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€29.95 -50% €14.97Excavation Earth
€55.00 -50% €27.50El ascenso de Black Panther
€24.99 -25% €18.74
Steam and steel redraw the map as telegrams outpace cavalry and dreadnoughts cast long shadows on distant straits. Imperial Elegy lets you steer a great power through seven decades of brinkmanship—industrial booms, colonial crises, and alliances that never sit still. Each turn spans a decade; the Great War may erupt…or be averted—depending on how you play your hand.
Imperial Elegy: The Imperial World at War 1850-1920
REF: VUCFT0021Steam and steel redraw the map as telegrams outpace cavalry and dreadnoughts cast long shadows on distant straits. Imperial Elegy lets you steer a great power through seven decades of brinkmanship—industrial booms, colonial crises, and alliances that never sit still. Each turn spans a decade; the Great War may erupt…or be averted—depending on how you play your hand.
Security
Delivery policy
Return policy
Your engine of statecraft is a hand of Action Cards. Spend them as command points to recruit, industrialize, move fleets and armies, influence minors, set war aims and build reach—or unleash their events to bend history at exactly the right moment. Control the pace by dominating flashpoints—the Low Countries, the Balkans, and global Power Projection—to draw more cards and roll your industry forward. At sea, ports and bases across linked naval boxes determine how far your influence can travel; chokepoints like the Suez Canal and the Dardanelles can open or close entire theaters.

Alliances breathe. Political shifts and crisis checks can flip blocs, sometimes twice in a single step. If the guns do speak, the game changes cadence: fixed wartime budgets, trenches, reserves and naval interceptions make every decision tighter—and every loss sting—until winter closes the campaign.
Victory wears many faces. If peace holds to the end, reveal National Goals and tally your triumphs. If the Great War crowns a side, alliance victory (with room for a canny neutral to slip through) decides the outcome. On rare occasions, sheer territorial conquest ends it early.
Highlights
Grand arc across seven decades — war is possible, not inevitable.
Card-driven statecraft — choose between flexible command points and powerful historic events.
Flashpoints, not borders — dominate key regions and global Power Projection to accelerate your tempo.
Sea lanes as policy — ports, bases, Suez and the Dardanelles reshape movement and strategy.
Living diplomacy — shifting influence and crisis resolution can realign the whole table.
Distinct wartime mode — fixed CP budgets, trenches, interceptions, and punishing attrition.
Game Information
Players: 1–6 (designed for six; supports smaller counts and solitaire)
Structure: 7 decade turns (1850–1920) plus up to 6 Great War turns if war occurs
Core Systems: card-driven actions/events, flashpoint domination, naval projection & chokepoints, dynamic alliances & crises, wartime/Great War cadence, hidden National Goals
What’s in the Box
Map of the late-19th/early-20th-century world with flashpoints and naval boxes • Action Card decks • counters and markers for powers, fleets, armies and control • player aids and reference sheets • rulebook and playbook.
