performs movement and combat, followed by the opposing player's reaction movement and combat phase, and finally the second movement and combat phases. Then the Imperial player repeats the same sequence and the turn ends.
Combat is somewhat abstracted, with the ships being lined up off map. First the players roll 'initiative' to see who determines combat range (long or short) with the smaller fleet gaining a bonus to their die roll. The defender places the ships down one at a time, and the attacker places a ship down to match. At the end, any left-over ships can be assigned to any enemy vessels, or kept out of combat. Dice are then rolled to determine which ships are destroyed. Combat continues until one side is destroyed or until either player decides to disengage.
The game also includes abstracted rules for ground combat. Terran land units are green while Imperium units are black. In addition to regular land units and planetary defense units that can oppose a landing, there are special drop troops that can land on a planet without requiring a ship to transport them to the surface. If one side is all standard troops and the other side is all drop troops, the standard troops gain a bonus artillery attack against the drop troops to simulate the inability of the drop troops to carry a lot of heavy vehicles with them. The ground units have a single combat factor, plus a symbol and a unit identifier. Surface combat used a combat differential with the defense combat factor subtracted from the attacker's combat factor. A die is then rolled to determine whether the unit is destroyed.
Victory is determined by a "Glory Point" tally earned by the Imperium. Points are gained for conquering worlds and lost for their conquest by the Terrans. A habitable world is worth four Glory Points and an outpost world is worth one. If at the end of a turn the Glory Point total has reached the amount necessary for victory, then the Imperium player wins. If the total drops sufficiently, the Terran player can likewise win. The range between the amount required for Imperium or Terran victory begins to shrink after turn three, representing the decreasing appetite for continued hostilities.
The game system includes a random events table for various Imperium events. These can favor or hinder the Imperium player. The game is fought as a series of wars forming a lengthy campaign. Thus these random events can affect the course of some of the wars. There is also a system built into the game for production, colonization, and other changes during the inter-war periods. Ships can age and be scrapped; the Emperor can grant or withdraw permission to build certain ship types, and territory can be exchanged.
Read more about this topic: Imperium (board Game)
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