
2023 · Napoleonic
Europa Universalis: The Price of Power
Control one of Europe’s great powers from the late Middle Ages through the Age of Revolution. Players manage state affairs on a personal player board while expanding across a map, using cards, monarch power, and advisors to direct diplomacy, exploration, development, and warfare. The game plays as a strategic-level 4X experience: recruit advisors, invest in ideas and province development, conduct overseas exploration, and fight wars to gain provinces and influence. Victory comes from accumulated points for territories, explored regions, diplomatic ties, military successes, and secret objectives. Includes a solo mode.
- Players
- 1–4 best 4
- Playing time
- 90–300 min
- Age
- 14+
- Complexity
- 4.7 / 5
About the game
- Design
Expansions
See them in Ludoya
Europa Universalis: Fate of Empires2023
Europa Universalis: Defying Destiny2026
Europa Universalis: The Price of Power – Scenarios III Booklet2025
Europa Universalis: Flavor Pack 1 – Britannia2024
Europa Universalis: Flavor Pack 2 – Holy Roman Empire2025
Europa Universalis: The Price of Power – Extra Player Set2025Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 48
- Plays logged
- 66
- Players
- 4h 8m
- Average play
- 23
- In collections
- 11
- On wishlists
9.2/10
from 13 Ludoya reviews
This is it. This is the definitive 4x with diplomacy, commerce, war and exploration of the century. And it has solo mode that works excellently. Superb immersion. You truly feel the little despot in renacentist Europe. Diplomacy, vasallage, feuds, exploration and exploitation. A super long duration is offset by a great modularization of the game. You can reduce the size of the map, the number of turns (by splitting the game into eras), the number of opponents, all in the service of reducing playtime, and at all sizes it remains enjoyable. The longer the scope of the game, the more epic the experience becomes. If you remove missions, and that's a possibility in the rules, the game is more sandboxy, which is great some times. Wanna make Castille a European power house? you can! Wanna go the traditional path and kill and exploit people all over the sea? you can too! But don't ever think you're an island, or you will get stomped by France or a Great Britain, not to speak of daring to enter the Holy Roman Empire uninvited. Some affordances have been made to reduce playtime compared to the videogame, but it never feels too simplified. And what is been simplified is obviously a good move for a Boardgame. Bots are great at giving a simulacrum of a player while keeping historical. Watching England and France going at each other in useless wars of attrition instead of, say, sabotaging me, while trying to build my empire in the corner of Europe has been fun. I don't think I'll ever play this game multiplayer, it requires too much time. But for solo it's great! You still need a massive amount of time, much less so if you master the rules and how the bots behave.
Balleflass10.0 Initial impressions so far after playing multi-handed solo for a few days. Going to test the game with 4-6 players next week. UPDATE 21.02.23 We ended up doing a 5-player Scenario S1-01. It was fantastic. Everyone ended up loving it. The initial teach took some time as I wasnt prepared for how I should use the HRE and Papal Curia, but everyone had a blast nontheless. Sleeve Kings
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I declare war anytime, or do I need a casus belli first?
You cannot legally declare war without a valid casus belli; the types of CBs and the timing/requirements for declaring war are explained in the declaration-of-war section (see page 22).
If I occupy all of an enemy’s provinces during a war, do I automatically annex them at peace?
No — occupation influences peace negotiations but annexation is a specific peace term that must be eligible and enforced during peace resolution rather than being automatic (see pages 29–31).
Can I move an army across the sea without ships, and how do transports/ports work?
Armies must use naval transport and appropriate fleets/ports to cross sea zones; embarkation, naval movement and transport rules (including port requirements) are covered under naval transport and movement (see page 26).
When do rebels appear and can they siege or occupy provinces during my turn?
Rebels spawn, move and conduct sieges during the Rebel/Peace phase (Phase 3) and follow the rebel movement, siege and occupation rules explained there and in the Rebels section (see pages 9 and 37).
What happens if a leader or my ruler dies or is wounded — how does that affect monarch power and stability?
Leader/advisor deaths remove their effects and can cause wounds or interregnum consequences; monarch power, leader limits and the effects on stability and actions are detailed in the Monarch Power and leaders sections (see pages 19–20 and stability effects on page 10).
If an ally issues a Call to Arms, am I forced to join and what are Active Ally effects?
Calls to Arms and alliance response rules specify when you must join an ally’s war and what restrictions or Active Ally abilities apply; the full CtA/Alliance and Active Ally mechanics are described on pages 32–33.
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