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SETUP When all players have placed both Engines,

flip your Engines over, keeping the chosen


Put all the resources in the middle of the play actions along the top edges.
area as a common stock. Put the round track
beside the play area with a marker on the ‘1’ Remember: Your left Engine must be on the
space. Each player takes the following: left, and your right Engine on the right!
• 2 Engines: ‘L’ and ‘R’
• 2 Gears: ‘1’ and ‘2’
Chris Marling & • 1 Soldier and 1 Good from the stock. PLAN: LATER ROUNDS
Matthew Dunstan Place your Soldier and Good into your ready Playing a round
Each round consists of two phases, performed in After you initiate your Engines in the 1st
2–4 players • 30 minutes pile on the left of your play area. You must be
careful to keep the resources in your ready pile order: Plan & Execute. round, leave your Engines face up on in your
separate from those in your score pile. play area for the remainder of the game and
• Plan: Use your Gears to plan your actions, use your Gears to control them.
EUROPE, 1888 We recommend that you play with hidden then reveal them and rotate your Engines.
In a dystopian alternate reality, four great score piles. Use any other suitable method to • Execute: Perform Engine actions.
powers vie for control of the continent. Each hide the resources in your score pile from the All players take their Gears in hand. Starting
Empire’s soldiers lay siege to opposing other players. You may always check the number with the start player and going clockwise, each
The Plan phase in the 1st round is performed player chooses a Gear and places it face down
cities, while their war efforts are funded by of resources in your own score pile. differently than in later rounds.
exotic exports and ingenious inventions. Only Give one player the start player marker. below one of their Engines. Then, starting with
one state will orchestrate their limited the last player and going anticlockwise, each
At the end of each round, pass the start player player places their other Gear below their other
resources into an Empire Engine powerful marker clockwise and move the round marker
enough to lead them to victory. AIM OF THE GAME Engine.
along the round track, then start a new round. Each Gear’s large value (1 or 2) indicates how
The player who scores the most points for the many clockwise quarter-turns you will rotate the
Running out of resources Engine when the Gear is revealed.
Goods, Soldiers and Inventions in their score pile
COMPONENTS at the end of the game is the winner.
The stock is not intended to be limited. If any When you play a Gear face down, you may
type of resource runs out during the game, all put 1 Soldier or 1 Good from your ready pile
The game contains the following 18 cards: players should return an equal number of that onto the back of the card. This indicates that you
type from their score piles to the stock. This will
• 8 Engines (marked ‘L’ & ‘R’ for left & right) HOW TO PLAY not affect the relative scores of the players.
will use the alternate value of the card when you
• 8 Gears (with values ‘1’/‘0’ & ‘2’/‘3’) rotate the Engine, changing the ‘1’ Gear to ‘0’, or
• 1 round track The Empire Engine is played over 8 or 9 rounds, changing the ‘2’ Gear to ‘3’. If you wish to
• 1 action summary depending on the number of players. You change both Gears, you must use 1 resource for
compete to collect resources, and will score PLAN: 1ST ROUND each card.
points at the end of the game for the Goods, When all players have placed both Gears,
Soldiers and Inventions in your score pile. In the 1st round, you do not use your Gears everyone flips their Gears over, and turns their
Resources in your ready pile will only be to control your Engines. Instead, you initiate Engines the appropriate number of clockwise
counted in the case of a tie. your Engines and freely choose two actions quarter-turns.
to perform in the Execute phase.
Engines & actions See the card play example on the next page.
Your Engines are marked ‘L’ for left, and ‘R’ for All players take their Engines in hand. Starting
right. Always keep your left Engine on the left, with the start player and going clockwise, each If you put a resource on the Gear, you must
You will need to find the following components: and your right Engine on the right. player chooses an Engine and then chooses the return the resource to the stock and turn the
Each Engine carries four actions. You will use action on that Engine to perform in the Execute Engine the alternate number of quarter-turns; you
• 45 resources: 15 counters in each of three
your Gears to rotate your Engines, and in each phase. Place the Engine face down in your play cannot change your mind.
different kinds, representing Soldiers, Goods
round you will perform the actions on the top area, with the chosen action on the top edge.
and Inventions. The ideal colours are red,
edges of your Engines. Then, starting with the last player and going
yellow and blue, since these match the colours
anticlockwise, each player places their other
of the icons on the cards.
Engine to choose a second action.
• 2 markers: for start player and round track.
EXECUTE attack from either of your neighbours. Your • Export: Move all of the Goods in your ready not have the resources needed to complete
Defend action is successful only if you are pile to your score pile. You must export all particular actions. Try and think one turn
The Engine actions always resolve in the order attacked, otherwise the action is wasted. your Goods. ahead, so that you’re not forced to take actions
shown on the summary card. Every action • Salvage: Take any 1 Good, 1 Soldier or 1 that don’t benefit you.
Resolve the different combinations of possible
chosen must be fully resolved, if possible. Invention from the stock and add it directly to • Try not to run out of resources in your ready
Attack and Defend actions as follows:
There are three groups of actions. Actions in your score pile. pile at the end of a round. This will not only
each group can be performed simultaneously by • Attack: Undefended limit the actions available to you in the next
all players. If a player successfully attacks an opponent, End of round round, but will tell your opponents what you
the attacking player takes 1 Soldier or 1 Good At the end of each round, pass the start player can and cannot do. With no resources in your
1. Arm, Produce & Invent: Use your Engines to from the targeted opponent’s ready pile and marker clockwise and move the round marker ready pile, only four of the eight actions on
gain resources for your Empire. adds it to their score pile. If the opponent’s your Engines are available.
2. Attack & Defend: Use Soldiers to attack one space on the round track. The game ends
ready pile is empty, the attacking player takes after the following number of rounds:
neighbouring Empires. You may also defend 1 Soldier from the stock and adds it to their
your Empire from possible attacks by your • 2 or 4 players: 8 rounds
score pile. CARD PLAY EXAMPLE
neighbours. • Attack: Defended • 3 players: 9 rounds
3. Export & Salvage: Export all your Goods, or If a player successfully blocks an attack, the
salvage a Soldier, Good or Invention, to your attack fails and the attacking player receives
score pile. These actions are risky and will fail nothing. Instead, the defending player takes 1 END OF THE GAME
if you were successfully attacked by at least Soldier from the stock and adds it to their
one of your neighbours. The game ends once the agreed upon number of
score pile.
rounds have been played.
• Double attack: Undefended
1. Arm, Produce & Invent If a player is attacked by both neighbours in
Each player scores 1 point for each resource in
their score pile. In addition, the player with the
• Arm: Take 2 Soldiers from the stock and add the same round and did not defend, the
most resources of each type scores an additional
them to your ready pile. attacked player loses 1 Soldier or 1 Good to
3 points. If 2 or more players tie with the most
• Produce: Take 2 Goods from the stock and each attacking player. If the attacked player
resources, all tied players receive 3 points.
add them to your ready pile. only has one resource in their ready pile, it
The player with the most points wins. If there
• Invent: Take 1 Invention from stock and add goes to the attacking player who is first in the
is a tie, the tied player with the most resources in
it directly to your score pile. turn order, and the other attacker takes a
their ready pile wins. If still tied, all tied players
Soldier from the stock.
share victory.
2. Attack & Defend • Double attack: Defended
If a player is attacked by both neighbours in
• Attack: Return 1 Soldier from your ready pile the same round and chose to defend, only one Example: The player played the ‘2’ Gear below
to the stock to support the attack on your of the attacks is blocked. The other attack still
VARIANT & HINTS the left Engine, and the ‘1’ Gear below the right.
neighbour. Do this immediately, before any succeeds. The attacked player may choose After the Gears are revealed, the left Engine is
attacks against you are resolved. which attack is blocked. Playing a longer game rotated 2 quarter-turns clockwise, bringing the
If you choose to attack and have a Soldier, If all players agree, you can play a longer game Salvage action to the top, and the right Engine is
you must attack; you cannot change your It is possible to use the Attack actions on both of of 12 rounds with 2, 3 or 4 players. rotated 1 quarter-turn clockwise, bringing its
mind. Your Attack action is successful only if your Engines in the same turn, but you must use Attack action to the top.
you have a Soldier to support the attack and 2 Soldiers — 1 for each attack — to do so, Hints from the designers
the targeted opponent did not block your otherwise both actions are wasted. If you try to The Empire Engine is a game of limited
attack with the Defend action, otherwise the use both attacks but have only 1 Soldier, both resources. Carefully choosing actions to balance
action is wasted. attacks fail, and you must return the Soldier to the production of resources and their effective Illustrations: Sebastien Antoniou
the stock. use is the key to success.
The Attack action on your left Engine attacks
• Resources in your score pile are safe and
your left neighbour. The Attack action on your 3. Export & Salvage cannot be stolen, but cannot be used to change
right Engine attacks your right neighbour. In a You may only Export or Salvage if you were
2-player game, both your Attack actions target your actions or attack other players.
either not attacked, or were attacked once but
your single opponent. • The game can seem harsh at times, especially
successfully defended the attack. If at least one
in your first few games. However, you are
• Defend: Block 1 attack. The Defend action is of your opponents successfully attacked you, Rules v1.0 • © 2013 Chris Marling & Matthew Dunstan
only directly punished by the game if you do
on your right Engine but can block a single these actions are wasted. www.goodlittlegames.co.uk

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