
2014 · Designed by Ignacy Trzewiczek · Published by Portal Games
£32.00
Leisure Games
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Romans, Barbarians, Egyptians and Japanese all descend on a freshly discovered land - there isn't room enough for everyone, so the diplomacy quickly turns to scheming and conquest. Build a tableau of faction-specific buildings, harvest resources, raid your neighbours, and become the most prosperous empire over five tense rounds.

Rise of the Empire is a meta-expansion that adds a completely new layer to Imperial Settlers by introducing an open-world campaign setting. From game to game, players' empires will advance, reaching new eras, goals, technologies, discoveries, and provinces. (You don't need to play the campaign in a set group of co-players as each empire can develop at its own pace and represent different stages of advancement.) This meta-expansion includes 220 new cards divided into three types: Provinces, Goals & Achievements, and Technologies & Discoveries. In addition Imperial Settlers: Rise of the Empire shortens gameplay from five to four rounds.
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Imperial Settlers: Empires of the North - Japanese Islands expands the Imperial Settlers: Empires of the North with two new decks and additional island cards, with the Japanese faction connecting the world of Empires of the North with the Imperial Settlers base game.
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Rome enters the fight for the north, bringing new settlers and strategies of its own to the race for the outer islands. Extra island cards open fresh territory to claim as new banners join the battle. · 2020
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New barbarian clans crash into the north: raiding pirates who sail in on makeshift rafts, and scheming robbers who sabotage rival settlements and hold them for ransom. Each clan brings its own deck of tricks to shake up the fight for territory.
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Imperial Settlers: We Didn't Start The Fire is the third Empire Pack for the Imperial Settlers engine-building card game. Join your favorite factions, best your opponents, and expand your empire! The expansion includes fifty new cards, increasing replayability of the base game, as well as borders that are placed between each pair of players.
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Imperial Settlers: Why Can't We Be Friends - Rules of Play says: Imperial Settlers: Why Can't We Be Friends, the first Empire Pack for Imperial Settlers, includes new common cards for the central deck, new cards for each of the base game's four factions, and two new cards for use in the solo game with some factions.
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Empires of the North represents the latest game in a journey that started with the first iteration of 51st State. That journey has progressed to , and then back to 51st State with the release of the . This latest versions mixes the best of these games, with some new, improved, 100% amazing parts. The engine building core remains and keeps the unique decks of Imperial Settlers as opposed to the shared deck of cards to build from. Having unique decks means that you need to bear in mind the particular leanings of your deck. In the box there are eight decks of nation cards split between four nations. The only slight annoyance in components is each deck comes with a couple of cardboard token ships that aren't clearly linked to the deck you are using. The ships are a new feature that work really well. Raze tokens that used to be for attacking opponents only allow you to take your ships to the seas and plunder or make friends with other islands. Also, attacking other players simply exhausts their card rather than destroying it as in the older games. Also gone is automatic production, so all the goods you need will have to be gained by you taking actions. Speaking of which, there is a new action selection/worker placement circle. The circle changes each game in terms of order. To use these actions, you can send up to two tokens to take an action. Then, later on, you can pay a food to move that token to the action left or right and then take that action too. Other than that, the game revolves around gaining what you need to activate the combos you have built in your tableau. It works at least as well as it did in 51st State and Imperial Settlers. In fact, some may prefer it too 51st State due to the player decks providing different styles of play. If you haven't entered the world of engine builder or Portal's previous efforts, then this is definitely the game for you. Portal have a great history of supporting their games with expansions, and it already looks like this will be well supported! Even if you have played the previous games there is enough here to tempt you away and reward you for straying! Player Count: 1-4 Time: 45-90 Minutes Age: 10+

The fierce Amazons faction joins the fight for empire, trading their old warmongering ways for the challenge of building a lasting civilization. Shape and reshape your faction's deck on the fly as you chase powerful new combos.
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A sixth faction rises from the jungles of the New World, bringing prayer actions, blessing tokens, and a new religious system to Imperial Settlers. The Aztecs build temples and organize sacred festivals to earn divine favor — while every other empire can now embrace religion and construct their own pantheon too. · 2016
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The second Empire Pack for Imperial Settlers introduces the SET mechanic, rewarding players who build three cards of a matching colour with new effects and bonus scoring. New cards expand all five factions plus the common deck, and two extra cards bolster the solo game. · 2016
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A story-driven campaign unfolds scenario by scenario, as a campaign book reveals why lighthouses are multiplying along the coast, why the locals resist rebuilding their cathedral, and what's stirring in the storm-wracked seas. New event and legacy cards carry consequences from one chapter into the next, letting the mystery build as your settlement grows.
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New dynasties arrive on the map: the Nile-side Hatshepsut clan, who put workers to fertile new use in their fields, and the Amenhotep faction, whose crumbling monuments demand constant upkeep before the sands of time claim them for good. Each brings its own way of building — and holding onto — an empire.
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A seafaring new faction joins the settling: the Atlanteans, whose grand buildings sink beneath the waves at game's end, forcing you to find clever new ways to bank your points before they're lost for good.
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Imperial Settlers: Roll & Write is a standalone game set in the universe of Imperial Settlers and Imperial Settlers: Empires of the North. The game is heavily focused on engine building! Constructing buildings grants you a special bonus, and with each passing turn the game offers you more choices as your empire gains momentum. Imperial Settlers: Roll & Write has two game modes. The standard mode is a 2-4 player competitive challenge in which you try to gain more points than your opponents. The adventure mode for a single player offers 48 unique game sheets. Each sheet presents unique challenges and gameplay as players have different buildings at the start. Tweak your engine and get as many points as you can! Grab your pencil, roll your dice, and create the most prosperous empire!
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