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Subject: Empire of the Dawn rss

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Travis R. Chance
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Over the last couple of months, Kolossal has promoted Imperius here on BGG and elsewhere. Naturally, the bulk of this promotion and visibility is dedicated to the base game. However, today I would like to take some time to share more about the add-on expansion Empire of the Dawn for those that might find such a discussion of interest.

I have always been a big fan of games at this price point ($20-ish). In fact, I have launched a number of campaigns for games of similar size (Kodama, Ninja Camp, Trickster, Kokoro). While this price range is roughly the equivalent of a pack of gum at the checkout lane at the store, it still comes with challenges. Namely, when using a paid add-on expansion, developing meaningful and desirable content is not necessarily as easy as it might seem. Luckily, Imperius has multiple avenues for this exact type of content.

It’s important that you know Grant is not a designer that is easily swayed. He cares deeply for his creations, always armed with a thoughtful reply. However, we knew going in that this game would need modular content that would function as stretch goals. The design is tight, really tight, but with that we baked in three types of content that could be changed from game to game, ultimately creating a unique experience in the process.

First off, we had Elders. The base game contains a basic Elder and a single advanced Elder--which each has a unique ability. Since the other units in the game are fixed, unique Elders were a subtle opportunity to demonstrate the flavor of each House. The Drakkai were assassins; the Zathmir militaristic. In total, each House has three new Elders, each unique, each powerful and diverse.





Next, we have events. No House owns these cards, making them valuable tools in the game. The level of complexity ticks up a notch in Empire of the Dawn, the events reflecting this in treacherous new ways. Secret away a unit on a Stealth Ship. Suspend military activity during Peace Accords . Or watch the death toll climb during an Insurrection .



Then there are planets. Each game there will be a single planet with a unique ability. While a single card may not seem substantial, it is. The impact of these planets is always relevant. Further, these planets can interact with events and Elders in exciting ways.

Nebulirim is a peaceful world with no tolerance for hostilities Osirion is a bleak world where assassins lurk in the ink of perpetual night. Lost Medea, though lacking an ability, is the jewel of the Known Universe, offering the most VP of any planet in the game.



Lastly, each faction has an alternate art Noble. These cards are purely aesthetic but pay homage to the space opera inspiration of the game. One need not look closely to see our love of the genre made abundantly clear.



We hope you all enjoyed this write-up on the merits and content of Empire of the Dawn. As we close out the final week of our Kickstarter, we encourage you all to head over to the campaign and join the fray!

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Aj Lambeth
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I've always loved the meta that forms whenever Nebulirim is on the table. Its high VP value attracts a lot of Nobles, but since the planet punishes the highest strength players have a hard choice on whether or not they want to deploy their Royal Guard there as well and risk the -2VP. Additionally, playing your Assassin there can be risky as well depending on their strength. Nebulirim can also be a great place to push your opponent's units to try and punish them. This planet does an exceptional job of adding to the mind game of reading your opponents and trying to swoop in for a major point swing.
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