While every nation has a dedicated deck, victory is often decided in the . Mastering the common card pool allows you to bolster your economy, control your deck's cycle rate, and actively sabotaging your opponents.
Hoplites, Trireme Fleet, Agora, Oracle of Delphi, Colony, Phalanx, Ostrakon, Great Library Top-Tier Cards
While not a card you want in your own deck, its strategic removal or infliction is a hallmark of high-level play.
| Civilization | Core Strategy | Signature Cards & Top Picks | | :--- | :--- | :--- | | | Trade & Maritime Economy | Caravans – A key and potent card that allows you to acquire good cards cheaply without using an action. Dido – Use her to grab a region with a sack icon. Monopoly (Development) – The single best way for Carthage to manage Unrest and gather resources to keep Caravans running . | | Celts | Chaos, Raiding & Uncivilized Swarms | Druids & Advance – Play these at every opportunity to acquire or break through for Uncivilized cards. Cauldron of Cerridwen – Provides the resources to fuel your card plays. Side A of the Power Card – Considered significantly stronger than Side B, enabling more disruption . | | Greeks | Culture, Philosophy & Balanced Development | Their efficiency often comes from combining Civilized cards with their natural draw power. Look for cards that grant extra actions or passive progress generation. | | Macedonians | Conquest & Military Dominance | Aggressive conquest cards that allow you to force your opponent to discard or to gain benefits from attacking. | | Persians | Grand Strategy & Vast Territories | Excellent at accruing Region cards. Cards that reward you for having many Pinned cards (like Satrapies ) are their bread and butter. | | Romans | Engineering, Bureaucracy & Infrastructure | Focus on building a massive tableau. Their Fame card synergies and ability to manage Unrest efficiently make them a perennial favorite. | | Scythians | Horse‑based Hit‑and‑Run | Excellent at Exiling cards. Look for cards that allow you to draw and discard, cycling through your deck rapidly. | | Vikings | Raiding & “Barbarian†Victory | They never truly become an Empire—this is their strength. They want to end the game early by forcing the Unrest pile to run out. Aggressive raiding cards that generate resources from attacking are vital . |
: Each player has a unique set consisting of:
These cards should be your primary focus in the early-to-mid game to ensure your civilization doesn't stall.
Glory is arguably the most important market card in the game. It allows you to claim Fame cards, which are the highest-scoring cards in the pool and offer powerful, game-ending effects.
This card is the definition of "win more," but in a game where snowballing wins, Companion Cavalry is brutal. The ability to take an extra turn means you can conquer a region, then immediately use your new territory’s income to buy another Development card before your opponent can react. Alexander the Great would approve. If you see this card in the market against Macedon, buy it just to deny them.
Centurion, Praetorian Guard, Velites, Ballista, Proconsul, Via Appia, Triumphal Arch, Senate Top-Tier Cards
Represent minor foreign nations or cultural factions absorbed into your empire, providing unique hybrid abilities.
Tableau permanent cards ("pin cards") used to generate resources and hide/garrison cards.
While every nation has a dedicated deck, victory is often decided in the . Mastering the common card pool allows you to bolster your economy, control your deck's cycle rate, and actively sabotaging your opponents.
Hoplites, Trireme Fleet, Agora, Oracle of Delphi, Colony, Phalanx, Ostrakon, Great Library Top-Tier Cards
While not a card you want in your own deck, its strategic removal or infliction is a hallmark of high-level play. imperium classics card list top
| Civilization | Core Strategy | Signature Cards & Top Picks | | :--- | :--- | :--- | | | Trade & Maritime Economy | Caravans – A key and potent card that allows you to acquire good cards cheaply without using an action. Dido – Use her to grab a region with a sack icon. Monopoly (Development) – The single best way for Carthage to manage Unrest and gather resources to keep Caravans running . | | Celts | Chaos, Raiding & Uncivilized Swarms | Druids & Advance – Play these at every opportunity to acquire or break through for Uncivilized cards. Cauldron of Cerridwen – Provides the resources to fuel your card plays. Side A of the Power Card – Considered significantly stronger than Side B, enabling more disruption . | | Greeks | Culture, Philosophy & Balanced Development | Their efficiency often comes from combining Civilized cards with their natural draw power. Look for cards that grant extra actions or passive progress generation. | | Macedonians | Conquest & Military Dominance | Aggressive conquest cards that allow you to force your opponent to discard or to gain benefits from attacking. | | Persians | Grand Strategy & Vast Territories | Excellent at accruing Region cards. Cards that reward you for having many Pinned cards (like Satrapies ) are their bread and butter. | | Romans | Engineering, Bureaucracy & Infrastructure | Focus on building a massive tableau. Their Fame card synergies and ability to manage Unrest efficiently make them a perennial favorite. | | Scythians | Horse‑based Hit‑and‑Run | Excellent at Exiling cards. Look for cards that allow you to draw and discard, cycling through your deck rapidly. | | Vikings | Raiding & “Barbarian†Victory | They never truly become an Empire—this is their strength. They want to end the game early by forcing the Unrest pile to run out. Aggressive raiding cards that generate resources from attacking are vital . |
: Each player has a unique set consisting of: While every nation has a dedicated deck, victory
These cards should be your primary focus in the early-to-mid game to ensure your civilization doesn't stall.
Glory is arguably the most important market card in the game. It allows you to claim Fame cards, which are the highest-scoring cards in the pool and offer powerful, game-ending effects. | Civilization | Core Strategy | Signature Cards
This card is the definition of "win more," but in a game where snowballing wins, Companion Cavalry is brutal. The ability to take an extra turn means you can conquer a region, then immediately use your new territory’s income to buy another Development card before your opponent can react. Alexander the Great would approve. If you see this card in the market against Macedon, buy it just to deny them.
Centurion, Praetorian Guard, Velites, Ballista, Proconsul, Via Appia, Triumphal Arch, Senate Top-Tier Cards
Represent minor foreign nations or cultural factions absorbed into your empire, providing unique hybrid abilities.
Tableau permanent cards ("pin cards") used to generate resources and hide/garrison cards.