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Grand Imperialism box art
1978 Ranked #12,092

Grand Imperialism

Conquest game has imperial powers build, move, negotiate, battle, and expand across a contested world. Pirates, attrition, and double-dealing make wealth and territory difficult to hold.

Wargames Exploration Wargame Area Majority / Influence Area Movement

Players

2-6

Play time

Not listed

Age

8+

Complexity

2.2/5

Rating

6.98

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.8/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

A game of expansion and conquest full of glory, bloodshed, deals and double-dealing, heroic stands of small armies against native hordes, gunboat diplomacy and much more.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

A game of expansion and conquest full of glory, bloodshed, deals and double-dealing, heroic stands of small armies against native hordes, gunboat diplomacy and much more. During your turn pirates attack, you accumulate wealth, you draw and play cards, build, move, perhaps lose men to attrition, have battles and attempt to conquer your world. This is a revised version of Flying Buffalo's Imperialism.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–6
Play time
60 min
Age
8+
Complexity
2.2/5
Credits and catalog connections

Credits

Designers

1
Richard Barr

Publishers

2
Gametime Games Heritage Models, Inc.

Linked items

No published linked games yet.