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Dreams of Empire (Complete Edition)
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Dreams of Empire (Complete Edition)

Dreams of Empire (Complete Edition)

Designer Ian Weir
Publisher Red Sash Games
Players 1-2
Suggested Age 12 and up
Expansion Four Corners


Note:
The Complete Edition includes all countersheets and maps needed for the game, as well as cards, pawns, cubes, rulebooks, player aid sheets, scenario booklets, and historical commentaries.

Dreams of Empire: The Wars of South India 1730s-1740s
is a Two-player Operational-level board-wargame set in South India during Europe's Age of Reason. This is not a 'colonial' game. It focuses on the wars of the native states during the 1730s and 1740s AD, such as the Travancore-Dutch War (which Travancore won), the Canarese invasion of Northern Malabar, the Madurai Succession Wars, and kingdom-building by Muslim adventurers on the southern fringe of the Mughal Empire.

The game uses two map scales (4 leagues per hex for the sandbox grand campaign scenario, and 1 league per hex for the various minor scenarios, which use different maps). Unit scale is 'brigade' and manoeuvre-units are armies and 'columns' commanded by leaders. Specialists such as pioneers, elephants, or assassins, are allocated to the regular formations for specific mission requirements (bridging, siegecraft, killing an enemy leader, etc.). Turns represent 3 weeks and scenarios cover periods from one to ten years.

16th volume of Red Sash Games' Lace Wars series and rules-compatible with the other games in the series. Includes rules for adding RSG's Sea Lords module Carnatic War (sold separately in the Four Corners box) to create a 3 to 4-player game.

-description from designer

$99.21

Original: $283.46

-65%
Dreams of Empire (Complete Edition)

$283.46

$99.21

Dreams of Empire (Complete Edition)

Designer Ian Weir
Publisher Red Sash Games
Players 1-2
Suggested Age 12 and up
Expansion Four Corners


Note:
The Complete Edition includes all countersheets and maps needed for the game, as well as cards, pawns, cubes, rulebooks, player aid sheets, scenario booklets, and historical commentaries.

Dreams of Empire: The Wars of South India 1730s-1740s
is a Two-player Operational-level board-wargame set in South India during Europe's Age of Reason. This is not a 'colonial' game. It focuses on the wars of the native states during the 1730s and 1740s AD, such as the Travancore-Dutch War (which Travancore won), the Canarese invasion of Northern Malabar, the Madurai Succession Wars, and kingdom-building by Muslim adventurers on the southern fringe of the Mughal Empire.

The game uses two map scales (4 leagues per hex for the sandbox grand campaign scenario, and 1 league per hex for the various minor scenarios, which use different maps). Unit scale is 'brigade' and manoeuvre-units are armies and 'columns' commanded by leaders. Specialists such as pioneers, elephants, or assassins, are allocated to the regular formations for specific mission requirements (bridging, siegecraft, killing an enemy leader, etc.). Turns represent 3 weeks and scenarios cover periods from one to ten years.

16th volume of Red Sash Games' Lace Wars series and rules-compatible with the other games in the series. Includes rules for adding RSG's Sea Lords module Carnatic War (sold separately in the Four Corners box) to create a 3 to 4-player game.

-description from designer

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Description

Designer Ian Weir
Publisher Red Sash Games
Players 1-2
Suggested Age 12 and up
Expansion Four Corners


Note:
The Complete Edition includes all countersheets and maps needed for the game, as well as cards, pawns, cubes, rulebooks, player aid sheets, scenario booklets, and historical commentaries.

Dreams of Empire: The Wars of South India 1730s-1740s
is a Two-player Operational-level board-wargame set in South India during Europe's Age of Reason. This is not a 'colonial' game. It focuses on the wars of the native states during the 1730s and 1740s AD, such as the Travancore-Dutch War (which Travancore won), the Canarese invasion of Northern Malabar, the Madurai Succession Wars, and kingdom-building by Muslim adventurers on the southern fringe of the Mughal Empire.

The game uses two map scales (4 leagues per hex for the sandbox grand campaign scenario, and 1 league per hex for the various minor scenarios, which use different maps). Unit scale is 'brigade' and manoeuvre-units are armies and 'columns' commanded by leaders. Specialists such as pioneers, elephants, or assassins, are allocated to the regular formations for specific mission requirements (bridging, siegecraft, killing an enemy leader, etc.). Turns represent 3 weeks and scenarios cover periods from one to ten years.

16th volume of Red Sash Games' Lace Wars series and rules-compatible with the other games in the series. Includes rules for adding RSG's Sea Lords module Carnatic War (sold separately in the Four Corners box) to create a 3 to 4-player game.

-description from designer

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