These are critical early-game gets. They allow you to put cards into your history pile, which effectively thins your deck while still contributing to your final score. Mysticism (Uncivilised):
⛵ Your primary vehicle for victory. It allows you to execute devastating raids on the market deck and your opponents.
Pair Conquer with cards that benefit from having multiple Regions in play, such as factions that rely on heavy resource generation from lands. 🪵 Trade Route (Uncivilised) Type: Uncivilised Tributary
So, shuffle your starter deck, survey the common market, and remember: History is written by those who conquer the card market. May your empire never fade into obscurity! imperium classics card list top
Provides a steady stream of resources every time you resolve Solstice abilities.
Prioritize these early for their ability to "free draw," helping you cycle through your deck faster to reach your powerful nation cards.
: Essential for population generation. Since many powerful civilization-specific cards require population to play, securing a City (available in both uncivilized and civilized forms) or the more advanced Metropolis is vital. These are critical early-game gets
: Cards like Fertile Land or Mountain are low-risk, high-reward. Acquiring them never grants Unrest , and they provide "Garrison" slots to thin your deck of weak starter cards while still counting for end-game points. 2. Strategic Game-Changers
The box includes eight factions, generally considered more accessible than those in the Legends expansion:
We are ranking cards from the and the unique Nation decks (Romans, Greeks, Carthaginians, Macedonians, Persians, Britons, Scythians, and Mauryans). We have excluded the Development deck (Empire cards) because those are acquired via a different mechanism. It allows you to execute devastating raids on
Imperium Classics isn’t a traditional TCG with a fixed “card list” of 500 unique names. Instead, it’s a self-contained civ-building deck game. Each of the 8 civilizations (Romans, Carthaginians, Greeks, Macedonians, Persians, Celts, Mauryans, Vikings) has its own 25-card nation deck plus common cards.
Trade Route offers excellent deck cycling and resource generation. It allows you to draw cards while gaining materials based on the market state.
Often considered "busted" for certain civilizations (like the Celts), these cards allow for extra actions at the cost of discarding cards or managing Unrest.