Imperial 2030

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Imperial 2030

Overview

Players are international investors controlling the governments of six Great Powers (Russia, China, India, Brazil, United States, Europe) by purchasing their bonds. The player with the highest bond investment in a nation controls its government and decides its actions via the rondel. Nations build factories, produce military units, maneuver armies and fleets, levy taxes, and accumulate power points. The game ends when any nation reaches 25 power points. Final score = bond interest x nation’s Power Factor + cash. No dice or card luck.

Components

Setup

  1. Place nation markers on rondel center and scoring track “0.”
  2. Place 2 starting factories per nation on the board.
  3. Sort bonds by nation in ascending order; place in national treasuries.
  4. Sort money as the bank.
  5. Distribute starting money and nation flag cards based on player count:
    • 4-6 players: 13 million each; deal 1 flag card randomly to each.
    • 3 players: 24 million each; deal India/Russia/China + matched pair cards.
    • 2 players: 35 million each; deal China/Russia + matched pair cards.
  6. Players buy initial bonds as shown on flag card backs (paying into treasuries).
  7. Investor card goes to the player left of Russia’s controller.

Turn Structure

Nations take turns in fixed order: Russia, China, India, Brazil, United States, Europe. Each nation’s turn: the controlling player moves the nation marker on the rondel to select an action.

Rondel Movement

Actions

The 6 rondel spaces:

Factory (cost: 5 million)

Build 1 factory in an unoccupied city in the nation’s home province without hostile armies. Brown cities get armament facilities (produce armies); blue cities get shipyards (produce fleets).

Production

Each factory produces 1 free military unit (army from armament facility, fleet from shipyard). Cannot produce in provinces with hostile armies. New units placed in the factory’s home province.

Import (cost: 1 million each, max 3 units)

Buy up to 3 military units and place them in home provinces without hostile armies. Fleets only in harbor cities (blue).

Maneuver

Three steps in order:

  1. Fleets move: Each fleet may move to 1 adjacent sea region. Fleets start in harbors; first move goes to adjacent sea region. Cannot return to land.
  2. Armies move: Each army may move to 1 adjacent land region or be transported by fleet (convoy).
  3. Flags placed: Place nation flags in newly occupied neutral regions.

Battles: When units of different nations occupy the same region, battle occurs if at least one side demands it. Each side removes 1 unit simultaneously until one side is destroyed or both agree to peace. Destroyed units return to supply.

Convoy: An army in a harbor can be loaded onto a fleet in the adjacent sea. The fleet (with army) moves to another sea region. The army disembarks into an adjacent land region. Each fleet can carry 1 army.

Investor

The government receives a bonus from the treasury (2 million). Then, starting with the holder of the Investor card and proceeding clockwise, each player may buy 1 bond from any nation. The Investor card holder also receives 1 million from the bank. After purchasing, pass the Investor card to the left.

Government change: If a player buys a bond that makes their total investment in a nation exceed the current government’s total, they take control of that nation.

Taxation

Count the nation’s tax revenue: number of factories + number of occupied regions (with nation flags) + unoccupied home provinces. Look up the tax chart for power points gained and government bonus. The nation’s power points increase, and the government (player) receives a personal bonus from the bank.

Scoring / Victory Conditions

Game ends immediately when any nation reaches 25 power points.

Final scoring:

Tiebreaker: Higher credit sum in the nation with the most power points.

Special Rules & Edge Cases

Player Reference

Rondel Space Action Cost
Factory Build 1 factory 5 million
Production Produce units at factories Free
Import Buy up to 3 units 1 million each
Maneuver Move fleets, then armies, then flags Free
Investor Bonus + bond buying round 2 million to government
Taxation Score power points + government bonus Free

Nation order: Russia -> China -> India -> Brazil -> USA -> Europe

Rondel: 3 free spaces, then (1 + Power Factor) per extra space, max 6 total.

End game: Any nation reaches 25 power points.