Game Objective
Imperialism: America is a game that portrays the race for influence in Latin America during the Cold War. On one side, the United States seeks to consolidate its influence to prevent the advance of Soviet communism. On the other, the countries of Latin America fight to maintain their traditions, ideology, and, above all, their sovereignty.
Players compete for control of the economy and political manipulation to dominate the continent's Blocks. The victory condition is to accumulate the most points on the Victory Point Track at the end of the game.
Setup
- Board and Scoring: Place the board in the center of the table. The USA player should have the board text facing them. Place each player's Victory Point Marker on the first space of the Victory Point Track.
- Aids and Money: Each player receives an Aid Card (choosing between Introductory Game or Full Game). The Dollar Price Marker should be placed at the value of $3. Distribute the initial income according to the chosen mode's Setup Card.
- Initial Influence Placement:
- Place one LA Cultural Marker in each of the 5 Blocks.
- Place one LA Industrial Marker in all blocks except the Caribbean.
- Place one USA Industrial Marker only in the Caribbean.
- Position the CIA piece in Brazil.
- Cards and Decks: Each player shuffles their Action Card deck and creates a draw pile.
- Full Game: Each player draws 3 cards. The LA player shuffles the Revolution Cards; the USA player shuffles the Dictatorship Cards and draws 1 for their hand.
- Introductory Game: Each player draws 2 cards.
- Leaders (Full Game Only): Shuffle the Leader Draw Tokens and deal 2 to each player. For each token, the player looks for the 2 Leaders corresponding to the indicated Block and chooses one to enter play.
- Round Counters: Arrange the Round Counters in a stack, in descending order (1980 at the bottom, 1947/1950 at the top). Use the red side for the Full Game and the white side for the Introductory Game (where the '1947' counter is not used).
Game Flow
The game is divided into rounds (4 in the Introductory Game and 5 in the Full Game). Each round follows this structure:
A. Action Phase
Players play Action Cards alternately. The USA player always starts the turns. When a player can no longer or does not wish to play, they must Pass. Once a player passes, they are out of the round until the other player also passes.
B. Resolution Phase
Triggered when both players pass. The order of resolution is:
- Determine Dominions: The influence strength in each Block is compared to determine who holds Dominion.
- Round Counter: Discard the top Round Counter and resolve bonuses (like Revolution or Dictatorship cards) and the new decade.
- Income: Players receive a fixed amount (according to the Aid Card) plus $1 for each Industrial Marker on the board.
- Recycle Cards (Optional): In the Full Game only. Players can discard common Action Cards to draw the same number of new cards.
- Draw Cards: Players draw 3 cards from their decks and retrieve the CIA and People cards to their hand.
Actions and How to Play
During their turn, the player plays a card. Most cards can be used in two ways:
- Historical Action: Represents real events. It has Requirements (specific markers, payments, or the presence of the CIA). If met, the effect is applied to the Block where the requirements were found.
- Strategic Action: Has no board requirements but requires payment of a cash cost.
Special Card and Marker Types:
- People Card and CIA Card: They are played normally but are not discarded; they return to the hand in step 5 of the Resolution Phase.
- Leaders (Full Game): Start the game revealed. They can affect more than one Block and always grant at least 1 victory point.
- Revolutions and Dictatorships: Require the player to already hold Dominion of the Block. If activated, they replace the conventional Dominion marker with a Revolution/Dictatorship marker (which is worth 2 stars in scoring).
- CIA Marker: It is the only mobile marker in the game. Its position is essential for various USA actions.
- Dollar Price: Some cards require payment of the current value indicated on the Dollar Price scale on the board.
End of Game and Scoring
End Trigger: The game ends when the '1980' Round Counter is removed from the stack.
Scoring:
- Scoring is tallied during the Resolution Phase in the Determine Dominions step.
- Strength Calculation: Political, Industrial, Educational, and Cultural Markers are worth 1 strength each. Military Markers and the CIA are worth 2 strength each.
- Scoring per Block: The player with the highest influence strength places their Dominion marker and advances 1 space on the Victory Point Track.
- Revolution/Dictatorship Bonus: If the player maintains dominion in a block that has a Revolution or Dictatorship marker, they advance 2 spaces on the track instead of 1.
- Tie: In case of a tie in influence strength, no Dominion marker is placed (or the previous one is removed).
Victory Condition: The player with the most points on the Victory Point Track wins. In case of a final tie, the player with the most Cultural Markers on the board wins.
Tips for Winning
- Prepare the Ground: Use Strategic Actions to place necessary markers (like Political) so that in subsequent turns, you can activate more powerful Historical Actions.
- Control the CIA: For the USA player, strategic movement of the CIA is crucial, as it serves as both an influence force (2 points) and a requirement for executing various actions.
- Focus on Dominion: Prioritize conquering Revolutions or Dictatorships, as they double the victory points per Block (2 stars) during the Resolution Phase.