The Basics

IMPERIVM is a trading card game for two or more players that focuses on the four primary means of building and wielding power: Economic, Military, Political, and Religious. Each player controls characters, sets individual goals, faces challenges and battles – all with an eye towards increasing their power and prestige.

Thirty years ago, a great war ravaged through the land pitting even the gods against one another. At the high point of the conflict, one of the gods was foully murdered by his own son. This horrific act of patricide brought an immediate end to the conflict and sparked the creation of the divinely inspired Veridion League as well as the power-wielding Senate.

As years passed, the League allocated resources and assisted in rebuilding the main cities and farmlands destroyed in the battles. Now, the League wants to reclaim smaller colonies long lost to devastation. But these colonies will need to be overseen by a governor. To narrow the list of candidates, the Senate is keeping their eyes on a select few from around the League that have been vouched for by various upstanding and prominent citizens. Those who prove their worth to the League will be granted governorship of a colony and receive copius amounts of acclaim and prestige. Indeed, such a position could be a priceless first avenue of entry into the Senate, that inner sanctum of power that rules the Veridion League.

Who are you?

You are an ‘up and coming’ patrician citizen whose talents and reputation have garnered the attention of an influential Patron. It is with this Patron’s support that you have the opportunity to gain a prestigious assignment: Colonial Governor tasked to oversee the rebuilding of one of several colonies lost to war and ruin. The primary tools at your disposal are the small amount of leverage your Patron can provide from time to time, your own network of favors and influence among the citizens of the League, and your personal skills, wits, and guile.

Can you show how would you able to defend your colony against outside attackers? Are you able to ensure the smooth operation of trade to and from your region? Do the gods bless or curse your endeavors? Do you manage to maintain an active involvement with the League itself or are you too bogged down with other matters to be bothered with the realities of politics?

Setting and accomplishing goals will increase your dignitas in the eyes of both the League and the Senate, and win you the recognition of those in power – those who have the ability to award you the prestige you deserve – those whom you will one day replace.

A citizen of the Veridion League can’t be everywhere at once. Instead, you must rely on others to carry out your orders if you are to prove your worth to the Senate, rebuild a colony, and claim the glory of the laurel crown. You accomplish this by establishing your network of influence – calling in favors and gaining the ear of various people. Remember though, not everyone responds to the same type of inducement. Some will join your cause more readily if they are promised the chance to join in combat, while others respond more easily to political pressure.

The characters in the game bring their own skills to the table on your behalf. To that end, each character is rated in the four pillars of power: Economic, Military, Political, and Religious.
While a small part of each rating represents that character’s personal ability, it also reflects their knowledge, scope of influence, and ability to affect others within that pillar. While one character with a military rating of 3 might be a skilled soldier who has served several campaigns, another with the same rating may be a highly placed attaché, able to get the right word into the right ear within military circles.

The Patron is an upstanding citizen of your home city-state who has recognized your potential and is invested in seeing you reach it. In order to assist you in your tasks, you can call upon a small amount of influence that your patron can provide. As your Patron has their own interests to serve, this amount of influence can vary from time to time. Because your public reputation has been linked with your Patron, there are additional benefits that you may take advantage of from time to time. These vary with each Patron and should be used sparingly without appearing that you rely too heavily on the works of others.

The Patron card can provide a varying amount and type of influence each turn. This innovative resource mechanic ensures that no game should ever stall due to lack of influence, yet doesn’t provide a crutch that can be used to full advantage every turn. Strategic thinking and planning are necessary to take the best advantage of what your Patron card provides.

Winning the Game

The new governors will be chosen by the Perian League on the basis of their dignitas. Much more than a simple measure of an individual’s reputation, the concept of dignitas also includes: ancestry, integrity, military prowess, standing in the community, personal abilities & knowledge, financial worth, ethical values, among other qualities. This measure of worth is so precious, each citizen would willingly defend their dignitas with any and all resources at their disposal, including suicide if necessary.

You begin the game with one dignitas, but win the game if you are the only player to reach 13 dignitas or more at the end of a turn. A player’s dignitas can fall lower than zero, though they don’t lose the game if this happens.

Setting Your Sights High

In order to increase your dignitas, you must declare your goals, meet those challenges head on, and emerge victorious! But all is not over with simple success. Word of your deeds must spread before you so that others may know of your accomplishments. A deed done in secret or with timidity gains you nothing.

The primary way to earn Dignitas and win the game is by scoring goals. Each player can tailor their win condition by choosing goals that complement their deck style. Each goal has a condition and a reward listed in its text box; when you satisfy the condition, you reap the reward (usually an amount of dignitas).

But Not Too High

There are those among us who sometimes forget their place and try to reach too far, too fast. While the gods lived among us, such overweening pride was often dealt with quickly and in rather inventive ways. Now, showing hubris will erode a person’s support within the League so that they are often left to fend for themselves among the vultures of society. Even worse, a wise opponent can take advantage of a display of hubris and use it to increase their own dignitas.

Taking certain actions will earn a character some amount of Hubris. If any character ever has a Hubris total that equals or exceeds his influence cost, that character is immediately discarded. Characters gain Hubris; Players gain Dignitas.

Getting Things Done

Everyone looks out for their own interests – the people you rely on are no different. In order for them to make your interests their own, you need to issue Orders; actions that people will take on your behalf. Instigating a skirmish in the Forum can weaken an opponent’s ability to react to military threats for a time. Or perhaps you want to stop at a roadside shrine to offer the gods a prayer for support and guidance.

Of course, it’s always possible that Fate will intervene and the gods will reveal their favor or displeasure. Events can occur at any time, bringing with them a number of possibilities: good omens for the future or the attack of a terrible beast who devours your fellow citizens.

Be thoughtful where you choose to confront others. Choose those locations where you are strongest or where you can weaken the powerbase of your opponents. A challenge fought in the alleys of the residential district may as well not occur as it certainly won’t increase your dignitas. But a confrontation on the very steps of the Senate Chambers could only result in great glory heaped upon your name… as long as you are the victor.

While Characters and Goals are essential to winning a game, three additional card types increase your strategic choices. Orders require a ready character and provide actions for you to instigate and the ability to react to the plans of your opponents.
The random nature of Events keep a level of unpredictability in the game as events can help or hinder you, your opponent, or everyone involved.
There are four Locations on the game table; collectively called “the Forum.” Each of these locations provides distinct benefits to the player that controls them. Be aware of shifts in the balance of power, because control can change several times throughout a game, even within a turn.

IMPERIVM offers a fast-paced, cutthroat game with both strategic depth and tactical subtlety. Players can choose from a variety of play styles that represent combinations of the four time-tested roads to Power: economic, military, political, and religious.

Getting to the top is only the first step – what are you willing to do to stay there?

Imperivm, the Imperivm logo, “Power.Absolutely.”, Veridios, and Pillars of Power are trademarks of Verdigris Entertainment, LLC.
All materials Copyright 2005-2007 Verdigris Entertainment, LLC
To contact email info@imperivm.com