Applies to. Does not apply to. We updated Core5 this summer, and system requirements changed. Older versions of the Core5 iPad app were retired in July You will no longer be able to use iPad versions below 4.
Add to cart. Formidable adversaries are arrayed against you. Your people stand ready. History beckons. Important notification Caution! Contains small parts, not suitable for children under 36 months of age. Question on item. Contact E-Mail. Ratings 0. Average product review. Write your first review and help others with their purchase decision:. Other customers have also bought the following items. Imperium: Legends EN. This article has been re-ordered i.
Under Falling Skies EN. Hadrian's Wall EN. Each player has a deck of cards that represent their civilization: leaders, accomplishments, technologies, territories, potential unrest, etc. They are usually! As well, you start the game with a little bit of the three resources in the game marked with cardboard counters :.
The center of the board contains a strip of cardboard that shows where all the cards in the common market are placed. In addition to the card types mentioned above, many cards have extra symbols to denote their particular role in the game:.
There are a number of keywords on the cards that have to be learned and, sometimes, re-learned …. After all players have had a turn, the Solstice occurs. Once the end of the game is triggered, the current round is finished and one final round of turns is played including resolving Solstice instructions. Then you count points and the player with the most wins. The game ends immediately and the player with the least number of Unrest cards wins.
In case of a tie following a Collapse, a normal scoring occurs between the tied players to determine the winner. Last minute note: someone way to go, hutchies! One of the early mistakes we made when playing was over-fulfilling the victory point payoff of certain cards.
Because of the asymmetric nature of the various civilizations and the variable nature of the market row, you cannot assume that a particular strategy rushing the Fame deck, spinning your deck quickly, conquering regions, etc. In some cases, strategies that were brilliant with one civilization will be trying to fit a square peg into a round hole with a different civilization.
I have no idea why this particular memory hole happened. I would blame old age, but both of my sons did it as well and they are 20 and 16 years old. One of the things that caused me to put the Imperium boxes on my birthday list was the promise of a robust solo play system — and David Turczi who is specifically credited on the cover of the solo play rulebook delivered.
Each civilization has its own AI set of tables. Five slots are set up and numbered with provided cardboard counters. Impressively, each AI civilization retains a good bit of its character… for example, Egypt accumulates materials in the early going, uses them to attract hordes of population, and then, if conditions are right, converts those masses into Progress. In the meantime, the player civilization is running by the exact same rules as the multiplayer game — allowing you to learn the ins and outs of the various decks as well as consider different tactical and strategic decisions.
There is also a simple way to vary the difficulty of solo play… and even a campaign mode in the solo rulebook. My only complaints about solo play? Putting the charts for resolving the AI behavior in the rulebook rather than providing them as large cards. The other issue is that the Qin charts needed to be changed — and the files I just linked to have the changes needed!
Q: Really, how different are the boxes? Actually, no. Both boxes contain eight different civilizations… and the common card pools share some similarities but have major differences:. The rule books both multiplayer and solo are identical in each box — and cover both boxes worth of material. They also include instructions for playing civilizations from different boxes against each other… which primarily means you have to look for Tributary cards with the same name as civs in play and replace them with a random Tributary from the other box.
I am the wrong person to ask about sleeving cards — but I did some poking about on BGG and it looks like the original insert is not conducive to premium level sleeves. I also applaud the inclusion in the rulebook of summaries and difficulty ratings for each of the decks. Seriously, you have nothing to prove. Plus, I need to figure what tactical errors I made with the Greeks the last time I played… a pitiful showing.
Finally in an unsolicited plug , the high quality of the solo system makes me doubly excited about the impending release of Undaunted: Reinforcements from Osprey Games! Some of the extra length was due to the rulebook, which has all the rules, but could stand to be somewhat better organized.
Formidable adversaries are arrayed against you. Your people stand ready. History beckons. In your hands lies the destiny of one of history's great civilizations. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances and lead your people into the era of empire.
Expand too rapidly and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilizations you will compete to become the most dominant empire the world has ever seen.
Imperium: Classics is a standalone game that contains the Carthaginian, Celt, Greek, Macedonian, Persian, Roman, Scythian, and Viking civilisations and an individual solo opponent behaving as each nation. Finally, you draw a hand of 5 cards each and you are ready to go. In most cases, your turn will use three actions to play three cards from your hand.
Some cards — all regions and some others - will stay in front of you to form a tableau, and some of those can be exhausted tapped each turn for an additional effect. Other cards you will play for an effect and discard, while some might be removed after a single play, either to your history, where they will stay until game end scoring or to exile where they are generally off to the box lid for the rest of the game. Effects are varied, but a key aspect is the generation of resources: materials and population, or progress tokens, which are VP but can also be used as either resource.
The resources are used to power certain card effects and in particular Conquest or X cards will enable you to take cards from the market. Normally there is a cheap way to do this acquire and an expensive way breakthrough ; the cheap way means you bring an Unrest card with you too, which clog your deck and count for minus 2VP unless you dispose of them before game end.
Also, too much unrest can trigger sudden game end — if the unrest supply is depleted then there is a Collapse: VP count for nothing and the player with the least unrest wins. The other important card effect is drawing more cards.
Because when your draw deck is depleted, you reshuffle your discard, adding a face-down card from your nation deck. When the nation deck is gone you add your single, transitional accession card and swap from being Barbarian to Empire. From that point when the draw deck is cycled you start to access development cards, which usually are the source of greater powers and more VP.
Interestingly when you are Barbarians you cannot play certain cards with a crown on them, which includes everything in the civilised stock, BUT when you are an empire a number of your opening cards, with battle axes can no longer be played. So how do you manage cycling this deck if you are constantly adding to it? Well, I have already mentioned that some cards go into history or exile as a permanent method of removal. On top of that, all the region cards you play to your tableau can be garrisoned, which means you can place a card from your hand under them.
This will then remain there unless the region itself ends up back in your discard. This allows you to put three of the region cards and any garrisons into your discard in exchange for a pick from the top two Fame cards. So how does a game of Imperium Classics end? In almost all the games I have played Fame has triggered the game end as there are the fewest cards and they are so desirable.
Scoring is a pencil and paper affair as you look at your nation's scoring conditions and then the fixed and variable conditions for scoring on all the cards in your possession, except those un-drawn from the nation and development decks. I think Imperium Classics is absolutely fantastic. Well to start with the care with which the asymmetry of the 8 different nations has been designed blows me away. However, in reality, they really do all play differently. The way their draw, nation and development decks are constructed, and the differing number of cards in each, makes a big difference.
And the way in which they encourage you to acquire more regions or tributaries or un civilised cards has a knock-on effect on how they feel to play and what strategy is going to work. Some nations are even more distinct. For example, in the Imperium Classics box, the Vikings never become an Empire, their accession card is the last in that deck and triggers game end. There is a real satisfaction after a few plays to managing your tableau and deck, choosing carefully from the market and working out how to cycle your growing draw deck to develop your nation and potentially become an empire.
Player interaction does vary: regardless of nations there is certainly competition in the market and this can be targeted to deny an opponent of something they want. Some nations have more attack cards which offer some take that, while with different nation combinations there is a bit more multiplayer solitaire. There has been some criticism that Imperium Classics drags a little and I can see that happening with higher player counts.
We have stuck to solo and 2-player, where there is a little bit of slow down in the late game and it plays to about 90 — minutes. Nonetheless, the richness of the experience for me is more than worth the time spent. Worth noting too that while I have suggested that is it a bit oblique for the opening teach, my 9-year-old daughter has picked it up and now seems to keep on beating me rather convincingly. And on the subject of solo, there is a separate rulebook and a bot that has a common process but a different key card for each faction.
And part of what really helps add to the play experience is the quality of the artwork, by Mihajlo Dimitrievski. Imperium Classics is an impressive piece of design which creates an excellent, truly asymmetric civilisation deck-builder. In doing so it tries to genuinely incorporate the historical theme into the mechanics and does so with consistent elegance.
Imperium: Classics is a standalone game that contains the Carthaginian, Celt, Greek, Macedonian, Persian, Roman, Scythian, and Viking civilizations and an. Imperium: Classics is a standalone game that contains the Carthaginian, Celt, Greek, Macedonian, Persian, Roman, Scythian. Imperium: Classics. 1 - 4. 60 - Formidable adversaries are arrayed against you. Your people stand ready. History beckons.