How to Play

Battle Simulations

Scenario 1 — A Battle Between Equal Opponents

In every battle, each side must have at least one Commander leading at least one Military Unit. In this scenario Lucius leads one Roman Infantry unit (4,800 men). Hasdrubal leads one Carthaginian Infantry unit (5,000 men). The two commanders have identical values, therefore no bonuses are applied to their Military Units.

Combat Sequence
At the start of battle, the side with the higher SPEED attacks first. If both sides have equal SPEED, initiative is determined randomly (for example, rock–paper–scissors).
Carthaginian Infantry SPEED = 7
Roman Infantry SPEED = 6
Since 7 > 6, the Carthaginian Infantry attacks first.

First Attack
Carthaginian Infantry: 5,000 ATTACK 8
Roman Infantry: 4,800 DEFENSE 9
Because ATTACK < DEFENSE, the attack is ineffective. The Carthaginian Infantry cannot break the Roman formation. No casualties occur on either side.

Roman Turn
The Roman player may now choose one of three options:
A. Counterattack B. Maintain the stalemate C. Retreat

If Roman chooses Option B: Maintain the Stalemate

When Roman force chooses to maintain the stalemate. Carthaginian force cannot move forward in the next turn. 

If Roman chooses Option A: Counterattack
Roman Infantry: ATTACK 8
Carthaginian Infantry: DEFENSE 8

Combat resolution rules:
• If ATTACK > DEFENSE, the attacker inflicts casualties without suffering losses.
• If ATTACK = DEFENSE, both sides suffer proportional losses (“kill one thousand, lose eight hundred” principle).
• If ATTACK < DEFENSE, the attack fails.

Here: ATTACK 8 = DEFENSE 8
Therefore, both sides suffer proportional casualties.

Result:
• Roman Infantry reduced to 0 (fully eliminated)
• Carthaginian Infantry reduced from 5,000 to 200 remaining

Scenario 1 Conclusion
When the commanders are tactically equal:
• Roman Infantry excels at defense.
• Roman Infantry struggles in offensive parity situations.
• Equal-value exchanges favor the larger unit size.

This scenario demonstrates that without superior leadership bonuses, Roman Infantry is strong defensively but not decisive in attack.


Scenario 2 The Influence of Commanders

How can Roman Infantry win?

Victory depends on the commander leading the army.

In Imperium, every battle must include at least one Commander card leading at least one Military Unit card.
If the commanders’ values differ, those differences directly affect the performance of their Military Units.

 

Scipio Africanus vs Hasdrubal Barca

The Roman side replaces Lucius with Scipio Africanus.

Scipio leads one Roman Infantry unit (4,800 men).
Hasdrubal Barca leads one Carthaginian Infantry unit (5,000 men).

 

Commander Stat Differences

 

Strength

Scipio STRENGTH = 9
Hasdrubal STRENGTH = 8

Difference = +1 in Scipio’s favor.

Rule:
The difference in STRENGTH is added directly to the Military Unit’s ATTACK when attacking.

Roman Infantry ATTACK becomes:
8 + 1 = 9

 

Strategy

Scipio STRATEGY = 10
Hasdrubal STRATEGY = 8

Difference = +2 in Scipio’s favor.

Rule:
The difference in STRATEGY is added directly to the Military Unit’s DEFENSE.

Roman Infantry DEFENSE becomes:
9 + 2 = 11

 

Influence

Scipio INFLUENCE = 9
Hasdrubal INFLUENCE = 7

Difference = +2 in Scipio’s favor.

Rule:
The difference in INFLUENCE is added directly to the Military Unit’s MORALE.

Roman Infantry MORALE becomes:
9 + 2 = 11

 

Morale Rule:

  • If the defender’s MORALE is equal to or higher than the attacker’s, the defender may counterattack with remaining forces.
  • If the defender’s MORALE is lower than the attacker’s, surviving troops immediately rout after suffering an attack.
Leadership

Scipio LEADERSHIP = 10
Hasdrubal LEADERSHIP = 8

Rule:
Leadership determines the maximum number of Military Unit cards a commander may lead.
This becomes decisive in large-scale battles.

 

Battle Resolution

At the start of combat:

Carthaginian Infantry SPEED = 7
Roman Infantry SPEED = 6

Since 7 > 6, Carthage attacks first.

 

First Attack

Carthaginian ATTACK = 8
Roman DEFENSE = 11

Because ATTACK < DEFENSE, the attack fails.

The Carthaginian Infantry cannot break the Roman formation.
No casualties occur.

 

Roman Turn

The Roman player may choose:

  • Defend
  • Counterattack
  • Retreat

Roman chooses to counterattack.

 

Roman Counterattack

Roman ATTACK = 8 + 1 (Strength bonus) = 9
Carthaginian DEFENSE = 8

Since ATTACK > DEFENSE:

The Roman Infantry eliminates 4,800 Carthaginian soldiers without suffering losses.

Carthage is reduced from 5,000 to 200 remaining men.

 

Morale Check

Roman MORALE = 11
Carthaginian MORALE = 8

Since Roman Morale is higher, the remaining 200 Carthaginian troops rout and flee.

Battle ends.

 

Scenario 2 Conclusion

This scenario demonstrates that:

The same Military Unit can perform at vastly different levels depending on its commander.

Under Scipio’s leadership:

  • Roman Infantry becomes nearly unbreakable defensively.
  • It gains offensive superiority.
  • It forces enemy morale collapse.

Superior leadership transforms ordinary troops into decisive victors.


Scenario 3 — A Possible Reversal

Weak Troops, Strong Commander 

Consider a battle between Roman Infantry and Slave Revolt Infantry.

When the commanders are equal in value:

  • Roman Infantry has higher ATTACK.
  • Roman Infantry has higher DEFENSE.
  • Roman Infantry has higher MORALE.
  • Slave Revolt Infantry only has higher SPEED.

Although the Slave Revolt attacks first due to superior SPEED, its ATTACK cannot penetrate Roman DEFENSE.
When Rome counterattacks, the Slave army is completely destroyed.

Under equal leadership, Roman Infantry is overwhelmingly superior.

Scenario: Spartacus vs Gaius Glaber

The interesting dynamic appears when the Slave Revolt is led by the famous gladiator and rebellion leader Spartacus, facing Roman commander Gaius Glaber.

Commander Comparison

Spartacus
STRENGTH 10 / STRATEGY 8 / LEADERSHIP 9 / INFLUENCE 9

Glaber
STRENGTH 8 / STRATEGY 5 / LEADERSHIP 7 / INFLUENCE 5

Commander Bonuses

Strength Difference: +2 (Spartacus)

This increases Slave Revolt ATTACK by 2.

Slave Revolt ATTACK: 7 + 2 = 9

Roman Infantry DEFENSE: 9

Battle Resolution

Slave Revolt SPEED is higher, so they attack first.

ATTACK 9 = DEFENSE 9.

According to the rule:

When ATTACK equals DEFENSE, both sides suffer proportional losses (“kill one thousand, lose eight hundred”).

Result of first round:

  • Roman Infantry (4,800) is completely eliminated.
  • Slave Revolt loses 4,800 men.
  • 200 Slave soldiers remain.

Battle ends with a Slave victory.

Conclusion

Under the leadership of Spartacus:

  • A weaker Military Unit can defeat a stronger one.
  • Superior leadership compensates for inferior equipment and base stats.
  • Tactical advantage transforms the battlefield outcome.


Scenario 3: Oenomaus vs Glaber

Now replace Spartacus with Oenomaus leading the same Slave Revolt Infantry.

Oenomaus
STRENGTH 8 / STRATEGY 7 / LEADERSHIP 7 / INFLUENCE 6

Glaber
STRENGTH 8 / STRATEGY 5 / LEADERSHIP 7 / INFLUENCE 5

Battle Resolution

Slave Revolt attacks first due to higher SPEED.

Strength is equal, so no ATTACK bonus.

Slave Revolt ATTACK = 7
Roman Infantry DEFENSE = 9

ATTACK < DEFENSE → The attack fails.

Roman Counterattack

Oenomaus has +2 STRATEGY over Glaber.

Slave DEFENSE becomes:
5 + 2 = 7

Roman Infantry ATTACK = 8

Since 8 > 7:

Roman Infantry inflicts decisive damage.

Result:

  • Slave Revolt reduced from 5,000 to 200 survivors.
  • Roman Infantry remains intact.

Morale Check

Slave MORALE:
8 + 1 (Influence difference) = 9

Morale is not lower than Rome’s, so the remaining 200 soldiers do not automatically rout.

However, a counterattack with 200 men would be suicidal.

The Slave player may choose to retreat, preserving the commander.

Final Insight

Spartacus changes everything.
Oenomaus does not.

This scenario demonstrates:

  • Strength determines breakthrough power.
  • Strategy determines survivability.
  • Influence determines whether troops hold or flee.
  • Leadership determines army scale.

A powerful commander can reverse the fate of weak troops.
But without decisive leadership superiority, inferior units cannot overcome stronger ones.


Scenario 4 — The Lightning Warfare of a Great Commander

Marcus Claudius Marcellus, known as “The Sword of Rome,” was one of Rome’s most distinguished generals and served as consul five times. He led Roman forces through many difficult campaigns. In 208 BCE, he encountered Hannibal Barca’s forces and was killed in battle during a Numidian cavalry ambush.

This scenario demonstrates how mobility combined with superior command can produce decisive battlefield results.

Marcus Claudius Marcellus vs Hannibal Barca

Commander Comparison

Both commanders have equal STRENGTH.

However:

Hannibal’s STRATEGY is higher by 2 → Cavalry DEFENSE +2
Hannibal’s INFLUENCE is higher by 2 → Cavalry MORALE +2

Thus, Hannibal’s cavalry benefits from:

  • DEFENSE 5 + 2 = 7
  • Increased MORALE
Assumption 1

2 Roman Infantry vs 3 Carthaginian Cavalry

Roman Side:
2 Roman Infantry units
4,800 × 2 = 9,600 soldiers

Carthaginian Side:
3 Cavalry units
1,000 × 3 = 3,000 cavalry

Cavalry SPEED exceeds Infantry by 3.

With 3 SPEED advantage, cavalry may:

  • Attack twice and withdraw (hit-and-run), or
  • Attack three times before suffering counterattack.
Phase I: First Cavalry Assault

All three cavalry units (3,000 men) concentrate on one Roman Infantry unit.

Two consecutive attacks inflict 6,000 damage, completely eliminating the first Roman Infantry (4,800 men).

The third SPEED point is used to withdraw and regroup.

Roman Counterattack

Rome now has only one Infantry unit remaining.

Roman ATTACK = 8
Carthaginian DEFENSE = 7

Since ATTACK > DEFENSE, one Cavalry unit (1,000 men) is eliminated.

Phase II: Second Cavalry Assault

Carthage now has 2 Cavalry units (2,000 men).

Using their SPEED advantage, they launch multiple attacks.

With three consecutive strikes, they eliminate the remaining Roman Infantry (4,800).

Result of Assumption 1

Carthage Victory

Losses: 1 Cavalry unit (1,000)

Rome: 2 Infantry units destroyed (9,600 total)

This scenario demonstrates how mobility and action economy can overcome superior numbers when force concentration is sufficient.

Assumption 2

2 Roman Infantry vs 2 Carthaginian Cavalry

Roman Side:
2 Infantry units (9,600 total)

Carthaginian Side:
2 Cavalry units (2,000 total)

Phase I: Cavalry Opening

Using SPEED advantage, cavalry attack three times.

They eliminate one Roman Infantry unit (4,800).

Roman Counterattack

The remaining Roman Infantry attacks.

Since ATTACK 8 > DEFENSE 7:

One Cavalry unit is destroyed.

Final Phase

Only one Cavalry unit remains.

Even with 3 consecutive attacks, it can eliminate at most 3,000 Roman soldiers.

The remaining 1,800 Roman Infantry can then counterattack and destroy the final Cavalry unit.

Result of Assumption 2

Rome likely wins.

When only one Cavalry unit remains, it may choose to withdraw rather than fight to destruction.

Cavalry mobility allows escape —
but insufficient numbers prevent victory.

Strategic Insight

This scenario demonstrates:

  • Cavalry excels in speed, initiative, and concentrated strikes.
  • Multiple attacks create burst damage potential.
  • Infantry excels in endurance and counterattack.
  • Commander bonuses enhance mobility warfare.
  • However, scale remains decisive.

Mobility without sufficient force cannot secure final victory.

Great commanders amplify strengths —
but numbers still matter.

Using a powerful Artifact card can significantly enhance Hannibal’s cavalry strength.


Solo Imaginative Play

Solo Imaginative Play transforms the cards into a living stage for your imagination. Like building with LEGO or playing with action figures, you step into a role-playing world where you control the narrative. But unlike toys without depth or information, every card you command carries rich historical detail, context, and meaning.

In this mode, you are the director of history. Using the cards, you can orchestrate epic clashes between empires, simulate battles between rival legions, craft political power struggles between legendary figures, or design flourishing trade routes that connect distant cultures. There are no fixed scripts determining the outcome. The only limit is your imagination.

You can lead Spartacus and his rebels toward hard-won freedom. You can command Rome as it ventures into unknown lands and collides with new civilizations. You can dispatch caravans eastward, exchanging silver, artifacts, and ideas along ancient trade routes.

Every card becomes a character. Every layout becomes a scene. Every decision reshapes the course of your world. In Solo Imaginative Play, history is not something you simply study. It is something you create.

Casual Battle Grid Mode Inspired by Tic Tac Toe

  

A fast three-lane tactical duel that can be learned in minutes. Each round begins with both players placing one commander and one military unit face down in each lane, committing their forces without knowing the opponent’s allocation. Victory depends not on raw strength alone, but on how effectively power is distributed across the three lanes. Even a historically stronger faction can lose if its strength is misallocated. The principle mirrors the story of David versus Goliath: advantage is not overcome by matching force, but by avoiding it and concentrating strength where it matters most.

Structured Three-Lane Conflict

Casual Battle Grid Mode is built around defined battle lanes. The round begins as a three-lane confrontation. For each lane, players place one commander and one military unit face down. Before the reveal, neither side knows how the opponent has committed their forces. Within the constraint of three simultaneous lanes, players must distribute their strong, medium, and weak hands strategically.

The result may be:

  • One side winning two lanes
  • A split outcome with one draw
  • Or a complete stalemate

Scalability

With a single 20-card Core Set, strategic possibilities remain tight and focused. As additional sets are introduced, the expansion of commanders, units, and artifacts dramatically increases combinations and strategic depth. What begins as a structured three-lane duel evolves into a layered system of probability, positioning, and calculated risk.


Prosperity & Battle Lane Mode

(Core Set Demonstration – Edition I)

Step 1 — City Setup

Each faction places one City Card face up.

Each city has:

  • Prosperity → Points gained per round
  • Endurance → Number of rounds the city can generate Prosperity

Rome

Prosperity: 10 per round
Endurance: 10 rounds
Maximum potential output:
10 × 10 = 100 Prosperity

Carthage

Prosperity: 9 per round
Endurance: 7 rounds
Maximum potential output:
9 × 7 = 63 Prosperity

Victory Condition:
When a faction reaches 100 total Prosperity, it wins automatically.

This reflects historical reality: once a civilization reaches overwhelming development, it can outscale smaller powers.

Round Structure

Each round follows this order:

  1. Cities generate Prosperity
  2. Players unfold into battle lanes
  3. Reveal commanders and units
  4. Convert Influence to Prosperity
  5. Resolve battles
  6. Update totals

Demonstration Case One

(Carthage wins by lane efficiency)

Round 1 — Three-Lane Setup

Each side places:
1 Commander + 1 Military Unit per lane
Face down.

Before combat resolves:

Influence Points from commanders convert into Prosperity.

End of Round 1 Totals

Rome:
City: 10
Commander Influence: 9
Additional Influence: 15
Total = 10 + 9 + 15 = 34

Carthage:
City: 9
Commander Influence: 10
Additional Influence: 7 + 6
Total = 9 + 10 + 7 + 6 = 32

Round 2 — Three-Lane Battle

Battle Result:
Carthage wins 2 lanes out of 3.

Cities generate Prosperity again.

Updated Totals

Rome:
34 + 10 + 9 = 53

Carthage:
32 + 9 + 10 + 7 = 58

Round 3 — Two-Lane Battle

Cards shuffle.
Battlefield reduces to two lanes.

Result:
Carthage 1 win, 1 draw.

Cities generate again.

Updated Totals

Rome:
53 + 10 + 9 = 72

Carthage:
58 + 9 + 10 + 7 = 84

Round 4 — One-Lane Battle

Rome has only one commander remaining.
Carthage has two.

Rome may deploy only one lane.
Carthage’s second lane automatically gains Prosperity.

Scipio vs Hasdrubal:
Carthage wins one lane, one standby.

Standby does not generate additional Prosperity.

Final Totals Before End

Rome:
72 + 10 = 82

Carthage:
84 + 9 + 10 = 103

Carthage surpasses 100.
Carthage wins.

Demonstration Case Two

(Different lane allocation, longer escalation)

Round 1 Totals

Rome:
10 + 9 + 8 + 7 = 34

Carthage:
9 + 10 + 7 + 6 = 32

Round 2 — Three-Lane Result

Outcome:
1 win, 1 loss, 1 draw

Rome:
34 + 10 + 9 + 7 = 60

Carthage:
32 + 9 + 10 + 7 = 58

Round 3 — Two-Lane Result

1 win each.

Rome:
60 + 10 + 9 = 79

Carthage:
58 + 9 + 10 = 77

Round 4 — Two-Lane Allocation

Hannibal defeats Gaius.
Scipio on standby.

Rome:
79 + 10 = 89

Carthage:
77 + 9 + 10 = 96

Round 5 — Final Engagement

Draw.

Rome:
89 + 10 + 9 = 108

Carthage:
96 + 9 + 10 = 115

Carthage wins by surpassing 100 first.

Historical Note

In the Edition I Core Set, Rome statistically holds the long-term advantage. Rome possessed a stronger population base, greater institutional stability, and broader military depth. Historically, even after catastrophic defeat at Cannae, Rome ultimately overcame Carthage through endurance, manpower, and strategic persistence.

The demonstrations shown above represent minority simulations in which Carthage prevails. While such outcomes are possible within the system, Rome retains the higher overall probability of victory, reflecting its historical structural advantages.

Design Note

This demonstration uses only a single 20-card Core Set.

With additional Core Sets and Booster Packs:

  • More commanders
  • More unit combinations
  • More artifacts
  • More probability layers

The system evolves into deeper strategic complexity.

More modes and expansions to come.


Conclusion
Using the battle system above, you and your friends can choose different ways to decide victory. You may fight a single decisive engagement — one battle to determine the outcome. You may simulate a two-lane push, inspired by fast-paced strategic games, where both sides advance simultaneously along parallel fronts. Or you may create a three-lane battlefield, similar to large-scale arena warfare, where armies divide their strength across multiple fronts and strategic positioning becomes critical.

 

The system is designed to be very flexible. You can also create your own campaigns based on the historical data printed on the cards:

  • Use a Historical City’s Garrison Capacity to determine how many Military Units a faction may deploy.
  • Use the Defense value of a city to determine how many soldiers are required to breach its walls.
  • Use Prosperity to determine how many Military Units may be reinforced or respawned per round or per game.

These are only some of the possible ways to play.

Imperium Cards is not limited to one format. It is a strategic engine built upon historical foundations. Players are encouraged to explore, experiment, and invent new modes of play. In the end, you are the true commander. You are the architect of strategy. You are the director of history.

History, forged into cards — at your command.