Overview
Empires in Arms is a grand-strategy wargame covering the Napoleonic Wars from 1805 to 1815. Up to seven players each control a major European power (France, Great Britain, Russia, Austria, Prussia, Spain, and Turkey), competing for international prestige measured in victory points. The game covers 132 turns (one per month) and includes diplomacy, economics, naval warfare, and land combat. It is one of the most ambitious and complex board wargames ever produced, with games potentially lasting 200-300+ hours.
Components
- 1 large game map of Europe (multiple sheets)
- Hundreds of counters representing armies, fleets, leaders, garrisons, and markers
- Turn record track
- National cards and reference charts
- Multiple dice
- Rulebook and scenario guides
- Economic charts and diplomatic tracking sheets
Setup
- Select a scenario (the full campaign starts in 1805; shorter scenarios are available).
- Each player chooses or is assigned a major power: France, Great Britain, Russia, Austria, Prussia, Spain, or Turkey.
- Place starting military forces on the map per the scenario setup instructions.
- Set initial economic values, political status, and alliance markers.
- Determine initial turn order.
- With fewer than 7 players, unclaimed powers may be neutral or controlled by specific rules.
Turn Structure
Each turn represents one month. Every turn consists of 4 phases (with a 5th phase every third month):
1. Diplomatic Phase
Players negotiate deals, forge alliances, declare war, sue for peace, and conduct all diplomatic activities. Alliances and treaties are binding for specified periods. Secret negotiations are allowed. Players may form coalitions against dominant powers.
2. Reinforcement Phase
Each player, in sequence, adds previously purchased reinforcements to the map. New corps, fleets, and leaders are placed according to placement rules.
3. Naval Phase
Each player conducts naval movements in sequence. Fleets may:
- Move between sea zones
- Transport armies
- Blockade enemy ports
- Engage in naval combat
Naval battles are resolved when opposing fleets occupy the same sea zone.
4. Land Phase
Each player moves armies and fights land battles in sequence. Armies may:
- March through provinces
- Besiege fortified cities
- Engage in field battles
- Conduct retreats and pursuits
Land combat is resolved using a combination of leader ratings, troop quality, tactical selections, and dice.
5. Economic Phase (every 3rd month / quarterly)
Players collect income from provinces, trade, and colonies. They purchase new military forces, pay maintenance for existing armies and fleets, and manage their national treasury. Economic decisions determine long-term military capability.
Actions
Diplomacy
- Form alliances (offensive and defensive)
- Declare war or sue for peace
- Negotiate treaties with binding terms
- Create or dissolve coalitions
- Transfer provinces or make political concessions
Land Combat
Combat uses a detailed system:
- Players select battlefield strategies before engagement (outflank, probe, assault, etc.)
- Battles may last multiple rounds
- Factors include: army size, troop quality, general ratings, terrain, supply, and weather
- Guard commitments, artillery bombardment, and cavalry charges are tactical options
- Victory is typically achieved by reducing the opponent’s morale to zero rather than physical elimination
Naval Combat
- Fleets engage when in the same sea zone
- Combat considers fleet size, admiral quality, and weather
- Blockades restrict trade and reinforcement
Siege Warfare
- Fortified cities must be besieged
- Siege takes multiple turns depending on garrison strength and fortification level
- Assault attempts are costly but can speed resolution
Scoring / Victory Conditions
Victory Points
Victory Points represent international prestige. They are earned through:
- Controlling key provinces and capitals
- Winning major battles
- Enforcing favorable peace terms
- Economic dominance
- Achieving scenario-specific objectives
Game End
The standard campaign runs from January 1805 to December 1815 (132 turns). Shorter scenarios cover specific wars or periods within the Napoleonic era.
Winning
The player with the most Victory Points at the end of the scenario wins. Alternatively, dominating Europe to a specified degree may trigger an early victory.
Special Rules & Edge Cases
- France typically starts as the most powerful nation but faces coalitions of multiple players.
- Great Britain’s strength is primarily naval and economic rather than on land.
- Russia’s vast territory provides strategic depth – invading armies face supply problems.
- Turkey is often a peripheral power but can play a decisive role in certain scenarios.
- Neutral minor countries have their own forces and may be influenced or conquered.
- Guerrilla warfare rules apply in Spain (the Peninsular War).
- Winter attrition is severe, especially in Russia.
- The game’s length means most groups play by mail, online, or in dedicated weekend sessions.
- Optional rules exist for elevating neutral countries to playable status.
- Political control and forced marches add layers of strategic complexity.
- Supply lines are critical – armies without supply suffer severe attrition.
Player Reference
Turn (monthly): Diplomacy > Reinforcements > Naval Phase > Land Phase
Quarterly: Add Economic Phase (income, purchases, maintenance)
Powers: France, Great Britain, Russia, Austria, Prussia, Spain, Turkey
Combat: Strategy selection > Multiple rounds > Morale-based resolution
Economy: Provincial income + trade; spend on troops, fleets, leaders
Win condition: Most Victory Points at scenario end