Contents
Welcome to the Imperial 2030 Game Rules!
Hey there! Ready to dive into the exciting world of Imperial 2030? Well, you’ve come to the right place. These game rules will guide you through the ins and outs of this captivating game. So, buckle up and get ready for an adventure like no other!
Objective
Alright, let’s start with the basics. In Imperial 2030, the goal is simple – dominate the world! You’ll take on the role of a powerful investor, using your wits and strategy to control countries, build armies, and expand your influence. The player with the most money at the end of the game wins the title of world conqueror!
Gameplay
Now, let’s talk about how the game works. Imperial 2030 is played over several rounds, and each round is divided into phases. During these phases, you’ll have the opportunity to make investments, move armies, and conquer territories.
At the beginning of each round, you’ll receive income based on your investments. Use this money wisely to expand your influence and strengthen your position. Invest in countries, buy bonds, and manage your resources with care.
Next, it’s time to move your armies and conquer territories. Strategize your moves, anticipate your opponents, and conquer regions to increase your control. But be careful – your opponents are vying for power too, and they won’t make it easy for you.
The game continues like this, with each player taking turns and making their moves. As the game progresses, new countries may emerge, and the balance of power can shift in unpredictable ways. Adapt your strategies and stay one step ahead of your rivals to secure your dominance.
Victory and Conclusion
When all is said and done, the game comes to an end after several rounds. The player with the most money in their pocket emerges as the ultimate winner. Congratulations, world conqueror!
So, are you ready to seize control and make your mark on the world? I know I am! Grab your friends, set up the game board, and let the battle for global domination commence. Good luck, and may your fortunes rise like never before!

In the year 2030, I see a world that has changed. The United States, Russia, and Europe used to be the only big players on the scene. But now, we have China, India, and Brazil stepping up to the plate. These countries are making their mark in the global power game, trying to gain influence and control.
However, there’s a dark undercurrent to this whole situation. You see, all these powerful countries are just pawns in a bigger game. Behind the scenes, there are international investors who hold all the strings. They manipulate the fates of these nations like puppeteers.
It’s a cutthroat race for these investors. They want to make as much money as possible, so they seek to control these powerful states with an iron grip. But things are never set in stone. Control can slip away, and new dynamics and conflicts can emerge.
It’s a constant game of chess, with ever-changing strategies and alliances. As an investor, you need to stay on your toes and adapt to the ever-shifting landscape. One wrong move, and you could lose it all. The world in 2030 is a complex and unpredictable place.
Hey there! Have you ever heard of Imperial2030? It’s this awesome strategy game that you can play with two to six players. The best part is, there’s no luck involved – it’s all about using your brain to make smart decisions!
Imperial2030 is a game that combines economics and military strategy. You have to think carefully about how you want to use your resources and plan out your moves. There are no dice or cards to rely on, so it’s all up to you to make the right choices.
Let me tell you about the components of the game. First, you have the game board, which is where all the action takes place. It’s a map of the world with different regions and countries. You’ll also need some player markers, which are used to keep track of who controls which countries.
Next, there are the country cards. These cards represent the different countries in the game and show how much control each player has over them. They also have information about the economic value of each country, which is important for scoring points.
You’ll also need some investment cards. These cards allow you to invest in different countries and increase your control over them. They’re a valuable resource, so you’ll want to use them wisely.
Finally, there are the money markers. These markers represent your wealth in the game and are used to buy things like investment cards and military units. Money is an important resource in Imperial2030, so you’ll need to manage it carefully.
So, there you have it – the components of Imperial2030. It’s a game that combines economics and military strategy, and it’s all about making smart choices. There’s no luck involved, so it’s up to you to come up with the best strategy to win. Are you up for the challenge?

Printed Tiles
- 1 gameboard
- 54 cards representing the six nations
- 90 flags in 6 different colors (15 flags per nation)
- 6 nation flag cards
- 1 investor card
- 130 Bank notes
- 1 instruction booklet
- 1 quick intro
Wooden Components
- 48 armies in the six different nation colors
- 48 fleets in the six different nation colors
- 24 factories (12 brown armament facilities and 12 light blue shipyards)
- 18 octagonal markers in the six different nation colors
- 1 turn marker (wooden pawn)
The Game Board
On the game board, you will find six powerful nations: Russia, China, India, Brazil, United States, and Europe. These nations are known as “Great Powers”.
Imagine this: you and I are international investors living in Switzerland. As players, we have the power to control the governments of different nations. The best part? Switzerland is a neutral zone, so no armies can enter!
Getting Started
First Steps
Let’s talk about how to begin. You might be wondering, “Where do I even start?” Well, don’t worry, I’ve got you covered. Here are some simple steps to help you get started on your journey.
First, I want you to take a moment and close your eyes. Take a deep breath and let it out slowly. Now, think about what you want to achieve. What are your goals? What do you hope to accomplish? Write these down, as it will help you stay focused and motivated.
Next, it’s time to make a plan. Break down your goals into smaller, more manageable tasks. This will make them less overwhelming and easier to tackle. Start with a clear and specific goal, and then create a step-by-step plan to achieve it.
Now it’s time to take action! Start working on your first task. Don’t worry if it feels challenging or if you’re not sure what to do. Remember, every journey starts with a single step. Just take that first step, and the rest will follow.
Staying Motivated
As you progress on your journey, it’s important to stay motivated. Here are a few tips to help you keep going:
1. Celebrate your achievements, no matter how small. Each step forward is a step closer to your goal. Take a moment to acknowledge your progress and give yourself a pat on the back.
2. Surround yourself with positivity. Find people who support and encourage you. Share your goals with them, and let them cheer you on. Their positivity will fuel your motivation.
3. Take breaks when you need them. It’s important to rest and recharge. Listen to your body and mind. If you feel overwhelmed or exhausted, take a break. You’ll come back refreshed and ready to tackle your tasks.
4. Stay focused on your WHY. Remember why you started this journey in the first place. Keep your goals and dreams in mind. They will be your guiding light on the days when motivation is scarce.
Final Thoughts
Starting something new can be both exciting and challenging. But with the right mindset and a clear plan, you can achieve anything you set your mind to. So take that first step, and don’t be afraid to stumble along the way. Remember, every journey is unique, and every small victory counts. Good luck, and enjoy the ride!

Nation Markers: First, we need to place a nation marker for each nation in the middle of the rondel. Then, we place a second nation marker on the first space of the scoring track, marked as “0”. (We will only use a third marker if we’re playing a specific variant, which I’ll explain later.)
Factories: Let’s talk about factories now. Each nation starts with two factories that are placed on the game board. We have a brown army armament facility for the brown squares and a light blue shipyard for the light blue squares. The remaining 12 factories are placed next to the game board, waiting to be built.
Bonds: Now, let’s sort the 54 bonds according to their nations and arrange them in six piles. Each pile should be sorted in ascending order, with the lowest value bond on top. These piles are then placed inside their respective nation’s treasury on the game board.
Bank: Finally, let’s sort and place the money next to the game board. This will serve as the bank for our game.
Distributing The Bonds
-
4 To 6 Players: If you have 4 to 6 players, each of you will start with 13 million (1 x 5 million, 4 x 2 million) from the bank. We will shuffle the six nation flag cards and give each player one card. 3 Players: With 3 players, you will each receive 24 million (2 x 5 million, 7 x 2 million) from the bank. The nation flag cards of India, Russia, and China will be shuffled and dealt to the players. In addition, each player will receive a matching nation flag card:
- If there are 3 players, you should look for cards with matching numbers.
- If there are 2 players, go for cards with matching letters.
- If you’re playing with six players, you’ll need 13 million.
- If you’re playing with five players, make it 15 million.
- If there are only four players, you’ll need a whopping 19 million.
- 2 million for each factory that is unoccupied
- 1 million for each flag
1. The United States flag card will go to India.
2. Brazil’s flag card will go to Russia.
3. Europe’s flag card will go to China.
2 Players: If you’re playing with 2 players, both of you will start with 35 million (3 x 5 million, 10 x 2 million) from the bank. The nation flag cards of China and Russia will be shuffled and dealt to the players. Each player will also receive their corresponding nation flag cards:
1. Europe and Brazil flag cards will go to China.
When it comes to buying bonds in games, there are a few important things to consider. If you’re looking for a game that allows you to invest in the bonds of different countries like India, United States, and Russia, then you’ll love this one.
In this game, the bonds are distributed among the players at the beginning. The bonds are shown on the back of the nation flag cards. Each player takes the bonds shown on the back of their card from the bond pile and pays the corresponding price into the treasury of that nation. It’s important to remember that the initial distribution of the bonds is based on the cards.
Once all the initial bonds have been distributed, each player will have 2 million remaining, while the rest will be in the treasuries of the nations. This ensures that everyone starts off with a fair amount of money to invest in the game.
Each player keeps the nation flag card(s) that they have been dealt. This card indicates that they have made the highest contribution to the nation and therefore, forms the government. It’s a double-edged sword because while it gives you power, it also comes with the responsibility to make the right decisions for the nation.
So, if you’re ready to invest in bonds and lead a nation, then this game is perfect for you. By following these guidelines and understanding the rules of the game, you’ll be well-equipped to make informed decisions and have a great time.
When you’re playing with four or five players, we don’t distribute all the nation flag cards right away. Instead, we save some for later. The remaining cards will be given to the player or players who own the “2 million” bond for that nation. Basically, if you have the highest credit sum, you get those extra cards. But if none of the bonds have been distributed yet, the nation flag card stays in the bank for now.
Now, let’s talk about the investor card. This one goes to the player sitting to the left of the person in control of Russia. If there isn’t anyone controlling Russia, then the investor card goes to the player on the left of the one controlling China.
Here’s a tip for when you’re playing with 2 or 3 players:
And if you’re an experienced player, here’s a variant for you:
When it comes to the game, Power Grid, there are a few key things to keep in mind. First of all, you need to consider the number of players involved. With three players, there will be 25 million bonds, while with two players, there will be 37 million bonds. These numbers are important because they determine the flow of the game.
Now, let’s talk about the object of the game. It’s all about economic power and military strength. Each nation in the game has factories that represent their economic power, as well as sea and land regions that represent their military strength. Throughout the game, the nations will collect power points based on these factors.
Once a nation reaches 25 power points, the game comes to an end and the final scores are calculated. Now, this is where things get interesting. Players will receive victory points based on the number of million bonds they have. The more bonds a player has, the more victory points they will earn. The ultimate goal of the game is to accumulate the most victory points and emerge as the winner.
Now let’s dive into the actual gameplay. In Power Grid, there are six imperial Great Powers, which are essentially the nations that players invest in. As an investor, it’s your job to grant bonds to these nations. This will give you a stake in their success and allow you to earn victory points based on their performance.
So, as you can see, Power Grid is a game that combines strategy, economics, and a bit of military might. It’s about making wise investments, managing resources, and ultimately coming out on top. Are you ready to take on the challenge and see if you have what it takes to become the ultimate power player?
When you play the game, the person who gives the most money to a country gets to control that country’s government and make decisions on the game board. We call this person “the government of the nation.”
No matter how many people are playing, all six nations are involved throughout the game.
Picking a spot on the rondel
Each nation’s turn involves choosing a spot on the rondel. On the first turn, you can put your marker anywhere on the rondel. On subsequent turns, you have to move your marker clockwise to a different spot; you can’t stay in the same place.
Hey there! Let’s dive into an intriguing concept called the nation marker. It’s an essential part of this exciting game, and I want to share its importance with you.
First things first, the nation marker can be shifted forward to one of three spaces without any cost. However, from the fourth space onward, the player in charge of that nation’s government must pay to the bank. The payment amount is determined by adding one to the Power Factor on the scoring track. This payment is made in millions, mind you!
Now, at the beginning, the Power Factor for every nation is set at zero. So, any movement beyond the initial three spaces will cost the player 1 million, added to the bank’s treasure. Simple enough, right? But here’s the catch – as a nation gains power points and its Power Factor increases, the additional spaces on the rondel become more expensive to move across.
Let me illustrate this with an example: Imagine a nation with a mighty 17 power points, which corresponds to a Power Factor of 3. In that case, each extra space the nation marker wants to move will cost a hefty 4 million. Yikes! So, it’s essential to keep tabs on your power points and calculate those costs wisely.
Oh, by the way, the maximum number of spaces you can move on the rondel is six. So, keep that in mind as well!
For example: China has 11 power points and is standing on the Investor space on the rondel.
To choose Taxation on the next turn, I must move forward 4 spaces.
I, as the Chinese government (player), would have to pay 1+2 = 3 million to the bank. To move from Investor to Factory, I would have to pay 6 million to the bank, and so on.
Starting the Game
Separate Funds
I need to keep the treasury of the six imperial nations and my own cash separate. I hold the treasuries I control in trust.
I’m not allowed to use the treasuries for my personal expenses or give away money from them. However, I can contribute my personal cash to the treasury anytime I want to support it financially.
Hey there! Did you know that in this game, each player can check what’s in everyone’s treasuries? It’s important to do so for control purposes. But here’s a secret: you can keep your own personal cash hidden from the other players!
Now, here are some rules you need to follow. Nobody is allowed to lend or give money to each other. Also, trading bonds among players or getting rid of them in any other way is a big no-no, unless the rules explicitly say so.
Let’s Get Started!
The game starts with Russia. After that, the nations take turns in a clockwise order, following the sequence of their national treasuries on the game board. Here’s the order: 1. Russia, 2. China, 3. India, 4. Brazil, 5. United States, and 6. Europe.
We use a turn marker to show whose turn it is. If a nation doesn’t have a bond, that means it doesn’t have a government yet, and its turn gets skipped.
When the game starts, I give the investor card to the player sitting on the left side of the Russian player. If there is no Russian player, then I give it to the player on the left side of the Chinese player.
Spaces on the Rondel
Let me explain the purpose of each space on the rondel.
Factory
You can build one new factory as a nation. Armament facilities can only be built in brown cities, and shipyards can only be built in light blue cities. You can only build a factory in one of your own cities if there are no enemy armies (standing upright) in your home province. You can have only one factory in each city.
You need to pay 5 million into the bank and place the appropriate factory on the game board in your chosen city.
Example: Okay, picture this: Europe has these factories in Paris and London, right? Now, you have this cool feature called the Factory space. And guess what? You can build a factory there! But here’s the kicker: you gotta choose between two options. You can either build a shipyard in Rome (light blue) or an armament facility in Berlin (brown). Exciting, huh? But hold on! Before you can start constructing, you need to pay 5 million from the treasury to the bank. Just think, if there’s a pesky hostile army in Berlin, you can only build a factory in Rome. So, strategy is key!
Let’s Create!
Ah, the beauty of production! Get this: each armament facility can create one army for free. Meanwhile, each shipyard can produce a fleet, also for free. But, here’s the thing, if there are enemy armies lurking in your home province, your factories can’t produce. And don’t even try it if you’re the one occupying a foreign factory – it’s a no-go. Whenever you make your rad new armies and fleets, just place them in the home province of the factory. Even if there are already a bunch of military units hanging around, it doesn’t matter. Your factory, your rules!

Imagine this: Picture a map of Europe with different cities labeled, like London, Paris, and Rome. Now, let’s say there’s a problem in this imaginary world – a hostile Chinese army is in Paris, while a friendly US army is in London.
When you’re standing on the “Production” space on the rondel, Europe can do something special. They can place a fleet in London and Rome, but they can’t put an army in Paris. It’s like Europe is using its factories in those cities to produce something military-related.
Important – A Clever Move
Import
In this world, the nation can buy military units from the bank for a price of 1 million each. But there’s a catch – the nation is only allowed to have a maximum of three military units in total. You can put these units in any of your own provinces, as long as there are no enemy armies around. Those provinces without hostile armies are the ones where you can place your units – like safe spots.
One thing to note is that you can only put fleets in light blue cities, which we’ll call harbors. So, think of fleets as strong ships that can only be deployed in those harbor cities. But hey, here’s a neat trick – you can deploy multiple military units in the same home province at the same time, if you want to.
My Strategy in the Game
Example: When playing the game, I made a strategic move to import one fleet and two armies from my treasury into the bank, with a total cost of 3 million. I strategically deployed all three military units in Shanghai, as it offered the best advantage. I could have placed the armies elsewhere, but not the fleet.
My Winning Maneuver
To win the game, I followed a three-step maneuver. First, I moved my fleets, then my armies, and finally, I strategically placed flags in newly occupied regions.
1. Powerful Fleets
My fleets played a crucial role in my strategy. They were allowed to move to an adjacent sea region, crossing blue sea borders. Initially, after their production or import, my fleets stayed in the harbor. Therefore, their first move was always to the sea region adjacent to the harbor. Once my fleets were at sea, they couldn’t return to a land region.

Here’s an example of how fleets can maneuver: The fleet from the North Atlantic can move to the Caribbean Sea, the Gulf of Guinea, or the Mediterranean Sea.
The fleet in the London harbor can only move to the North Atlantic. It can also choose to stay where it is.
If a fleet moves to a region where fleets from other nations are present and a battle is requested, it will become a battle. In a battle, the fleets are destroyed equally, and both are removed from the game board.
If a fleet enters a region with fleets from multiple nations, the government of the moving fleet decides which fleet it wants to destroy. However, if the invader wants to remain friendly, they must offer the opportunity for a battle to each fleet present in the sea region.
So here’s what happens: I go up to all the other fleets and ask them one by one if they want to fight. If nobody says they do right after we move, then we all just chill and stay in the same spot.
Oh, and by the way, if my fleet doesn’t move, I can still fight fleets from other countries that are in the same spot as me. Pretty cool, huh?

Let’s talk about fleet battles: Imagine the blue fleet sailing to the Caribbean Sea. Once there, blue has the power to decide whether or not they want to engage in a fight.
If they do decide to fight, blue then chooses whether to battle against the green fleet or the red fleet.
But let’s say blue doesn’t want a battle. In that case, the blue fleet heads to the Caribbean Sea and asks if anyone else wants to fight. If, right after this move, neither the red nor the green fleet wants to fight, all three fleets stay put in the Caribbean Sea.
2. Armies
A nation’s armies have the option to move to a neighboring land region. They can also be transported overseas using their own fleets, known as convoys. When using a convoy, armies can travel across one or more adjacent sea regions, as long as the nation already has a fleet in those regions.
So here’s the deal: fleets and armies in this game have a special relationship. See, each fleet can only transport one army per turn. It’s like a buddy system, you know? Anyway, if you want to use a fleet to transport an army by sea, there are a couple of rules. First, the army has to be in a land region right next to a sea region. Or, it can be in a land region that’s connected to a sea region by rail. Easy peasy, right?
Now, after the fleet transports the army, it has to end up in a land region again. It can’t just stay out at sea, chilling with the dolphins or something. But here’s the cool part: even if a fleet has already moved during the fleet movement phase, it can still be used to convoy an army. Talk about multitasking!

Let’s talk about sea transport, shall we? Here’s an example of how it works: Imagine one army wants to travel from Vladivostok and reach Indonesia. They can do this by hopping on fleets and landing in different places along the way. Some possible destinations could be the Philippines, Indochina, Shanghai, Beijing, or Korea.
Now, here’s the catch: When the first army uses the fleet in the China Sea to travel, the second army can’t use it anymore to get to their destination. It’s like a one-time deal! However, fear not, because the second army can still find another way. For instance, they could head to Japan since there’s another fleet in the Sea of Japan that hasn’t been used yet. And guess what? No convoy is needed to get to Korea!
Now, let’s shift our focus to rail transport: Each nation has its own rail network that runs within its own provinces. This network connects to the national borders. But here’s the thing: If an enemy army is present in a province, the rail network in that province stops working. It’s like hitting pause on the trains.
Did you know that armies, those formidable forces of power, can be transported by rail within a country? It’s true! The ability to move troops quickly and efficiently is a game-changer in the world of warfare.

Here’s an example of how rail transport works: Imagine I’m in the Indian army, stationed in New Delhi. If I need to get to Kolkata, I can simply hop on a train and travel there quickly and easily. From Kolkata, I can then use different strategies to invade either Indochina or Chongquing.
Now let’s say I’m a part of the army in Afghanistan. Unfortunately, we don’t have a direct rail connection to any fleet. So if I wanted to move into India, I could take the train and reach any province there. But once I’m in India, I wouldn’t be able to leave through a land border or use the fleet in the Indian Ocean to move to another region.
It’s interesting to see how rail transport can be a game-changer in military strategy. While it offers convenience and accessibility to some armies, it presents limitations and challenges for others. It’s all about understanding the different factors and options available, and making the most of them!
Battles: When it comes to battles, an army facing another army on land is pretty much the same as a battle between fleets at sea. For example, if an active nation has armies in a land region, they can destroy an equal number of enemy armies. On the other hand, if a foreign nation’s land region is invaded, their armies can also call for a battle.
Now, fleets and armies can only engage in battle if the fleet is still in the harbor. In such a situation, the invading army can attack the fleet, or the fleet can initiate the battle.
Entering provinces of other Great Powers:
If I, as a great power, move my army into the home province of another great power, I have an important decision to make. I must determine whether my army will be seen as hostile or friendly by the government of that great power. If my army is hostile, it will stand upright in the province, effectively blocking any production, import, building of factories, taxation, and rail. However, if my army is seen as friendly, it will be laid on its side and won’t cause any restrictions.
If a country only has one remaining factory that is not under enemy control, then enemy armies cannot enter that province. If armies from other countries try to enter that province, they will be eliminated.
Destroying a factory: A foreign factory can be destroyed if there are no armies or fleets from the defending country in their homeland anymore. The factory and three armies are removed from the game board. However, if a country has only one remaining factory that is not occupied by enemy armies, that factory cannot be destroyed.

An example of how a factory can be destroyed: In Murmansk, there is only one shipyard, and a fleet is stationed there as well.
Here’s what can happen: a blue army from Berlin can sail to Murmansk, engaging in battle with the fleet. If the battle is won, both the invading army and the fleet are eliminated.
Alternatively, the armies from Rome can travel by rail to Berlin, and from there, move to Murmansk together with the army from Berlin. Now, three blue armies are stationed in Murmansk, and they have the power to destroy the factory. If this happens, all three armies and the light blue shipyard are removed from the game board.
3. Flags
Whenever a nation occupies new land or sea regions without any enemy military units present, they have the right to place their flag there. However, they cannot assign flags in the home provinces of foreign nations.
When a flag is planted in a region, it stays there until another nation takes over the region completely. This might happen after a battle, when an inactive nation ends up being the only one occupying the region. In that case, the old flag is taken down and a new flag representing the new nation is raised in its place.
Once a nation has placed all 15 flags on the game board, it can’t claim any more regions for taxes. If this nation ends up taking over new regions exclusively, flags of other nations are removed without replacement. However, as soon as one of its 15 flags becomes available again, the nation can place it in one of these empty regions.
Special Map Conditions:
Canals: The Panama and Suez Canals are special passages that fleets can use. For example, a fleet in the Caribbean Sea can sail directly into the North Pacific, or a fleet in the Mediterranean Sea can sail directly into the Indian Ocean (and vice versa) thanks to these canals.
Have you ever wondered about flags and how they affect the movement of fleets and armies in the world of diplomacy? Let me break it down for you.
In Diplomacy, there are certain regions like Colombia (for Panama) or North-Africa (for Suez) that are marked with a flag. This flag represents the nation that controls the passage through the canal. And here’s the catch – the owner of that nation has the power to decide whether to allow or prevent fleets from moving through the canal.
But it doesn’t stop there. Armies can also be convoyed through canals, as long as the nation controlling the canal with its flag gives the green light. In the game’s beginning stages, there is no flag and, therefore, no restriction on using the canal.

Here’s an example of how canals are used: The United States controls the Suez Canal.
If Europe agrees, they can move their fleet from the Mediterranean Sea to the Indian Ocean.
Additionally, if the fleet from Rome also enters the Mediterranean Sea, Europe could then use both fleets to transport their army from Paris to Mumbai, for instance, in order to capture the Indian shipyard.
However, it’s important to note that this army convoy can only happen if the U.S. agrees to that particular movement as well.
Let’s remember that the earth is a sphere: The sea regions are all connected from East to West. On the right side of the game board, you can see parts of the North and South Pacific.
Hey there! Let’s talk about the arrows on the map. They show that the North Pacific is right next to the Sea of Japan (SJ) and the China Sea (CS). This means that fleets can go directly from the North Pacific to either of these sea regions, or the other way around. And you know what? There are no rules against moving armies along that route either!
Now, the South Pacific is next to the China Sea (CS) and the Tasman Sea (TS). But on the map, there aren’t any connections from the North Pacific to the South Pacific, so you can’t go there directly.
Let’s talk about islands: So, only 5 specific islands or groups of islands can be occupied with armies. These are Japan, the Philippines, Indonesia, Australia, and New Zealand. Other islands, like Madagascar, don’t count. Now, there’s one special island called Indonesia. It can be entered from three different sea regions: the Indian Ocean, the Tasman Sea, or the China Sea. How cool is that? You can bring your armies there by boat!
No entry: You can’t go to the white polar regions on the game board’s Northern edge, or to the neutral territory of Switzerland where the banks are located.
Investor
I’ll take you through the steps for this turn. We’ll follow steps two and three even if we don’t land on the “Investor” space, just when we pass over it. In that case, we’ll still complete the action determined by the space we land on first.
1. Paying Out Interest
When I land on the Investor space, the national treasury will pay you interest if you granted bonds to the nation.
If the treasury doesn’t have enough money to pay all the interest on its bonds, I, as the player leading the government, need to refuse some or all of my own interest. If necessary, I have to use my personal cash to pay the interest to others.
2. Time for the Investor
As the player holding the Investor card, I receive 2 million from the bank. I can choose to invest in any nation. I can only select bonds that are available in the nation’s bond repository. I have the option to either take a new bond or increase the value of an existing bond from the same nation.
If I choose a new bond, I need to pay for it in full to the appropriate treasury, and I get the bond card. If I decide to increase an existing bond, I need to return the lower value bond card to the nation’s bond repository and take the higher value bond card.
When I want to exchange bonds, I only need to pay the difference in value between the two bonds into the nation’s treasury.
For example, let’s say I return a 4-million Chinese bond and take a 12-million Chinese bond from the repository. I would then pay the difference of 8 million into the Chinese treasury.
3. Investing with the Swiss Bank
If I have a Swiss Bank and I don’t currently hold the investor card, I can still invest once. Investing with the Swiss Bank works the same way as if I had the Investor card, but I don’t collect two million from the bank.
If multiple players have a Swiss Bank, we follow the order of play (clockwise) and start with the player who currently holds the Investor card.
When it’s my turn as an Investor, we need to check if there will be any changes in the government. Here’s how it works: the total value of bonds that I have in a specific nation determines who governs that nation.
If, because of my bonds, I have the highest total value (remember, ties don’t count), then I become the new government of that nation and I get the nation flag card. But what if more than one player has the same highest value? Well, in that case, the player who is sitting first, starting from the person with the investor card, gets to take over the government.
If I don’t control any government, I get something called a Swiss Bank. I get to keep the Swiss Bank until I take over a government again. If that happens, I have to give the Swiss Bank back.
?
When you own a Swiss Bank in this game, you have the power to prevent other nations from bypassing your investments. However, you can only do this if the country in question has enough money to pay back all the interest owed.
Once you’ve exerted your influence, the Investor card moves on to the next player in a clockwise direction.
Taxation
This part of the game involves four steps.
1. Tax Revenue
A country earns its tax revenue from two sources:
A factory is considered unoccupied when there are no enemy troops present in its home province. The maximum tax revenue that can be collected is 23 million (8 million from 4 factories plus 15 million from 15 flags). The bank then transfers this collected tax revenue to the national treasury on the game board.
2. Soldiers’ Pay
When the treasury needs to pay the bank for soldiers’ wages, it has to come up with one million for each army and fleet it has. However, if the treasury is empty, no more payments can be made.
A Bonus for Success
If I, as the government or player, am successful in my endeavors, I receive a bonus from the treasury. This bonus is displayed in the middle line of the tax chart. For example, if my tax revenue is at least six million, I get a bonus of one million. If my tax revenue is at least ten million, the bonus is two million. It continues to increase with every four million in tax revenue.
But here’s the thing – if the amount required to pay the soldiers’ wages is so high that the treasury doesn’t have enough money left for the bonus, the bonus gets reduced to whatever is available. In some cases, it might even be reduced to zero.
Boosting My Power Points
Based on the tax revenue I collect, my nation gains additional power points. These power points are independent of the soldiers’ pay or success bonuses. The number of power points gained is given on the last line of the taxation chart.
When you earn power points in the game, they are added to your existing total, which is represented by your position on the scoring track along the top edge of the game board.
The game comes to an end when a nation reaches a total of 25 power points. However, if the Investor space on the rondel is passed over during this final turn, no more investments are made (steps 2 and 3 of the Investor turn are skipped).

Example: Once I finally found a dress that fit perfectly and made me feel confident, it was like discovering a hidden treasure.

When you play this game, there are a few important things you need to know. The goal is to reach 25 power points, and when that happens, the game is over. Your final score is calculated by multiplying the interest on your bonds with the Power Factors on the scoring track and adding your cash. For each million you have, you get one victory point. The player with the most victory points wins.
Now, let me explain how the tax revenue works. There are 3 factories and 5 flags in total, and they generate 11 million in tax revenue. This money is paid from the bank to the treasury. On the other hand, the United States has two fleets and one army. Because of that, their treasury pays 3 million back to the bank.
If there’s a tie, the player with the higher credit sum in the nation with the most power points is declared the winner. So, keep an eye on your credit and make sure to accumulate power points. It’s all about strategy and making the right moves!