Full manual text

11
The world is a mighty big place. Throughout time, empires have
prospered and fallen, great leaders, scientists, artists, and philoso-
phers have paved the way toward progress and consequence.
You begin in an ancient empire, among many factions, working your
way through time—discovering new inventions, conquering provin-
ces, achieving greatness, completing difficult quests—watching as
other factions struggle to keep up with the rise of your empire!
OVERVIEWOVERVIEW
Imperial Settlers: Rise of the Empire is an expansion that introduces
an Open World Campaign in the Settlers universe. During the course
of the game, empires advance their military, economy, and cultural
aspects as well as race to complete various quests. Being the first to
complete these quests is crucial. At the end of each game, players
progress on tracks connected to the quests, invest in new inventions,
and take on newly acquired provinces. If player’s reach the end of a
progress track they enter a new era that gives them access to new
impressive inventions and skills—but as always, there is a cost to
progress, and provinces are lost when entering a new era.
THE GOAL OF THE CAMPAIGNTHE GOAL OF THE CAMPAIGN
The goal of the campaign is to consecutively grow your Empire
game by game while achieving Quests, conquering new Provinces
while maintaining your expanding Empire to avoid crumbling, and
most importantly, Progressing to reach the Modern Era of the
Imperial Settlers universe!
COMPONENTS:COMPONENTS:
163163 Cards (63x88mm)
55 55 Provinces
42 42 Quests
14 14 Military & Diplomacy
Quests
1414 Economic & Administra-
tion Quests
1414 Science & Cultural
Quests
6666 Inventions
2222 Ancient Inventions
2222 Middle age Inventions
2222 Industrial Inventions
4848 Empire Sheets
1616 Ancient Sheets
1616 Middle age Sheets
1616 Industrial Sheets
1212 Quest markers
4 4 Military & Diplomacy
markers
44 Economic &
Administration mar-
kers
44 Science & Cultural
markers
3232 Progress tokens
88 Dove tokens
8 8 Workaholic tokens
8 8 Wall tokens
8 8 Bribe tokens
This Rulebook
A GAME BY A GAME BY
IGNACY TRZEWICZEKIGNACY TRZEWICZEK
AN EXPANSION BY AN EXPANSION BY
JOANNA KIJANKAJOANNA KIJANKA
RotE038
spendspend
at the endat the end
of the gameof the game
Action: Spend 3
to gain
2 .
55
golden orchard
startstart
RotE011
spendspend
at the end
at the end
of the game
of the game
quartz quarry
Production: 1
for each pair
of
g r e yg r e y in your Empire
(max. 3).
55
startstart
RotE089
military
engineering
Feature: During the
Production phase, if you
Produce at least 2 / 3
,
gain 1 / 2 .
7070
startstart

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22
PROVINCESPROVINCES
Provinces represent new lands you have conquered and will provide
you with Goods. Some rules related to them are:
> > They cannot be removed and spent as a
Foundation.
> > They do count as a card of their color in
your Empire.
> > They enter your Empire during Setup.
> > At the end of the game, instead of provi-
ding , they cost you 5 .
> > You gain 1 Province card at the end of
each game.
INVENTIONSINVENTIONS
Inventions represent an advance in various
fields of your Empire and will provide you with
Features. Some rules related to them are:
> > They enter your play area during the Setup.
> > You are limited to 1 Invention of each
color.
> > You may gain new Inventions at the end of
the game by spending Knowledge points .
QUESTSQUESTS
Quests represent crucial agendas that all Empires must face
during a particular game. Players who achieve them first will gain a
significant boost on the progress of the corresponding category as
well as a small in-game bonus (more about Quests on page 3).
EMPIRE SHEETEMPIRE SHEET
COMPONENTS OVERVIEWCOMPONENTS OVERVIEW
RotE027
spendspend
at the endat the end
of the gameof the game
Production: 1 and 1 .
55
earthquake valley
startstart
RotE070
horse riding
Feature: Each time you Raze
an enemy , choose one of
your activated action and
discard the Goods on it. You
may activate the again.
7070
startstart
11
wily like cleopatra
Quest: Have at least 5
Resources of the same type
in your supply.
when
achieved
advance advance
33
RotE161
telescopic like galileo
Quest: Have 10
b r ow nb r ow n / r e dr e d /
g r e yg r e y in your Empire
(in any combination).
First to Achieve: Draw 3
faction . Keep 1 and
reshuffle others.
when
achieved
advance advance
Empire Sheets represent your Empire throughout 3 Eras—all players
start in the Ancient Era. Each Empire sheet will be personalized,
which means you will write on it, and change it as you Progress.
The Empire sheet contains space for you to write your Faction
and the name of your personal Empire AA. It also tracks the cost
of supporting your Provinces BB, your Progression in categories CC,
spaces to write your Final score DD leftover Knowledge points EE,
and the current state of achieving Quests on your Quest tracks FF.
The Progress tracks contain certain icons GG—these represent
bonuses that you unlock for upcoming games as you reach them.
When you reach the last space on any of these Progress tracks, you
proceed to the next Era HH (more about changing the Era on page 5).
NOTE: NOTE: When you reach the end of a Progress track, any remaining spaces
you would have advanced are ignored (i.e. if you are on the 14th space and
advance 3 spaces, you advance 2 spaces to the end of the Progress track, but
the final space you would have advanced is ignored).
AA
BB
CC
FF
DD
EE
CC

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33
PREPARING FOR THE CAMPAIGNPREPARING FOR THE CAMPAIGN
Before your first game, each player takes one of the Ancient Empire
sheets and begins by writing the name of their Empire and the
Faction they are playing with.
If you want to jump right into the campaign take the 30 standard
cards of your Faction.
NOTE: NOTE: At the beginning of each game, you may always choose to explore
more advanced strategies and create your deck according to any
Imperial Settlers deck building rules—it is up to your group. We strongly
recommend all players follow the same rules. So if you decide to play
with tournament decks let every player prepare one, and when you feel
like adding cards from chosen expansions let every player add those ten
cards.
SETUPSETUP
Set up the game as you normally would, but with these additions:
> > Place all your Provinces and Inventions in your play area
(gain any Building Bonuses they provide).**
> > Gain all unlocked starting bonuses and Progress tokens
provided by the Progress tracks on your Empire sheet.**
> > Place your Quest markers for each category on space 0 of
the Quest tracks.
> > Divide all Quest cards into decks of the same Category,
shuffle each deck separately, then draw 1 card from each,
and place them in the center of the play area on their
Progress value 3 side. We suggest that you read them aloud
before beginning so that everyone is familiar with them.
* * Skip these steps during the first game in the Campaign
GAMEPLAYGAMEPLAY
Campaign games only last 4 rounds—instead of the normal 5.
MAINTAINING PROVINCESMAINTAINING PROVINCES
At the end of each game, you gain a new Province. These come with
new cards that grant you some new Productions or actions, but also
require you to cross out 1 space on the Province map. The crossed
out areas will indicate the Goods you must pay in order to maintain
your Provinces.
Anytime during your turn, you may permanently place any number
of Goods from your supply on the Province map matching the
depicted Goods of the crossed-out Province spaces.
If you do not, or are unable to, place the indicated Goods on the
crossed-out Province spaces by the end of the game, you gain 0
this game.
QUESTSQUESTS
There are 2 types of Quest in the game:
1. 1. Quests of Stature Quests of Stature
2. 2. Quests of StatusQuests of Status
QUESTS OF STATURE:QUESTS OF STATURE:
Quests of Stature are Quest that you mark with your Quest markers.
Each time you resolve an action associated with a Quest card, you
must advance the position of your marker on the Quest track.
For Example:For Example:
Kate Razed a GREY , and since “Prudent like Caesar”
Quest is in play, she must progress her marker
on the by 1.
If you reach the required number to achieve a Quest,
immediately mark it on the Progress track of the matching
category (cross out the spaces from left to right).
You must cross out the number of spaces indicated on the corner of
the specific Quest card (3 for the first player and 1 for the rest). Also,
if you are the first player to gain the bonus indicated on the card,
you must flip the Quest card to the other side.
For Example: For Example:
Later, Kate Razes more GREY . Once she Razes the 4th, she
achieves “Prudent like Caesar” Quest. Since she is the first to
achieve it, she crosses out 3 spaces on her Military & Diplomacy
track. She then resolves the bonus by drawing 3 COMMON and
Razes 1 for free. Lastly, she flips the Quest card to its other side.
During the next game, she starts the game with an additional in
her hand.
GAMEPLAYGAMEPLAY
33
RotE126
prudent like caesar
Quest: Raze 4
g r e yg r e y /
(in any combination).

First to Achieve: Draw 3
common . Raze 1 for
free and discard others.
when
achieved
advance advance

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44
QUESTS OF STATUS:QUESTS OF STATUS:
Quests of Status require you to have a certain number of various
components.
When a Quests states, “Have X in your Empire” or “Store X” you
do not move any Quests markers. Instead, when you fulfill one of
these Quests, show the other players that you have fulfilled the
requirements, and resolve the effects of the Quest.
NOTE:NOTE: With these Quests, you do not use Quest markers. When an
Invention instructs you to move your Quest marker 1 space, you instead
count the Invention as fulfilling 1 of the requirements for the Quest.
END OF THE GAMEEND OF THE GAME
At the end of the game do the following:
1. 1. Subtract any from your Province cards to calculate your
Final score, and write it down in the appropriate space on
your Empire sheet.
2. 2. The player with the most points crosses out 1 additional
space on any of their Progress tracks (in case of the tie
check tie-breakers).
3. 3. All players must check if they change Eras. If they do, see
Changing the Era on the following page.
4. 4. Gain a number of Knowledge points equal to your Final
score. (, , and unlocked on the Progres tracks also
provide)
5. 5. Starting with the winning player, and continuing by score,
each player takes the Inventions from the current Era and
chooses which to purchase:
> > To buy an Invention spend a number of indicated in
the upper right corner (you may spend just gained
as well as ones left from the previous games).
> > Each player must buy at least 1, and they are limited to
1 of each color. If you are unable to buy an Invention,
your Empire Crumbles (see Losing the Campaign on the
following page).
> > If you wish to replace an Invention with another of the
same color, you may do so, but you do not gain the
difference in Knowledge points, and you must pay the
full cost of the new Invention.
> > Any Invention that is replaced is placed back into the
Invention deck.
> > On your Empire sheet, write down how many you
have left.
6. 6. Each player draws 1 Province card (unless otherwise stated)
and chooses to cross out any available space on their Pro-
vince map.
In case of a tie, the tied player with the most Workers and Resources
left is the winner. If the players are still tied, the winner is the tied
player with the most cards left in their hand. If there is still a tie, the
tied players share the victory.
For Example:For Example:
TRIỆU THỊ TRINH - Quest: Have 3 Deals of the same type.
INTERCHANGE - Feature: Each time you make a or
Deal, move by 1.
Mark makes a Deal, and resolves the Feature, “Interchange”
by moving his by 1. Deals are not tracked by Quest
markers, so in order to achieve Triệu Thị Trinh’s Quest,
Mark now needs only 2 Deals of the same type to fulfill the
requirements of the Quest.
Ties:Ties: If 2 or more players complete a Quest at the same time, they
each gain the reward, and the card is then flipped over as normal.
GAMEPLAYGAMEPLAY
33
RotE130
undaunted like
trieu thi trinh
Quest: Have 3 Deals
of the same type.
First to Achieve: Draw 3
common . Raze 1 for
free and discard others.
when
achieved
advance advance
RotE101
interchange
Feature: Each time you Make
a or Deal, move by 1.
5555
startstart

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55
Example:Example:
Rob starts to resolve all end of the game points. He has earned
48 during the game, but he has 1 Province so his final score is
43 and it’s the highest score so he decides to cross out from
his Empire sheet. He gains 43 (as many equal to the of
his Final score). He also has 13 left from the previous game, so
he can spend up to 56 on a new Invention card. He wants to
buy a ‘Pottery’ Invention card, but he already has ‘Archery,’ which
is the same color, so he would have to discard it, so instead he
buys ‘Engineering’ which is a color he does not have yet and costs
45 . He then writes that he has 11 left to spend for future
Inventions. Lastly, he draws 1 Province card and crosses out
1 space on his Province map.
CHANGING THE ERACHANGING THE ERA
At the end of the game, if you have reached the last space of any
Progress track in either Ancient or Middle ages, you must change
your Empire sheet to the next Era.
Keep the name and Faction of your Empire, as well as your
Inventions, leftover , and Final scores (to track the potential
Crumbling of your Empire). You lose all Province cards, all your
upkeep costs on the Province map, and any bonuses provided
by unlocked Progress on your Quest tracks. Finally, resolve the
remaining End of Game steps.
The new Era provides new bonuses on the Progress tracks as well as
access to new Inventions, and different costs on the Province map.
If you reach the Modern Era, congratulations, you have completed
the entire Campaign! If you and another player reach the Modern
Era during the same game and you still want to indicate the Winner,
the player farthest along the Progress tracks becomes the winner.
LOSING THE CAMPAIGNLOSING THE CAMPAIGN
Your Empire Crumbles if any of the following conditions occur:
> > Eclipse of the Civilization: your score decreases 3 games
in a row.
> > Lack of Invention: you are unable to gain a new Invention.
If your Empire Crumbles, you may create a new one for your next
game in the Campaign.
BONUSES ON THE PROGRESS TRACKBONUSES ON THE PROGRESS TRACK
If you unlock any special space on the Progress track, it will be active
for each of the upcoming games. There are 3 types of bonuses you
may unlock:
> START BONUSES> START BONUSES
This type of bonus provides Goods during the setup.
> TOKEN BONUSES> TOKEN BONUSES
This type of bonus provides Progress tokens which you may
place on appropriate card to upgrade them. Progress tokens
are not discarded during the Cleanup phase, and if a with
any Progress tokens is Razed / Removed, the tokens return to
you to be used again
> END GAME BONUSES> END GAME BONUSES
This type of bonus activates during the end of each game.
Each Progress bonus is described in detail on the last page.
GAMEPLAYGAMEPLAY
RotE056
archery
Feature: Each time you gain
a Foundation, additionally
gain 1
.
3030
startstart
RotE066
pottery
Feature: Each time you
spend to activate an
action
, draw 1 common .
6060
startstart
RotE061
engineering
Feature: You may store up to
3 in your Faction storage.
building bonus: 2 .
4545
startstart

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66
SOLO MODESOLO MODE
Prepare the game as you normally would—including the Campaign setup— with the following changes:
> > Do not divide Quest cards. Shuffle them together and then draw 4 to place in the center of the
play area with their Progress value 3 side faceup.
> > Your new Goal is to Achieve at least 2 Quests during the game. If you do not, your Empire Crum-
bles.
> > All other normal Campaign and Solo rules remain.
TERMS TERMS
(X) Deal:(X) Deal: This term requires you to have a particular type of Deal.
For example: For example:
You have 2 Deals with in the Deal field. This means that you have 2 Deals.
New Pair:New Pair: This term indicates a bonus you gain when a uses the phrase, “New Pair” and you Build a pair
of cards of the indicated color(s). When you complete a New pair, place a wooden piece on the FEATURE
with the phrase “New Pair” to indicate you have received the bonus. You may only receive the bonus
once per pair. If the pair is later broken by being removed or Razed, you do not gain the bonus again
until you Build a different pair.
For example: For example:
You have the Steam Power Invention (ROTE110) and you Build 2 GOLDEN and gain 2 and place a
on the Steam Power Invention to indicate the New Pair. Later on you remove a GOLDEN and then build
another GOLDEN . Since this is only 1 Pair in your Empire, the Steam Power Invention does not activate.
You must build 2 more GOLDEN —4 total in your Empire—in order to activate the Steam Power Invention
again for the 2nd time. When this happens you will place a 2nd on the Steam Power Invention, and
the next time it activates you must have 6 total GOLDEN and will place a 3rd on the Steam Power
Invention.
CONSECUTIVELY:
Avicenna:Avicenna: Whenever you resolve the build action you must Build a of the same color.
For example: For example:
during your first action you Build BROWN , then you spend 2 to draw 1 , and you Build a 2nd
BROWN, then you Raze a , and Build a 3rd BROWN , thus Achieving the Avicenna Quest.
Charlemagne:Charlemagne: Whenever you resolve the Raze action you Raze a / of the same color.
For example: For example:
during first action you Raze BROWN , then you spend 2 to draw 1 and Raze a 2nd BROWN ,
then you Build a and Raze a BROWN —the 3rd Razed BROWN — thus you Achieve the Charlemagne
Quest.
MODES AND TERMSMODES AND TERMS

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88
ICONOGRAPHY AND RULES SUMMARYICONOGRAPHY AND RULES SUMMARY
START BONUSES
Start the game with unlocked Bonuses
: 1 random FACTION built in your
Empire.
: 1 additional in hand.
: 1 random Deal.
: 1 .
: 1 .
: 1 Foundation.
TOKEN BONUSES
Start the game with unlocked tokens.
During your turn you may place a Progress
token on any appropriate .
: when with is Razed, gain 1 .
: an Action with may be activated
an additional time.
: with a may not be targeted by
any enemy (they may not Raze it, remove it,
block it, or use it).
: Production with a Produces twice
and then the with the is removed
(the is returned to the owning player).
END GAME BONUSES
Resolve unlocked Bonuses at the end of the
game.
: gain 1 for each of your FACTION
at the end of the game.
: gain 1 for each of your COMMON
at the end of the game.
: gain 1 for each of your at the end
of the game.
: if you win the game, cross out 1
additional space on any of your Progress
tracks.
: you may ignore the upkeep costs of 1
space on your Province map.
: draw 1 additional Province card, keep 1
and discard the others.
AT THE BEGINNING OF THE GAME:
1. 1. Place all your Provinces and Inven-
tions in your play area.
2. 2. Gain all starting Bonuses provided
by the Progress tracks.
3. 3. Shuffle the Quest decks of each Ca-
tegory and draw 1 from each deck.
DURING YOUR TURN
(IN ADDITION TO BASIC ACTIONS):
1. 1. You may place any Good(s) from
your supply onto the Province map.
2. 2. You may place any Progress to-
ken(s) on the appropriate .
3. 3. You may Achieve any Quest if you
meet the requirements.
AT THE END OF A GAME:
1. 1. Subtract from the Province
to calculate the Final score.
2. 2. The Winner crosses out 1 additio-
nal space on any Progress track.
3. 3. Players check if they change their
Eras.
4. 4. Players gain equal to the Final
score.
5. 5. Players buy Invention card(s) from
the Era they are currently in.
6. 6. Each player gains 1 Province card
and crosses out 1 space on their
Province map.
(Remember your End of Game Bonuses)
YOUR EMPIRE CRUMBLES IF:
1. 1. It’s your 3rd consecutive game with
a decreasing Final score.
2. 2. You are unable to buy an Invention.
EXPANSION DESIGN:
Joanna Kijanka
ARTWORK:
Roman Kucharski, Aga Jakimiec
GRAPHIC DESIGN:
Rafał Szyma, Michał Kulasek
PRODUCTION MANAGER:
Grzegorz Polewka
RULES:
Joanna Kijanka, Tyler Brown
© 2020 PORTAL
GAMES Sp. z o.o.
ul. H. Sienkiewicza 13,
44-190 Knurów
Dear Customer, our games are assembled with the greatest care. However,
if your copy lacks anything, we apologize. Please, let us know through the
Customer Service form on our website:
https://portalgames.pl/en/customer-service/
All rights
reserved.
Tyler, Ben, Robert - thank you for your support!

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