
2020 · Oorlogsspel
Imperial Struggle
Two global powers face off across the 18th century, competing for trade, influence and territorial control from Europe to India, the Caribbean and North America. Play alternates peace and war turns over a historical timeline from the late 1690s to the 1780s. In peace turns players develop economic interests, cultivate alliances, and play Event cards that recreate historical opportunities; in war turns they contest theaters with military operations that can yield conquest and prestige but are subject to diplomatic settlement. Decision-making balances investment in long-term colonial wealth against denying advantages to the opponent while managing shifting alliances and treaties that reshape the map.
- Spelers
- 2
- Speeltijd
- 120–240 min
- Leeftijd
- 14+
- Complexiteit
- 4,1 / 5
Over het spel
- Ontwerp
- Illustraties
- Publisher
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Aan de tafels van Ludoya
Alle statistieken in Ludoya- 55
- Vastgelegde speelsessies
- 62
- Spelers
- 3h 42m
- Gemiddeld potje
- 81
- In collecties
- 12
- Op verlanglijsten
8,2/10
uit 19 Ludoya-recensies
Balleflass7,0 Very good game. Takes a few turns to get into. Can run a little long as it can very AP inducing.
andycted8,7 3 plays in: an excellent game that is hard to get into, without some guidance. IS has three problems : - it's nothing like TS, but many people including me expected something remotely similar, while instead it's a completely different beast, and it is more complex (and less elegant) by a factor of a million. - it has a bad manual and perhaps a couple of rules exceptions too many - gameplay will take some time to emerge if you learn it by yourself OTOH it's extremely deep, has interesting interlocked mechanics, it's not incredibly long for what it is and its historical rendering is pretty good. Compared to TS, here you can really develop a long time strategy. It's less immediate and tactical and "cinematic", but far more strategic
Regelvragen
Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.
Can a Minor Action remove an opposing flag or squadron?
No — Minor Actions may not be used to remove opposing flags or Squadrons, except if the space contains a Conflict marker (which does allow flag removal with a Minor Action); see 5.3.2 (p.11) and the Tiruchirappalli example (p.12–13).
How do you take control of a Naval space — do you place a flag or something else, and can more than one flag/squadron be there?
Naval spaces are controlled only by placing a Squadron (not a flag), and a controlled space can never contain more than one flag total while a Naval space can have only one Squadron total (3.2.4 and 3.2.7, p.5).
When are Conflict markers removed from the map?
Conflict markers are removed at the end of Wars in which they contributed strength, whenever their space changes control (to or from controlled), or when a player pays to remove them with Military Action Points (see 3.8.2, p.8; removal cost and procedure in 5.6.2, p.13).
Do I have to play an Event card before spending the Investment tile’s actions, or can I do it afterward?
You must play an Event (if you choose to) before resolving any actions on the selected Investment tile; Event effects (and any AP they grant) are resolved first or treated as a separate Major Action as specified (5.2 and 5.3 notes, p.11).
Can I take Debt beyond my Debt Limit, and what happens if I'm forced to take Debt I can't take?
You may not voluntarily take Debt that would raise your Current Debt above your Debt Limit; if you are forced to take Debt and cannot take the full amount due to the limit, each Debt not taken awards 1 VP to your opponent (6.1–6.3, p.14).
Do Markets have to be connected to something to shift, and what is an "Isolated" Market?
Yes — to shift a Market it must be connected to a Territory, Fort, or Naval space you control, or to another Market you control that is not Isolated and did not change control this Action Round; an Isolated Market is one that cannot trace a chain of friendly-flagged Markets free of Conflict markers to a controlled Territory/Fort/Naval space at the start of the Action Round (5.4.1, p.12).
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