
Imperial
- Players
- 2-6
- Best withThe player count this game plays best at.
- 4 players
- Play timeHow long a full game runs once everyone knows the rules.
- 180 min
- AgeThe minimum age printed by the publisher.
- 13+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 3.6 / 5
- Year
- 2006
About the game
Imperial casts players as international investors rather than nation leaders, buying bonds to steer the politics of six European imperial powers during the age of imperialism. Using a rondel to guide each nation's actions, investors direct factories, fleets, and armies, provoking wars, taxes, and expansion whose profits and losses flow back to the controlling investors. Since national loyalty shifts between investors as they gain influence, alliances and rivalries emerge organically over the course of play. It's a masterclass in indirect economic and political maneuvering without any dice or cards.
Hobbli's Notes
Hobbli's editorial team regards Imperial as one of Mac Gerdts's finest achievements: a game about controlling nations without ever truly owning one. The lack of luck puts full weight on strategic judgment and reading opponents' investments. Its indirect conflict, mediated entirely through nations rather than direct player actions, makes for fascinating multiplayer dynamics. It's a long, meaty game best suited for experienced strategy groups with time to spare.
What we like
- Innovative investor mechanic creates unique indirect conflict.
- No luck element puts full weight on strategic skill.
- Rondel system rewards efficient long-term planning.
- Rich political theme emerges naturally from mechanics.
Keep in mind
- Long playtime demands a serious time commitment.
- Indirect control can feel confusing for new players.
- Scales less smoothly at very low or very high player counts.
Who it's for
Best for serious strategy gamers aged 13+ who enjoy political and economic maneuvering in groups of 2-6.











