This interface guide is a reference on how to use the BSW interface for Imperial. The complete rules can be found here.
The main differences between Imperial and Imperial 2030 are listed here.
Furthermore, please refer to the operating instructions again.
As well as the map of Europe, the following components are included:
This is the main component to select actions. Simply click the appropriate action on the dial. You can move the dial by dragging your mouse over the center and moving it on the map.
The dashboard shows the bond value for each player in each country. The player holding the investor card is marked in red, the active player is denoted by a *. You can view the interest value of your bonds by hovering the cursor over the dashboard. Clicking on the dashboard toggle it between the left and right of the map.
The countries in the game are listed in sequence on the right border. The window contains the following information:
The active nation is outlined. The controlling player is also defined by >>Name<<.
By right-clicking on a country, a window will open with other details. Here you can at any time to spend money from you personal funds to that country, especially after choosing the Import/Produce action.
< span>In the factory phase possible building sites for the factory are indicated by white 'ghost" factories. Click on one to build the factory. If you don't wish to build or cannot, you can pass by clicking on the large red X .
If your supplies are exhausted, you may elect to switch off production of your factorites by clicking on a green check mark. The production is completed once you click on the large 'PRODUCTION' button as shown in the diagram.
The available locations for import are marked in white. Click on the map to assign the appropriate unit to the location, and highlight the type of unit and quantity. You can click/toggle on the units to remove these again. The import is completed once you click on the large 'IMPORT' button as shown in the diagram.
Use drag and drop to move fleets. Once you have made all your desired fleet movements, click on the large 'FLEET MOVEMENT' button as shown in the diagram. You cannot move armies in this phase.
Use this button to complete the land movement phase. The Taxation Markers are placed automatically after the land movement phase.
Military units are moved by means of Drag and drop. Convoy and railway movements are considered as a single step. Therefore to move from say Munich to Norway, the army must initially move to Cologne, then Hamburg, then to Norway by means of convoy on the North Sea. Identical unit types when grouped together are quantified by a number. When a group of fleets are used by the active nation, the usage of the movement via the fleets is posted. Therefore the message 4(2,1) means that of the 4 fleets, 2 were moved and 1 was used as a convoy to transport an army.
If you move your mouse over a region, detailed information is shown about the units stationed there. The units moved during this turn are marked with a red arrow. The fleets used during this turn as a convoy are marked with an orange gun.
If you move into a region with opposition military units and/or an opposing homeland region, then the conflict window opens. In order to fight with units of the active state that were already in this region, simply move your unit back into the region. If opposing units are in the region, they are now highlighted in the window. The aggressor can elect to remove an opposing unit and by means of the lowest red Button FIGHT. If they do not want to fight, they select the green button in the center PEACE. The upper button TRUCE is only active only if you move an army into a homeland region with peaceful intent.
< span>If the active country does not wish to fight, all nations that have a military unit in the location are given the opportunity to initiate a fight or not. The left shows which country and which type of unit is currently in question.
If there is only one unit being fought/exchanged, this is carried out automatically. If more than one unit then the aggressor MUST choose which opposing unit to remove/exchange.
If you move a military unit into an opposing nation's homeland, you can specify peaceful intent with the WHITE FLAG button. This button is active only when you enter an opposing nation's homeland. If you choose the middle button (crossed out flag) then you are showing aggression to that nation. To change the aggression status of your military unit you can click back into the same region. If a nation has only one factory, which is not occupied by hostile armies, then the region locating this factory may not be entered by hostile armies, therefore, armies of other nations, which enter this region, are automatically set to a peaceful status.
Peaceful units are marked with a white flag.
A foreign factory can be destroyed when there are three armies in the area. If the conditions are fulfilled you can click on it to destroy the factory.
The cash flow during this action is shown visually. The investor (and other players, if the investor card is not in use) can then invest using the investment window.
At the end of the investor action, the ownership of each of the investment flag (control of the government) is assessed. The sum of all bonds a player has with a nation is taken into account. If another player now possesses more credit in bonds with that nation (a tie means no change), the control of the government changes and the flag moves to the new owner. When a nation's government changes, if a nation has 0 points of power and a player loses his last government, this player receives to 1 million from the player, from whoever took over the government. If a player is not able to pay the 1 million, then he does not pay. The Investor Card now moves on to the next player at the end of the investment phase.
This happens automatically in three steps once you select. The exchange of money is shown. The game marker is moved. Taxes and the points are shown on the country itself.
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