How to Play

Struggle of Empires

2-7 players 180-240 min 7.5 Board Game Geek Rating

Players control 18th-century European powers, building armies, fleets, and colonies while managing their economies. Each war forces players into two permanent alliances, eliminating backstabbing but creating strategic dilemmas about choosing allies versus enemies. Victory comes through empire expansion while avoiding revolution from overspending.

Published 2004

Struggle of Empires

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the game board
Put the game board and Neutral Region Markers Display in the center of the table
2
Prepare gold and unrest
Place Gold coins and the Draw Bag of Unrest counters within reach of all players; keep Value-5 Unrest counters separate in the General Supply
3
Arrange tiles
Place all tiles and Covert Action tokens on the game board display as indicated
4
Remove tiles by player count
Check the lower right corner of tiles and remove those not matching your player count
5
Set the War marker
Place the War marker on space (I) of the War Track and Game Phases marker in area (I.) of the game play track
6
Determine start player
Seat players around the table and give the start player the Auction Gavel
7
Select Major Powers
Each player selects a Major Power and takes the player mat, military units (14 Army, 8 Navy, 2 Fort), 20 Control markers, 6 Local Alliance markers, and Score/Population/Grand Alliance markers in that color
8
Place Alliance marker
Put your Alliance marker in area (II.) of the Game Play track next to the Grand Alliance proposal circles
9
Set Population marker
Place your Population marker on space (5) of the Population track
10
Set Victory Point marker
Place your Victory Point marker on space (0) of the Victory Point track
11
Take starting gold
Each player takes 10 Gold from the General Supply
12
Setup non-player Major Powers
For games with fewer than 7 players, sort out labeled sets of 5 Neutral Region markers per non-player
13
Place random Neutral Region markers
Draw and place markers on the map based on player count (7 players: 10; 5-6 players: 9; 4 players: 8; 3 players: 6; 2 players: 4)
14
Draw player Neutral Regions
Each player draws random Neutral Region markers (4-7 players: draw 5; 2-3 players: draw 6) and places one Control marker in each region drawn
15
Place initial military units
Beginning with start player going clockwise for 5 rounds, each player places 1 military unit (Army/Navy/Fort) in any Victory Point region

On Your Turn

What you can do during your turn.

1
Phase I - Draw Neutral Region markers
In 2nd and 3rd Wars only, draw and place new random Neutral Region markers from the Draw Bag based on player count
2
Phase II - Determine Grand Alliances
Create two Grand Alliances through a series of auctions dividing players into red and blue alliances
3
Conduct auction bidding
The player with the Auction Gavel passes it left, then proposes two unallied Major Powers by placing markers in red and blue Proposal circles
4
Phase III - Player Actions
Play 6 rounds with 2-4 players or 5 rounds with 5-7 players
5
Take two actions per turn
Perform either 2 Regular actions or 1 Regular and 1 Special action in any order, plus any number of Free actions
6
Build 1 Military Unit
Place 1 Army, Navy, or Fort in your home country at the cost of 1 Population
7
Move 2 Military Units
Independently move 2 different Army and/or Navy units as separate events
8
Perform Distant Sea Move check
Roll the custom die when crossing distant sea borders
9
Perform 1 Attack
Pay 2 Gold and designate the region and Control marker being attacked
10
Resolve Naval Combat
Determine base strength for both sides
11
Resolve Land Combat
Determine base strength after Naval Combat
12
Apply combat losses
The losing side loses 1 unit and gains 1 Unrest counter
13
Pass
Choose to pass; if you pass both actions or pass 1 action without attacking, return 1 point of unrest
14
Colonize
Convert a Colonize Neutral Region marker to your Control marker by spending 1 Population; no presence required
15
Gold Coast Commerce
Convert a Gold Coast Commerce Neutral Region marker to your Control marker if you have a Navy in Africa; no Population cost
16
Establish Local Alliance
Place a Local Alliance marker in a region with an unestablished alliance; pay 1 Gold for Ottoman, Portugal, Gaucho, or Denmark alliances
17
Claim 1 Tile
Take one Free Action, Improvement, Military Tactics, or Immediate Action tile by paying its cost
18
Use Taxation
Take 1 Unrest counter and gain 2 Gold (or 3 Gold with Banking tile) whenever you must pay an expense and lack sufficient gold
19
Use Free Action tiles
Each tile may be used once per War then flipped
20
Use Trade tiles
Gain 1 Gold per Control marker in the specified region
21
Calculate income
Gain Gold equal to your Population level plus 1 Gold per Control marker on the map
22
Pay maintenance
Pay 1 Gold per military unit on the map; use Taxation if needed
23
Increase population
Raise your Population level by 5 (maximum 9)
24
Score Victory Points
Players with most Control markers in each region score highest VP value; second most scores second value; third most scores third value if available
25
Handle ties
All tied players receive full value for their position
26
Return Alliance markers
Return all Local Alliance markers to owners
27
Reset Grand Alliance markers
Move markers to the side for new proposals
28
Restore tiles
Flip all used Free Action tiles back to ready side
29
Advance War marker
Proceed to Phase I for 2nd and 3rd Wars

Winning

How to claim victory.

1
End the game
The game ends at the conclusion of the 3rd War after Phase V
2
Reveal unrest
All players reveal their hidden Unrest counters
3
Eliminate high unrest players
Any player with 20 or more unrest reduces Victory Points to 0 and is out of the game
4
Apply unrest penalties for 4+ players
Among remaining players, highest unrest loses 7 Victory Points; second highest loses 4 Victory Points
5
Apply unrest penalties for 2-3 players
With 3 players, most unrest loses 7 VP, second most loses 4 VP; with 2 players, most unrest loses 7 VP unless tied
6
Determine winner
The player with the most Victory Points wins
7
Break ties
If tied for Victory Points, the player with the least Unrest wins

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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