Imperium: Horizons

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Imperium: Horizons

Overview

Players guide one of 14 unique historical civilizations (Abbasids, Aksumites, Cultists, Guptas, Inuit, Japan, Magyars, Martians, Mayans, Polynesians, Sassanids, Taino, Tang, Wagadou) through history in this deck-building game. Each turn, players either Activate (play cards and use exhaust abilities), Innovate (break through for a new card), or Revolt (remove Unrest cards). Players build their decks by acquiring cards from the Market, unlocking Nation cards through deck cycling, and Developing powerful late-game cards. The game ends through Scoring (triggered by exhausting the Main deck, developing all Development cards, or resolving King of Kings) or Collapse (Unrest pile empty). Compatible with Imperium: Classics and Imperium: Legends.

Components

Setup

Player Setup

  1. Choose a civilization; take all cards with matching nation color.
  2. Take a Player organiser.
  3. Place Power card face-up below organiser (B side for new players, A for advanced). Some civilizations have additional state-type cards placed below the Power card.
  4. Place State card with the Barbarian side up below organiser.
  5. Take 3 Action tokens and 5 Exhaustion tokens; place on State card (some civilizations use only 3 Exhaustion tokens).
  6. Place Development cards face up above organiser.
  7. Place Accession card face up above organiser (some civilizations have none).
  8. Shuffle Nation cards into a face-down Nation deck placed on top of the Accession card.
  9. Take 1 King of Kings token (light side up), 3 Materials, 2 Population, 1 Progress as starting resources.
  10. Set aside any cards with in-play starting icon; they go into the Market setup.
  11. Shuffle remaining cards into a Draw deck below the organiser.
  12. Draw 5 cards for starting hand.

Commons Setup

  1. Place resource tokens in the Supply.
  2. Place Market board in the center.
  3. Select a Commons card set (from Classics, Legends, or Horizons).
  4. Sort Commons cards by banner color.
  5. Remove 4-player and 3+-player cards as appropriate for player count.
  6. Place Unrest cards below the Unrest icon on Market board.
  7. Place King of Kings (Fame side showing) on Market board; shuffle remaining Fame cards on top. Adjust deck to correct size (2p: 6, 3p: 7, 4p: 8 cards).
  8. Create Region, Uncivilised, and Civilised small decks of appropriate size.
  9. Place one Tributary card face up at bottom of each small deck.
  10. Shuffle remaining Civilised, Uncivilised, Region, and Tributary cards to form the Main deck.
  11. Deal one card from each small deck and two from Main deck face up to form 5-card Market row.
  12. Place an Unrest card under each non-Unrest Market card.
  13. Add a Progress token on each Market card with a white banner.
  14. Place Solstice token between last and first player.

Turn Structure

Each round, players take turns in order. After all players have taken a turn, resolve Solstice (simultaneous Solstice effects on all players’ cards). On your turn, declare one of three turn types:

Activate Turn

Take Actions (spend Action tokens) and use Exhaust abilities (spend Exhaustion tokens) in any order/combination. Most common turn type.

Innovate Turn

No Actions or Exhausts. Instead: discard all cards from hand, then Break through for one card. Move to Clean-up.

Revolt Turn

No Actions or Exhausts. Instead: Return any number of Unrest cards from hand to the Unrest pile. Move to Clean-up.

Clean-Up (end of every turn)

  1. Add 1 Progress token from Supply onto any Market card.
  2. Remove all Exhaustion tokens from your play area, Nation deck, Development area, and Power card. Reset State card to 3 Action + 5 Exhaustion tokens.
  3. Optionally discard any cards from hand.
  4. Draw cards up to hand size (default 5). Never forced to discard down to hand size.

Reshuffling Your Draw Deck

When your Draw deck is empty and you need to draw, reshuffle your Discard pile. Before reshuffling, if you have an available Exhaustion token:

  1. If Nation deck has cards: Place top Nation card into Discard pile; place an Exhaustion token on Nation deck. If Accession card was placed, flip your State card.
  2. If Nation deck is empty but Development cards remain: You may pay a Development cost to Develop one card into your Discard pile.
  3. Shuffle Discard pile to form new Draw deck, then continue drawing.

Actions

Acquiring Cards

Card Types

Card Type Icon Behavior
In-play Pin icon Remains in play area after being played
Attack Sword icon Affects other players
Region Green Provides resources; can garrison cards underneath
Uncivilised Orange Traditional technologies
Civilised Blue Advanced technologies
Tributary Purple Peoples pledging loyalty
Fame Gold Victory point cards from Fame deck
Unrest Grey Clogs your deck; no function

Resources

Four types: Materials, Population, Progress, Goods. Primarily generated by Region cards and exhaust effects. Resources in your pool are yours; resources on cards are not available to spend.

Scoring / Victory Conditions

Scoring (normal game end)

Triggered when any of these occur:

Complete the current round + Solstice, then play one final round + Solstice. Then score:

Collapse (emergency game end)

Triggered immediately if the Unrest pile is ever empty (even mid-effect). Game ends instantly. Count Unrest in Hand, Play area, Draw deck, Discard pile, and History. Fewest Unrest wins. Ties broken by normal scoring.

Special Rules & Edge Cases

Player Reference

Turn Type What You Do
Activate Spend Action tokens to play cards; spend Exhaustion tokens for Exhaust abilities
Innovate Discard hand, Break through for 1 card
Revolt Return Unrest from hand to Unrest pile
Clean-Up Step Action
1 Add 1 Progress to any Market card
2 Reset all tokens to State card (3 Action, 5 Exhaustion)
3 Optionally discard cards from hand
4 Draw up to hand size (default 5)
Fame deck size: 2p: 6 3p: 7 4p: 8
Small deck sizes: 2p: 6 3p: 7 4p: 8 (for Region, Uncivilised, Civilised)

Game end: Scoring (Main deck empty / last Development / King of Kings / card effect) or Collapse (Unrest pile empty).