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Each of the eight civilizations starts with a unique starter deck (10–12 cards) and a “Nation” deck of powerful upgrades you unlock as you play . As you cycle through your deck, you draw from these Nation cards automatically when you run out of cards to draw. Once you have exhausted your Nation deck, you become an Empire and gain access to your Development cards—powerful assets that often define the late game .

While not a card you want in your own deck, its strategic removal or infliction is a hallmark of high-level play.

: Frequently cited by experienced players as a must-grab. It provides critical card draw to cycle through your nation deck and reach your "Empire" phase faster.

A key nuance in Imperium Classics is that . This unique design choice means you can play them immediately, dramatically speeding up your engine building .

While signature cards are civilization‑specific, many of the most powerful plays in Imperium Classics come from the . These cards are available to every nation, and securing them before your opponents can be the difference between a footnote and a legend.

“Glory” is a common action that typically allows you to flip a Region to gain the card garrisoned under it, often scoring you points in the process. Any card that gives you an extra Glory activation (or a free Glory each turn) is incredibly powerful. It allows you to cycle garrisoned cards repeatedly, generating a steady stream of points without clogging your deck .

These 15 cards are the late-game powerhouses. They are expensive to acquire but are often worth many points and have powerful effects that can only be used once you are an Empire. They are often the cornerstone of a winning strategy.

Defensive or expansionist factions (e.g., Romans, Carthaginians). Generates high Progress and allows deck thinning. Factions aiming to rush through their development deck. Code of Laws Awards points for Civilised cards in your deck. Late-game Empire builds that rely heavily on the market. ⚔️ Key Faction Cards to Watch