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Mappa Imperium
A World Building Game for 1 or More Players
Game Components
1 sheet of paper & pencil Table of Contents
3 six sided dice
Pg 3| Basics
Setup
Solo Play
Multiplayer
Pg 5| Play Overview
Inspiration Pg 6| Era I: Creation
1.3 Resources
Wonderdraft by Megasploot
https://www.wonderdraft.net/ 1.4 Major Faction - Race Table
Created by:
5.1 Worldwide Expansion
Nookrium (2021)
5.2 Neighbor Expansion
https://nookrium.itch.io/mappa-imperium
Pg 13| Era VI: Rise & Fall
6.3 Finalizing
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Basics
In Mappa Imperium, you and any number of Setup
friends will take control of an entire fantasy
world. Dividing the map equally and working Divide your sheet of paper equally by the number
together you will create unique landmasses, of players, you can draw a line or create a fold to
geography, and resources for your world. From help separate the regions. Each player will take
there each player will take command of a major control of one of these regions (They will be
faction and develop it from a struggling referred to as “Home Regions” going forth)
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Drawing
Throughout the course of the game you will be symbols and icons to represent details on your
drawing features of your world and empire onto map. The different drawing styles of each player
the paper; from forests and mountains, to cities will give your finished map a unique charm and
and monsters. If drawing is not your strong suit distinguish each empire.
that is perfectly fine, feel free to use simple
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Play Overview
There are 5 phases of the game called eras. Each of these develop and progress the story of your world and
contain different tables to reference when rolling the dice. Once an era is complete, players will advance to
the next. Each turn of eras 3-5 consists of around 10 years. With Era 2 lasting 50 years, you will end up with
a 250 year history on a standard game.
This is the landmass and early faction creation Era 5 is the point in the game that the players are
era. Each player will roll on the tables and draw no longer tied to their own “Home Region” and
out the results in his/her “home region”. Starting may now begin to draw anywhere on the map
with the number and size of islands in each (depending on the dice roll and table). All events
player's region to the starting peoples of the still focus on the player’s empire, good or bad.
world.
the course of the game. map, but all results are still focused onto the
player’s empire.
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1.2 Geography
Era I: Creation
Roll 2 six sided dice and consult the “Geography
Mountains rise, forests grow. Small settlements Table”, each player will take turns placing the
begin to form, including an empire for each player results into their Home Region. These can be
to develop throughout the course of the game. placed anywhere and on any island, it is up to
each player to design their own “Home region”.
During this stage of the game, each player will take
turns drawing out the islands, geography, factions,
and resources in their “Home Region” (each player rolls on this table 8 times)
3 Wetlands 9 Desert
Island Table
4 Hills 10 Jungle
1 1 large continent 4 2 Medium Islands
5 Lake 11 Canyon
2 1 large + 1 small island 5 3 Medium Islands
6 River 12 Volcano
3 1 large + 2 small islands 6 4 Small Islands
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Use this table for resource ideas if needed
Race Table
2 Giants
4 Gnomes
Roll 2 six sided dice, consult the Race Table
and place a capital settlement for each 5 Halflings
player's Home Region. This is the empire
each player will be devoting most of their 6 Dwarves
time to throughout the rest of the game.
7 Humans
10 Goblins
11 Kobolds
12 Player’s choice
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Era II: Pantheon
What gods and goddesses rule over this world? In
2.1 Number of deities
this section, each player will take turns rolling to
determine number, domains, and symbols for
Roll 1d6 to determine number of deities per home
each deity in their home region. These are the region
gods of each player's major faction. Whether they
Roll Number of gods/goddesses
are worshipped, feared, or ignored are up to you
1 1
and they may help to spark imagination of the
2 2
development and story or your world.
3 2
needed.
2.2 Domains
Roll 1 die to determine domain for each deity. Do this until all gods have a domain associated with them.
Domain Table
Die Roll god/goddess of… Examples (there are 6 so you can roll if you can’t decide)
3 A Craft or Art smithing, the loom, arcane, knowledge, beer or wine, jewelry
5 Something around the home garden, bread, hearth, cats, love, family
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2.3 Symbol
Die Roll symbol style Examples (there are 6 so you can roll if you can’t decide)
2.4 Name
Create a name for each deity, then place all 3 (name, domain, symbol) together in either the margins of the
map or on a separate sheet of paper.
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Era III: Burgeoning Kingdoms
The lands have been drawn and each empire now
has a starting settlement. This era will develop
your faction settlements in small empires. This
era consists of the first 50 years of your empire’s
story
Minor Faction
6 Monastery / Temple
1 Insect Hive 3 (Add 2
5 Demon Lair
settlements)
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Era IV: Age of Discovery
Now that the empires have started to grow, it’s time to expand their reach and explore the nearby shores.
Each player will take turns exploring their nearby islands. All results can be placed anywhere within each
player's Home Region. Roll 7 times on this table.
4 Evil Lair Sinister forces are lurking. Is it demons, twisted abominations, bloodthirsty spiders? Draw in this new
hostile neighbor with an appropriate settlement
5 New Island Your sea explorers have discovered a new island! Draw in 1 small island, roll on the geography table (pg
6) twice and place on or near new island
6 Ancient Ruins Your scouts report back a mysterious ruin. Draw in a monolith, henge, or ruined site.
7 New Geography Scouts reported back new and terrifying lands. Roll on the geography table (pg 6) and place it
8 Bandits/Pirates Arrive Brigands have been spotted nearby. Place a new hostile settlement on a trade route or bay, then give
them a name and banner.
9 New Tribe Your explorers have made contact with a primitive tribe. Roll on the Race Table (pg 7) and place a new
tribe settlement
10 Colonization Your empire is growing to distant shores. Build a new coastal settlement, preferably on a nearby island.
11 Expansion Your empire is expanding. Place a new settlement near an existing one - Roll on the settlement Table (pg
10)
12 Minor Faction Scouts have discovered another kingdom! Roll on the Race table (pg 7), then place 2 settlements.
Remember to give them a banner!
13 Hostile Attack A nearby hostile force has attacked! destroy a fort or settlement and replace it with a ruin, or claim it for
the new invaders.
14 Neighbor Expands Choose one neighboring faction and roll to add a settlement for them.
15 New Resource Your Explorers have discovered a valuable new resource! Place a new resource symbol, distant from
your Capital
16 Roaming Herds Strange and magnificent beasts have been spotted. Are they terrifyingly large, aggressive, tasty? Draw
in a symbol and name for these new creatures.
17 Fantastic Landmark Scouts have stumbled upon an impressive landmark, is it a strange rock formation, a lone monolith,
magical grove? Draw it in now.
18 Monster Awakens Your scouts have disturbed and awakened a legendary monster, draw in a new monster and give it a
name. ex: The Onyx Dragon, Titan of the North, Swamp Hydra
Each player takes turns choosing one neighbor within their home region and places an additional settlement
for them. You can choose to use the settlement table to decide what to place for the civilized neighbors,
claim a ruin, or place a new camp for a tribe, cult, etc.
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Era V: Age of Empires
Your empires have gained a foothold and perhaps even expanded onto neighboring islands. Now it’s time to
flex their might and expand, or perhaps fight, their way across the seas.
All results can now be placed in any region on the map. Roll 7 times in this Era for 70 years of
advancement, using the Growing Empires Table below and recording the results.
4 Overthrown One of your settlements has grown tired of your rule and thrown out the ruling class. Rename this new “free” city
and give the new faction a name and banner.
5 Thriving Village One of your settlements is rapidly growing, grow one of your smaller villages into a city by adding more buildings,
placing farmland, adding “city” to the end of the name, etc.
6 Hero Arrives A powerful hero has shown up in the Empire, what did they do? Draw in a statue or monument near your capital
or the location of the event.
7 Hostile Attack A nearby hostile force has attacked! destroy a fort or settlement and replace it with a ruin, or claim it for the new
invaders.
8 War! Your army is marching! Select any settlement not already owned by you and roll on the War! Table (pg 14) with
your empire acting as the Attacker.
9 Settlers Leave - New Faction Some of your people have set out on their own. Roll on the settlement chart and place a new Faction onto the map
(be sure to give them a banner and name)
10 Military Expansion Your military strength is growing, draw in either a new frontier fort or add city walls to an existing settlement.
(City walls will crumble instead of a city during an attack)
11 Expand Your empire is growing, Roll on the settlement table (pg 10) and place a new settlement anywhere on the map
12 Prosperity People are flocking to your empire. Grow your cities if possible, add more farmland, draw ships in the ports, etc.
13 Trade Economic Prosperity! Build a road connecting your empire to another faction, then add a trade post somewhere
along the road. (consider resource locations)
If no possible road connections exist, build a new coastal trade post.
14 Rising Cult Something nefarious is looming in your empire and has gathered enough worshipers to construct its own facility.
Demon summoners, necromancers, mad wizards, it’s up to you. Draw in an appropriate building for the
cult/organization
15 Disaster/Famine Something terrible has struck the empire. Natural Disaster or Magical, famine or disease? Remove a settlement
and replace it with a ruin.
16 Gifted Academy Your empire has cultivated a new craft, art, or ability. Are they spellcasters, researchers, monks, druids? Build a
new academy for this group and place this new settlement.
17 Feed the People Your growing empire needs food! Place either a new farming town or fishing village
18 Revolution Rebellion! Half your empire has split into a new faction. Give them a name +banner, treat them as a hostile
neighbor from now on.
Each player expands one of their neighbors again. Place a settlement or claim a ruin.
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Era VI: Rise & Fall
With every rising empire there is a falling one. Open land is quickly diminishing and with that, wars, famine,
& rebellion become a common occurrence.
Take 6 turns in this era using the table below for 60 years of story. All results can be placed anywhere on
the map.
4 Arcane Disturbance Has a portal to a new realm opened, or perhaps a mad wizard has crafted a new tower? Describe & draw in a magical
occurrence, anything from a new tower to a massive crater.
5 Remembrance Many heroes have given their lives for your kingdom. Draw in a monument or statue near your capital or place of
importance.
6 Royalty Your rulers need a place to live! Build a palace for them near the capital or somewhere of importance
7 Diaspora - New faction Your people think they can have a better life outside your empire. Remove one of your settlements and place a new
one somewhere on the map, be sure to give them a new faction name and banner.
8 Rising Empire Despite the times, your empire is thriving! Roll & draw in a new settlement or expand your existing one with
farmland, walls, etc.
9 Disaster Something terrible has struck the empire. Natural Disaster or Magical, famine or disease? Remove a settlement and
replace it with a ruin.
10 War! Your army is marching! Select any settlement not already owned by you and roll on the War! Table (pg 14) with your
empire acting as the Attacker. (this can be against any faction, tribe, or hostile force on the map)
11 Hostile Attack You have been attacked! Destroy a fort, city wall, or settlement and replace it with a ruin.
12 Hostile Forces Grow Choose one hostile neighbor and roll to add a settlement for them
13 Neighboring War Select any two neighboring factions, choose which is the attacker and defender, then roll on the War! Table (pg 14)
14 Evil Lurks Something sinister has claimed a nearby ruin. Place a new cult or evil force onto the map on an existing ruin. (if no
empty ruin exists, find an empty place on the map for them)
15 Alliance A Minor Faction has joined your empire. Create an Alliance Banner and give your new United Kingdom a name.
16 Refugees People are flocking to your city, are they fleeing war, monster attacks, disasters? Place a small village next to or
expand your capital for these new citizens.
17 Nightmares Something fowl is lurking in the forest (or any geography) is it lycanthropy, demonic spiders, a mad druid, rodents of
unusual size? Treat them as a hostile faction and give the location an ominous name (ex: Forest of Death,
Smouldering Jungle, Fire Swamp)
18 Revolution Rebellion! Half your empire has split into a new faction. Give them a name + banner, treat them as a hostile neighbor
from now on.
One last time, each player expands one of their neighbors again. Place a settlement or claim a ruin.
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6.3 Finalizing
The map is almost complete, finish off by naming any important features that haven’t been named yet
(geography, war sites, lair locations)
Then, draw in some accents for final touches (compass rose, ships in open water, sea monsters etc)
Special Rules
War!
War is played out through a simple dice roll by the attacker. Roll on the table to the right and
describe/draw in the results.
With a “Neighboring War” roll, choose any two factions on the map and select one to be the attacker
then roll on the chart and draw in the results.
War Table
1 Devastating Loss & Counterattack Defender crushes the attacker. Attack fails and defender makes an immediate counter
attack against a settlement they choose. Now rolling as the attacker.
Defender also places a monument to their new war hero.
2 Failed Attack Defender fights off the attackers, maintaining control of the settlement
3 Pyrrhic victory Attacker narrowly wins, but the settlement is destroyed and replaced with a ruin
5 Great Victory Attacker easily overpowers the defender and takes control of the settlement, then
places a new fort nearby.
6 Great Campaign Attacker crushes the enemy, then immediately makes another attack against another
settlement. Create a monument to the new hero that emerged from this war.
Fallen Empire
If through the luck of dice rolls you find your empire has fallen, with the last city destroyed, you have two
options...
1. Take control over any of the minor factions that have risen up over the course of the game, treat
them as your new Empire.
2. Your people flee the final city, sailing or running to distant lands to set up a new village. Place a new
settlement anywhere on the map and continue play as usual
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Game Length
The number of turns per era can be adjusted for longer or shorter games. Be aware, the more players /
empires you have will greatly increase the playtime.
Era 3 4 7 9 13
Era 4 4 7 9 12
Era 5 4 6 8 10
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Gameplay Overview
Era I: Creation
Create the Islands
- Divide the paper into equal parts (draw lines, fold, or use separate sheets of paper)
- Draw the islands
Geography
- Place 8 geological features for each zone
Resources
- Create 3 resources and place symbols
Major Faction
- Determine major faction races
- Create name and banner
Finalizing
- Add names to any important map features
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