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Imperial Elegy: The Imperial World at War 1850-1920

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New

In Imperial Elegy: The Imperial World at War 1850–1920, every decision matters: lead your nation toward a century of peaceful glory or explosive conflict.

  • English
  • From 14 years old
  • 4h and more
  • 1 to 6 player(s)

125,90 €

Shipping from 1.95€ - Free from 60€ (metropolitan France)

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Imperial Elegy: The Imperial World at War 1850–1920: Lead a Great Power Through Seven Decades

Navigate your nation through diplomacy and war

Imperial Elegy lets you lead a great power from 1850 to 1920, balancing industrial growth, colonial crises, and shifting alliances. Each turn represents a decade, with the Great War unfolding in the background based on your choices.

Your strategic engine is a hand of action cards. Use them as command points to recruit, industrialize, move armies and fleets, influence secondary powers, define your war aims, and expand your influence—or trigger their historical events at the precise moment. Control hotspots like the Netherlands, the Balkans, and global power projection to earn cards and accelerate your industry. Naval bases and strategic points such as the Suez Canal and the Dardanelles influence strategy and access to theaters.

Dynamic Diplomacy and Wartime Decisions

Alliances are fluid: political shifts and crisis checks can reorganize blocs, sometimes multiple times per turn. If war breaks out, the game shifts to a distinct mode with fixed CP budgets, trenches, reserves, and naval interceptions. Every decision becomes crucial, and every loss weighs heavily.

Key Features

  • A span of seven decades—war is possible but not inevitable
  • Card-based management — flexible command points or powerful historical events
  • Hotspots rather than borders — dominate key regions and project power to accelerate your pace
  • Sea lanes as a strategic lever — ports, bases, Suez, and the Dardanelles influence movement and strategy
  • Dynamic diplomacy — influence and crises can reshape the entire board
  • Separate War Mode — fixed CP budgets, trenches, interceptions, and severe losses

Game Information

  • Players: 1–6 (designed for 6; supports fewer players and solo play)
  • Structure: 7 decade-long turns (1850–1920) + up to 6 Great War turns if conflict occurs
  • Main systems: actions and events via cards, control of hotspots, naval projection and strategic points, dynamic alliances and crises, wartime tempo, hidden national objectives
  • Duration: 1–3 hours for the Great War, 4–6 hours for a scenario, 8–10 hours for the grand campaign.

Box contents

  • Late 19th/early 20th-century world map with hotspots and naval zones
  • Action card decks
  • Counters and markers for powers, fleets, armies, and control
  • Game aids and reference sheets
  • Rulebook and playbook
  • Two-piece box, 7 sheets of counters (522 counters), 171 cards (63x88mm)
  • Game board 860x860mm, 6 double-sided fold-out game aids, 8 additional boards, Great Powers influence track, Great War info board, 2 player aids
  • 60-page rulebook, 40-page playbook, 4 six-sided dice

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