Front Cover

Front Cover
  • Front Cover
  • Empire Nations Reference Cards
  • Russian Battle Card (bottom cardface)
  • British Battle Card (bottom cardface)
  • sample Game Card
  • sample Game Card
  • sample Game Card

Napoleon's Imperium, 1798-1815

$159.00

$119.00

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Napoleon’s Imperium, 1798-1815 is an addictive and exciting new Napoleonic War game for two to eight players on a grand scale that has undergone more than 28 years of design and development. Designed for two to eight players, the game pitches eight Empire Nations of the Napoleonic Wars, divided into two Alliance’s in a fight to the death struggle for control of Napoleonic Europe. The game has a “Churchill war room” feel with large numbers of counters representing age-of-sail style Fleets, Artillery, Cavalry, Infantry, Commanders, Spies, the colors (flags) and the odd camel just to mix it up! It’s big, it’s bright, it’s attractive, it’s interactive and it’s addictive!


Anticipated Release Date  Q3 2020

Napoleon’s Imperium is a magnificently designed and epic scale team-based war game fought out in the glorious Napoleonic Wars! 

Each player commands an Empire in an Alliance of four Empires, all with different strengths and weaknesses, different economic scales and geographic advantages. As no two Empires are alike, survival and dominance in Napoleon’s Imperium relies on strong partnerships!

But although no two Empires are alike, the two opposing alliances are balanced equally. The slight imbalance of commencement strengths is offset by the combination of Empire individual special abilities and Empire geography.

The upheaval of changing alliances, the ramifications of treaties and the significance of world events are all represented in Napoleon’s Imperium via 160 beautifully designed “Battle Cards.” These Battle Cards balance real history and real-world events with the element of chance and fog of war. 

In Napoleon’s Imperium, the roll for weather plays an important and exciting factor, affecting the movement and the attack and defense abilities of each Empire.

The average game would run five to six hours but can be campaigned to play for days. And it’s straight into the cannon fire or cannon fodder depending on your battle fortunes as an average game would encompass an average of 80 to 100 battles!

And with Napoleon’s Imperium, the more you play, the more your prestige grows as you earn ranking points with every game!

Napoleon’s Imperium is played out on a magnificently designed, large scale map that is accented by a “Christopher Columbus” style world globe. The globe is a visual masterpiece that reflects Napoleonic Europe and North Africa! 

With a “Churchill war room” feel, Napoleon’s Imperium brings large numbers of counters to the playing map. These counters represent age-of-sail style Fleets, Artillery, Cavalry, Infantry units, Commanders, Spies, flags and the odd camel just to mix it up! 

It’s big, it’s bright, it’s attractive and interactive. But most of all, it’s addictive! And every time you play it’s different!

Andrew Rowland, the game designer from Australia, so don’t be surprised you if you see a rare cameo of little-known Napoleonic connections to Australia in the gameplay!

Napoleon’s Imperium represents over 28 years of design development and game testing and is modeled on an award-winning prestige tabletop game that has featured in Australian media, exhibitions and used for many years as a corporate training aid for team building and strategic planning.

Napoleon's Imperium

THE BASICS

Napoleon’s Imperium is a turn-based game that is restricted by a timeline of years.

There is a maximum of 18 playable years in Team Napoleon; 1798 to 1815.

A typical game is five to six years or turns. Approximately 80 to 100 battles will happen in that time.

A Battle Point Game lasts 4 to 6 hours (variable turn length based on player agreement).

A Campaign Game can last up to 5 to 20 hours depending on the skills of the players as they seek to achieve a Capital Victory.

Large Scale Map - The map is divided into land territories and sea territories with different economic values Capital Cities and Sea Ports.

Playing Pieces Types

  • Artillery = Cannon
  • Cavalry = Horses
  • Camels (only Ottoman Empire)
  • Infantry = Foot soldiers
  • Fleets = Ships
  • Colours = Flags

  • Each Turn has 3 phases.
  • Phase One: Purchase
  • Phase Two: Attack
  • Phase Three: Movement
  • Weather. A wonderful optional element of Napoleon’s Imperium is the roll for weather each year. This has individual effects on each player and can lay waste the best of plans or save an Empire from imminent destruction!

Game Objectives

The objective of Napoleon’s Imperium is for one Alliance to conquer the other by either achieving a Capital Victory (capturing key enemy territories) or a Battle Points Victory (based on favorable outcomes and achievements made during game play).

Product Information:

  • Scope: Napoleonic Grand Strategic
  • Complexity: 6 out of 10
  • Solitaire Suitability: 4 out of 10
  • Time Scale: 1 Turn = 1 Year
  • Map Scale: Global map centred on Europe, North Africa
  • Unit Scale: 10,000 men per Infantry unit, 2,000 men per Cavalry unit, 50 cannon per Artillery unit, 5 ships of the line per Fleet unit
  • Players: 2-8 players
  • Playing Time: 4-6 hours for Battle Point Game, 6-15 hours for Campaign Game depending upon skill of players. Each year of play takes approximately 40 minutes to one hour to complete.

Components:

  • One Battlefield Game Map (33x44 inches)
  • 160 Battle Cards (20 cards per Empire)
  • 80 Battle Point Cards
  • One Battle Point Card Replacement Board
  • Five sheets of 168 oversized counters each
  • Eight Player Aid Cards
  • Rules Booklet
  • Twenty 10-sided (10 red, 10 blue)
  • Box and Lid 

Game Credits:

  • Game Development and Design: Andrew Rowland
  • Game Development Partner: Harry Rowland, Australian Design Group
  • Graphic Design: Vlad Stanescu
  • Lead Playtesters: “Team Napoleon Test Team” (Darryl Kane, Guy Wernhard, Thomas Carrett, Michael Popple, Scott Rowland, Andrew Rowland, Wayne McIntyre, Robert Spier, Aylin Rowland, Natasha Rowland)
  • Research, Historical Game Components Development: Peter Cross, Andrew Rowland
  • Game Rule Editors: Darryl Kane, Guy Wernhard, Scott Rowland, Anne Leishman
  • Counter figure Art: Vlad Stanescu, Peter Cross, David Rowland
  • Map Design and Layout: Andrew Rowland, Vlad Stanescu

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