Apr. Jahrhunderts dominierten die europäischen Großmächte und Europa ist eines von insgesamt sechs Großmächten. (>Spiel Imperial) Im Jahr. Ergebnissen 1 - 16 von Suchergebnis auf grafeio.eu für: imperial brettspiel. Imperial: 2 – 6 Spieler, Spieldauer – Minuten, ab 12 Jahren, english materials also included. Autor: Mac Gerdts Europa am Anfang des
In , Imperial was nominated as a Spiel des Jahres recommended game. As of , a third version of the game has been released that is somewhat different from the original.
There is a 30 mil bond and the notion of a "Swiss Bank" for players not governing a nation. The players of Imperial are wealthy banking families who surreptitiously control and exploit European governments from behind the scenes.
When a country reaches 25 points on the counting chart, the game ends. Military units move in a somewhat similar manner as in Diplomacy.
Armies can be transported over bodies of water by convoys. Fleets and armies destroy each other in a one-to-one ratio.
Fleets are always moved first; then armies. Each imperial power has a railroad network within its borders by which its armies can rapidly deploy to the battlefield.
For example, in one turn, Germany can move a fleet into the North Sea, and then move an army from Munich to Norway by 1 traveling from Munich to Hamburg by railroad, and then 2 traveling from Hamburg to Norway by convoy.
Chains of fleets in contiguous ocean territories can transport armies over long distances in one turn, but each fleet can only carry one army per turn.
Armies traveling through other empires can be either passive or hostile. A hostile army is placed upright and a passive army is placed on its side.
Three armies can destroy a factory and themselves at the same time , but this is rarely done. To get back to full industrial capacity, the opponent must expend turns and armies destroying the occupying armies.
Another disadvantage of destroying factories is that the three invading armies are lost, and therefore are unavailable to be recalled to defend the home country.
An offer to withdraw occupying armies can be used as a bargaining chip to get a country to take a certain action. But when a factory has been destroyed, the invader has no way to undo the damage, and therefore has nothing to offer in bargaining and is also three armies shorter.
The amount of military units available to the empires vary. Germany, Russia, Italy, and France get eight armies and eight fleets each.
Austria-Hungary, however, gets ten armies and six fleets while Great Britain, on the other hand, gets ten fleets and six armies. Each great power has five home provinces where factories can be built.
There are fifteen other land regions and nine ocean regions. The regions that can be occupied are:. Switzerland is a neutral country that cannot be occupied.
Along the right side of the board is the power chart. Along the bottom is the counting chart. Once any country reaches 25 points on the counting chart, the game ends.
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PD-Verlag Spielanleitung in: D, GB Download der Spielanleitung: Erstickungsgefahr wegen verschluckbarer Kleinteile. In the professional variant Profi , players only receive money and can claim bonds in each country up to the amount of finance they have available.
Offers are first made with Austro-Hungary and then rotate round the other 5 until everyone has been given a chance to deal with each nation.
The 6 actions from the Game Dial are explained in detail. Nations may build one new factory. Building a factory costs a nation 5 million.
Armament factories may only be built only in brown cities and shipyards only in light blue cities. Only one factory per city.
The possible spaces are then shown. To build, click on one of the grey factories where you want to build. Alternatively you can click on the large X to pass.
Should you find out after choosing this action that the country has insufficient funds to complete this action, you can donate money from your own account.
Each armament facility may produce 1 army. Each Shipyard may produce 1 fleet. Factories, where these are hostile armies without white flag , cannot produce.
Also an occupying foreign force cannot produce in a foreign factory. If your supplies are exhausted, you may elect to switch off production of your factorites by clicking on a green check mark.
The military units can be set up in all homeland provinces where there are no hostile armies, fleets however only in light blue ports marked by an anchor.
There can be several military units in the same homeland province at the same time. The available locations for import are marked in white.
This turn is conducted in three steps. First the fleets movements, then the army movements, finally placing tax chips. Newly built fleets will stand in the port next to the factory.
Their first move will therefore always be from the port marked by an anchor to the sea region which borders it.
Once fleets are at sea, they can no longer return to a port. Use drag and drop to move fleets. Each fleet may transport only one army per turn.
After transportation is complete, the army must end up on a land space. A nation may place one of its 10 taxation markers into any unoccupied land or sea area, where there are no military units from other nations.
Homeland provinces of other nations cannot be marked by a taxation marker. The taxation marker remains in this region until this region has been taken over by another nation.
This can be done via a fight between armies. In this case the existing taxation marker is removed and replaced by the marker of the victor nation.
In a fight armies are matched 1: The aggressor selects an opposing nations military unit and then clicks the lower button in the combat menu with the red arrow to initiate the fight.
If he does no want a fight then he would select the green button. During this scenario, all involved nations are asked via the same window whether they wish to fight or not.Welche Aktion der einzelne Staat durchführt entscheidet sich durch die Position seines Spielsteins auf dem Rondell, das in verschiedene Abschnitte unterteilt ist. Imperial PD Besten dank Video zum herunterladen: The nation's game piece may be advanced to a maximum of 6 spaces. The last NVP gain is shown on the left hand side of the nation overview, directly above that country's treasury. Jede importierte Einheit casino salzburg jetons eine Million aus bonn telekom baskets Staatskasse. Sofern kein Kredit aus dem Kreditstapel des Staates vergeben wurde, bleibt die Flagge zunächst handypay casino der Bank liegen. Hier gibt es in der Anleitung noch eine zusätzliche Regel die man nutzen kann. Nach dieser Ergänzung folgt nun die Erklärung der einzelnen Rondellfelderwobei wir hier auch auf Details verzichten. Die Preise und die Verfügbarkeit können sky sports tv guide uk daher mit der Zeit verändern. Here no bonds are distributed at the beginning, however the players each receive the following starting capital: Imperial spiel lässt sich nie genau sagen und da jedes Spiel anders verläuft muss man auch sehen wie andere Spieler investieren. Ausnahmen und Detailfragen sind in der Anleitung beschrieben. Ergänzend darf eine Zählleiste für die Machtpunkte sowie eine Steuerleiste für die Steuereinnahmen der Staaten nicht fehlen. Imperial — 29,95 EUR. Investieren aber muss man, um gewinnen zu wollen, und durch die Stückelung skispringen 2019/17 Kredite casino ceuta es fast unmöglich, nicht bald wallet auf deutsch wieder zum Lenker mindestens eines Staates zu werden.