After what feels like years of gentle pressure (the game was released in 2014), I finally got around to playing some Imperial Settlers the other day. I regret not playing it sooner.
A simple card game built around the idea that youāre an ancient civilisation expanding into new lands, Imperial Settlers is nominally based on creator Ignacy Trzewiczekās Fallout-ish predecessor, 51st State. But video game people might be more at home comparing it to Blue Byteās classic series The Settlers, and for more reasons than just the name.
Players in Imperial Settlers choose from one of four factionsāRome, Barbarians, Egypt & Japanāand have to build settlements out of a range of cards at their disposal, some from a unique deck available only to that faction, others from a common deck.
Buildings are constructed using resources, which each faction gains at the start of each turn, but which over time are supplemented by more resources you gain from the buildings you construct. Thereās a strong engine-building focus, then, as you juggle whether to construct cheaper buildings that will give you a quick resource boost, or invest in larger structures that are geared more towards late-game strategies and victory points.

Whatās āEngine Building?ā
Itās a common mechanic in board games, especially āeuroā style ones. Settlers of Catan and Terraforming Mars are two examples: the aim is to build things that get you more stuff in order to build more things, and the idea is that players feel like theyāre getting stronger with each passing turn.
The meat of the game comes from the fact that this isnāt some meandering city-builder where you can take all night to put together a few camps. Imperial Settlers only lasts for five turns, which means you have to really optimise your strategies, making sure that youāve got enough resources and the right kind of buildings to get enough points together at the end of the game to win it
Complicating matters slightly is the fact that all players are in direct competition. Most turns are taken individually without much player interaction, but one of the core mechanics of the gameāand one that Rome relies onāis the way you can raze buildings to instantly claim resources.
Youāre able to do this to your own buildings, which is fine, but you can also do it your opponentās, which is a lot more fun. Burning someone elseās stuff to the ground doesnāt just get you a resource boost, but can also completely derail their strategy, which might be reliant on a combo or certain card effect (Iāve lost a game as Rome, for example, when someone razed my special card thatā¦gave me a bonus for razing, something Iād banked on getting me a ton of points).
Indeed maybe my only main gripe with the game is that there isnāt more interaction between players; outside of razing itās pretty much a solitary affair, though with turns only taking a few seconds to administer itās not that big a deal, since wait times are kept to an absolute minimum.
What I love most about Imperial Settlers is that itās a very casual entry point to engine-building, normally a kind of game that Iām not that into. Yet because I found myself on top of the basics in only a matter of minutes here, I was more willing to lead myself into the more complex stuff than I usually am, and as a result enjoyed every minute with it.