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Imperial Glory


The player manages the Ancient Kushan Empire of India and Central Asia in the years 50-220 CE.

Using a deckbuilding system, each player has a deck of advisors including generals, governors, diplomats, artists, architects, philosophers and secret agents. Each type allows distinct types of actions. The player can accept the initial card draw, or push their luck by spending precious influence hoping to draw a card the empire needs more.

After determining the action, the player allocates funds (talents) and determines the result via random draw of a result counter. But in the case of invasion, a more elaborate sequence plays out on the Battle Board using a brand new combat resolution system.

Based on how well the turn went, the emperor gains or loses an unknown number of popularity points, the player keeps or loses influence points, and gains or loses an advisor.

Finally, players draw one of the momentous Fate cards, which can even lead to the death of the emperor. When this occurs, popularity converts to influence and cards enter and leave the deck based on the differing interests of the new emperor. When the last emperor dies, the game ends and the player scores points based on the empire's achievements at that time, conquests, but also cultural achievements and economic development.

Features named emperors with historical stats and descriptions, a wide array of army types, army maintenance, unrest, rebellion, nonplayer barbarians, civil wars, heresy, pandemic, trade, temples, monuments, aqueducts, roads, rules to control a nonplayer in combat, and more.

This is the first in a series of games to eventually include the ancient Roman, Parthian and Han Chinese empires, each player having to cope with the game system as well as each other.

-description from designer

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