The original instructions to Imperial and Imperial 2030 can be seen at the PD publisher.
The main differences between Imperial and Imperial 2030 coherent here listed.
With /join 2-6 players can enter the game. With /start the game begins. Alternatively, you can use the game management use.
Each player represents a large investor, which in the imperial Europe supports 6 competing major powers through loans and thus influences governments. States thus finance their military operations to increase their influence. The aim of the players is to participate in the success of the States through interest rates for loans and participations in tax revenues.
For imperial connoisseurs who only want to familiarize themselves with the operation in the BrettspielWelt, there is a pure operating instructions.
The countries run their trains reihum. The player who has granted most credit to a country at the moment carries out the government transactions and thus also the game moves. One player can lead several states or even none at all. In each move of a state, a new field for the toy stone is selected on the Rondell and the state carries out the corresponding action. In the first train of a state, the rock is set to any desired field of the rondell. All later moves are selected on the Rondell by advancing the playstone clockwise. No standing on the previous field is possible. In advance, one of the three preceding fields may be selected free of charge. Each far away field costs the player who leads the government 2 million to the bank. A maximum of 6 fields may be advanced on the Rondell.
The game ends as soon as a state reaches 25 win points. It then wins the player whose credits have the greatest value at that time. The exact score is explained at the end. In doing so, as in the whole game, the separation of players and temporarily run land is to be observed. The state funds are strictly held by the private assets of the players. One should always be aware that one has only temporary leadership and one can engage in several states.
At the beginning of the game, each player receives a selection of start credits depending on the number of players. The exact distribution can be found in the Annex. In the professional variant, players get only cash instead and can buy reihum to any country maximum one credit each. After the starting phase, Austria-Hungary starts the train. Then the countries follow in order of the right bar.
The 6 actions of the Rondells are now explained in detail. All costs incurred shall be borne by the respective State from its State Treasury.
The state can build a new factory at most. Construction of a factory costs 5 million. Weapons can only be built in brown and yards in light blue cities. A factory can only be built in its own town, in whose home province there are no hostile ( upright) armies. There is only one factory in every city. The possible fields are marked. By clicking you build the factory, you don't want to build, you can fit with the big X above.
If one only notices that the country does not have enough capital after selecting the action, one can still donate money from private assets.
Each weapon factory and yard of the state may produce an army or a fleet. Production is free. factories in whose home province are hostile (without white flag) armies cannot produce. Even the occupant himself cannot produce in an occupied foreign factory. If you want or can not produce in all factories because the stock is exhausted, you can turn off the production of a factory on the green checker. The production is started in the picture by means of the large button.
The State may purchase a maximum of 3 military units for 1 million each at the bank. The military units can be set free in all home provinces without hostile armies, but only in light blue port cities. Several military units may also be set up simultaneously in the same home province. The possible places for import units are marked white. By means of the red x you can remove a unit to be purchased again. The import is finally executed by means of the large button at the top of the picture.
If one only notices that the country does not have enough capital after selecting the action, one can still donate money from private assets.
This move is executed in three steps. First, the liquors are pulled, then the armies, finally the control chips are automatically stored.
All fleets of the state may move into an adjacent sea region. Fleets are in port after their production or import. Their first train is therefore always a train to the sea region adjacent to the port, which is additionally characterized by an anchor. Once fleets are on sea, they can no longer return to a land region. The fleets are simply moved by drag and drop. Once the movement of the fleets has been completed, you switch to the Armenian phase using the large button.
All armies of the state may move into an adjacent country region (except Switzerland). Alternatively, they can also be transported by sea with their own fleets (Konvoi). They exceed one or more adjacent sea regions in which their own fleets must be located. Every fleet can only transport one army per train. Sea transport is only possible if the army is located in a land region adjacent to the sea region or reaches this region by rail (see next point). After the convoy is completed, the army is back in a land region. The transport is carried out in stages, i.e. one region after another. By means of the large button, the maneuver is terminated and the control chips are set automatically.
A separate tax chip is placed in newly occupied land or sea regions where no military units of other states are located. Home provinces of other countries cannot be marked with a control chip. A control chip remains in a region until it is occupied by another state alone. Through a struggle, it can happen that a state that is not in the course of it alone occupys a region. In this case, the previous control chip is removed and replaced by a chip of this state.
If a unit moves into a region in which units of other states are located, it comes to battle if at least one side demands this. In a fight, the units involved are taken from the schedule in a ratio of 1:1.
The attacker selects an opposing unit in the martial menu for the fight and selects the lower red button for the fight. If he doesn't want to fight, choose the green button.
In this case, all units of foreign countries are asked by the same window whether they want to trade or not. If there is only one unit that opted for exchange, this will be done automatically. Then MUSS the attackers now choose one of the displayed combat-willing units for exchange. If you don't want to fight any side, all units stay peaceful next to each other in the same region. To fight with units of the active state that do not move, these units can simply be moved back to their region. Fleets and armies can only fight against each other when the fleet is still in the port.
Each state has a railway network, but it only exists between the home provinces and thus ends at its own national borders. If hostile armies are located in a home province, the railway network is interrupted in this home province. Armies may be transported by rail either before or after their train in the country.
If an army moves into the home province of another great power, then the government of the army has to decide whether this happens in hostile (standard) or friendly intention (white flag). The peaceful intention is chosen by clicking on the upper button (white flag) in the combat window, otherwise you choose one of the other buttons as usual. This button is only active when you enter a home region. A hostile army blocks the province (no production, no import, no factory build, no tax). A friendly army does not lead to any impairment. The status of the armies can be changed during the next manoeuvre of the country (Replace for status change in the same region). In the event of such a change in the status, the armies of other states in the province may also request a replacement. If a state has only one factory that is not occupied by hostile armies, the province of this factory must not be entered with hostile armies, armies of other states entering this province are automatically set to peace.
A foreign factory can be destroyed by clicking the bomb symbol with three armies if there are no armies (floats) of the defender (more) in the home province. The alien factory and the three armies are taken from the schedule. Exception: If a state has only one factory that is not occupied by enemy armies, this factory must not be destroyed.
This move is executed in three steps. Steps 2 and 3 are also executed when the investor field is not entered, but is only exceeded. In this case, first the play of the entering field is executed completely.
Each player who has given credit to the State receives his interest from the State Treasury. If there is not enough money in the State Treasury to pay the interest of all credits of the State, the player who leads the government must completely or partially dispense with his or her own interest. take the interest payment to others from his private cash. If this is not possible, the investor pull cannot be selected.
The player who owns the investor card (marked red), will receive 2 million from the bank and will then be allowed to invest in any state. For this, you choose the appropriate credit from the credit window and then buy it out. You can also increase a loan, for this the new loan, as well as the replacement, is selected, followed by the upgrade button. The value or the difference is paid into the state fund. Investing can be dispensed with by breaking.
Each player who does not run a government and is not owned by the investor card may also invest once. Investing without a flag takes place in the same way as the owner of the investor card, but without cashing 2 million from the bank.
At the end of the investor train, it is checked whether government changes occur. The sum of all credits of a player in the respective state is decisive. If a new player has obtained the highest credit amount (equivalent is not enough) due to the credit award(s), he takes over the government in that state and gets the flag handed out. If the government of a power that has up to now 0 power points and thereby loses a player its last government, this player will receive 1 million from the player who takes over the government. If a player is unable to pay the 1 million, he must not award the corresponding credit.
This turn automatically runs in three steps when selecting the corresponding field:
The tax of the State consists of two components:
A factory is considered unoccupied if there is no hostile army in the factory's home province. The theoretical maximum of the possible tax is 20 million (10 million from 5 factories plus 10 million from 10 control chips).
The last tax is shown on the left hand side of the assets of the state. If this amount is increased, the player gets the increase additionally paid as a premium from the bank into the private bank, but in case of falling taxes the government has nothing to pay.
From its taxes, the state must immediately pay its armies and fleets 1 million. Pay for cash. Only the remaining amount is paid from the bank into the state fund. If the amount is negative, there is no payment.
The State acquires additional power points according to its taxes, 5 points less than the revenue millions, but a maximum of 10. The last gain in points of power is recorded on the right above the assets of the state. The newly acquired power points are added to the old score on the counting bar at the lower margin. Once a state has reached a total of 25 power points, the game ends. If the investor field has been exceeded during the train to tax, points 2 and 3 of the investor train are no longer executed.
The number
At the end of the game, the winning points of the players are determined as follows.
Depending on the score reached, countries are weighted:
Players will now receive for each credit the product of interest income and weighting of the country as points. Finally, the cash is added in simple weighting. With a balance, the player who has the higher credit amount in the state with most power points wins.
Example: Italy has reached 17 points. Italy loans are therefore weighted at 3. If a player now has the 4 million (insen 2 million), as well as the 16 million credit (insen 6 million), he will receive a total of (2+6)*3=24 points for Italy.
Here, no credits are distributed at the beginning, but the players receive start capital as follows:
The starter may first select a credit from Austria-Hungary. If he borrows an Austro-Hungarian loan, he pays the amount of the loan to the Austro-Hungarian State Fund. After that, all other players in the clockwise direction may select an even free Austro-Hungarian credit and deposit it into the state fund. This is now done in a similar way for the other 5 countries in succession, whereby the starter continues to move.
In the strategy tips are given and FAQs answered, as well as the material is presented in detail. To whom it is sufficient to obtain this information in the game, it is possible to dispense with a study of the annex.
Furthermore, here again the operating instructions Reference.