Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Imperium: Classics
60m - 120m
1 - 4 Players
Ages 14+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
35.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
Andy Parsons
A deck builder with a touch of tableau building. Some cards unique to your faction, some available from a market. Imperium is quite a long game and player turns are not Dominion-style lightening fast. I’d be reluctant to play with more than two. The game does develop as your faction transitions from barbarous to civilised and there is always something to think about. Interaction is limited to taking cards ahead of an opponent and some minor theft. There are eight factions in the box and so plenty to explore. Deckbuilding has never thrilled me. Although Imperium didn’t change my opinion, I found it reasonably palatable. I had the game explained by a playtester who had sleeved his cards, so no comments from me on the quality of the rules or the cards. I thought that the cards could have been better designed to show more clearly those actions that only happen when the card is played and those that remain available when the card is in your tableau. The slightly cartoonish artwork didn’t appeal.
Aurora84
There's a lot to appreciate with Imperium, but for me it just didn't hold my interest enough to keep in my collection. Ignore all the griping about the rulebook; it's not that bad, and if you have to watch some videos to figure out the rules, so what? You'll learn the game. And yes, the game is just a little longer than what it feels like it should be. The scoring at game's end is a bear, but the fan-made app for scoring is excellent. But what ultimately made the two Imperium games fall short for me was a real lack of theme. I never felt like I was really building a civlization. The eight different factions in each game all felt pretty much the same, despite the different cards that comprised each deck. It didn't matter if I was playing Roman, Egyptians, or Vikings--I was just trying to score points. The history behind the different civilizations had nothing, really, to do with trying to win. Sold.
Alan Stern
A very good game. Engine/deck-building with some combo elements. The asymmetry of the factions is very well done. The growth from a barbarian civ to an empire is well-executed. The choices presented are tight and varied. Strongly recommended. BUT... it can be a long slog. I've had 3p games range from 2.5-3.5 hours. Probably best at 2p or solo. (And 2p will reduce the effect of the few interactive elements which help make the game NOT multiplayer solitaire.) Also, there's a lot of text to read and it's almost all critical. Most of the time you can plan out your turn in advance, but not always. The game really doesn't lend itself to fast play. For 2p, I'd call this a solid win. For solo, a solid maybe-to-good (I'm not sure if it's worth it). For 3p or 4p, a hard no thank you. (Though I will play 3p from time to time if others want to. I would do so knowing full well that it will be a longer, drawn out game.)