Imperial Settlers: Empires of the North is a new, standalone card game in the established Imperial Settlers universe, with players heading to the far north where three different factions live: Scotsmen, Inuits, and Vikings. Take on the role of leader, and make your faction into the best empire in the world!
Choosing the faction is only the first step, though, as each faction can be played using one of the two separate and unique decks. Yes, in the base game, players will find six pre-constructed decks ready to use straight out of the box. Each one offers a completely different gameplay style!
Develop your economy, deflect your opponent, and fight for dominance in the north. Learn new mechanisms, and experience a unique style of Imperial Settlers. Will you be able to create the most successful civilization in Imperial Settlers: Empires of the North?
- beautiful artwork on the cover
- really nice artwork on the top
- rules books are really nice quality and well laid out
- solo booklets included
- cartoonish colorful art style
- high quality artwork on the cards
- great artwork overall
- Imperial Settlers
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I can't stress enough how much I like this kind of cartoonish really colorful art style
- I can't wait to get this game to the table
- definitely want to get a bunch of plays in at different player counts
References (from this video)
- strong asymmetry adds variety
- expansions unlock new strategies and depth
- can be heavy for new players
- may require many expansions to realize full potential
- asymmetric races and resource management
- northern-inspired tribes with a focus on trade and city-building
- engine-driven, with multiple tribes offering distinct playstyles
Mechanics (from transcript analysis)
- asymmetric race decks — different factions each with unique abilities and rewards
- deck-building and resource flow — use cards for actions and ongoing benefits
Video topics + discussion points
Quotes (from this video)
- it's ugly as is a game comes
- Prelude expansion which I'm going to say is the only expansion you need for this game
- it's the chess of racing games
- it's a game of inches
- the Wind Waker-esque board game that is out there
- the campaign element really nicely and I like that they group The like the each play is three chapters in a setting
- you can play a game of this in an hour and a half with two players
- you are building that Tableau and your Tableau gets outrageous
References (from this video)
- highly replayable with different factions
- strong two-player play
- some factions may feel overpowering without proper balance
- deck-driven tableau and territory expansion
- asymmetric civilization-building with exploration and sailing
- independent factions with two-player combat and exploration
Mechanics (from transcript analysis)
- asymmetric decks — each player has a distinct set of abilities and goals
- sailing / exploration — travel to islands and complete objectives for bonuses
Video topics + discussion points
Quotes (from this video)
- it's the long game versus the short game
- it's a really fun dice puzzle
- the depth grows the more you play
- it's a legacy you can actually finish in a campaign
References (from this video)
- High replayability due to deck asymmetry
- Beautiful components and thoughtful design
- Complex for new players
- Asymmetric deck-driven civilization building
- Nordic/empire-building theme with modular decks
- Great Western Trail
- Colt Express
Mechanics (from transcript analysis)
- asymmetric deck-building — Each deck plays very differently, driving varied strategies.
- Resource/disc-based actions and ships — Discs enable actions; ships travel to expand influence.
- Two-player dummy interaction — Two-player mode uses a dummy for additional strategic tension.
Video topics + discussion points
Quotes (from this video)
- it's gorgeous
- everything about this game is gorgeous
- it's jazz chess with insects
- it's a combat game that I really like
- don't be turned off by it being too pretty
References (from this video)
- Diverse factions with distinct playstyles
- Dynamic engine-building with a satisfying end-game crescendo
- Impressive table presence and rewarding payoff when the engine sings
- Very large, table-hogging nature makes it best with big tables or two players
- Complexity and length may deter casual gamers
- Boats, conquest, and tableau-driven economies
- Civilization-building on islands with naval expansion
- Epic, grand strategy with factional flavor
- Imperial Settlers
Mechanics (from transcript analysis)
- deck_thinning_and_tableau — Placing cards slim the deck while expanding your tableau with new actions
- engine building — Each deck and island interaction builds towards a longer engine and a final score target (e.g., 25 points)
- engine_growth_and_endgame — Each deck and island interaction builds towards a longer engine and a final score target (e.g., 25 points)
- faction_decks — Each faction has its own deck, providing unique flavor and mechanisms
- island_expansion_and_pillage — Deploy boats to islands, conquer them, and add islands to your tableau for bonuses
- tableau building — Placing cards slim the deck while expanding your tableau with new actions
- workers_and_actions — Workers grant additional actions as you grow your civilization
Video topics + discussion points
Quotes (from this video)
- Evergreen replaces Photosynthesis, and not only does it feel more elegant, it looks super cool.
- The Grid in the game is basically the outline for new Barcelona.
- The turns are really Snappy they're short they're sharp and thinky.
- This game is a table hog but it's such a satisfying and gratifying experience.
- Every time you place a card out your deck gets thinner and thinner.
- It's the most combo-tastic Point Salad Euro I've ever played.
- This is such a tightly packed short, strong punching game that really gives you that feeling of deduction.
- Expanding to Islands and tableau gives a powerful engine.
References (from this video)
- Clear variation between empires creates strong replayability
- Engaging engine-building with thematic flavor
- Some empires may feel overpowering if not balanced
- Rule complexity can be intimidating for newcomers
- empires vying for dominance with diverse decks and resource engines
- Nordic/analogous northern empires, diverse empires with unique decks.
- distinct empire flavors and engine-building emphasis
Mechanics (from transcript analysis)
- Deck building — Each empire has a unique deck; play and optimize cards for actions.
- deck-building — Each empire has a unique deck; play and optimize cards for actions.
- Resource management — Manage resources and counters to advance capabilities and scoring.
Video topics + discussion points
Quotes (from this video)
- We absolutely adore this game. It's super super fun.
- the big Mayan calendar in the middle
- you can place a worker on the symbol that matches the god card.
- This is a big deck building game where you are going to have a different nation.
- Every game I feel like is a little bit different because the board map will change.
- Civolution is very good.
References (from this video)
- great replayability and scenarios
- lots of civilizations
- can be heavy to learn
- solo mode requires some setup
- Civilizational growth with multiple routes
- Tableau-building empire management
- Scenario-driven with civic focus
- 51st State
- Urania
Mechanics (from transcript analysis)
- scenario-driven play — play across different setups with replayability
- tableau-building — build up civilizations with varied decks/choices
Video topics + discussion points
Quotes (from this video)
- it's always your turn
- one of the best solo deck builders you can get
- this is one of the most impressive solo titles from GMT
- this is such a fantastic puzzle
- a masterpiece of minimalism
- it's such a satisfying card play
References (from this video)
- variety of factions
- deep engine interactions
- learning curve for asymmetry
- takes longer to play
- engine-building and asymmetric factions
- Northern empires and trade networks
- tableau/engine-building with faction asymmetry
- Gaia Project
- Gauntlet of Empires
Mechanics (from transcript analysis)
- Asymmetric play — Each faction has its own strengths and scoring paths.
- engine-building — Asymmetric factions develop unique engines for scoring and actions.
- set collection — Gather resources and cards to fulfill scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- “it's another episode of board games and brew where we don't have brew”
- “we launched our merch store”
- “Arc Nova is a tableau builder”
- “it's been chaos because everybody is trying to outsmart everybody”
- “159 games in a week or 10 days”
References (from this video)
- cute, approachable visuals
- lots of interaction between factions
- expansion options broaden play
- some factions feel more powerful than others early on
- civic development with multiple factions
- ancient civilizations
- asymmetric engine-building with accessible play
- Caverna
- Gaia Project
Mechanics (from transcript analysis)
- multi-faction engine-building — each faction acts differently with distinct powers and paths to victory
Video topics + discussion points
Quotes (from this video)
- it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
- i really really like tapestry
- it's simple but fun
- the fan track keeps you relevant when you're behind
- it's a bundle of fun
- i love calico
- radlands is a fantastic two-player card dueling lane fighter
References (from this video)
- accessible civ-building
- quick play
Mechanics (from transcript analysis)
- area-control — Civilization-building with area control mechanics
- resource_management — Manage resources to advance civilizations
Video topics + discussion points
Quotes (from this video)
- it's CMon, it's IDW and it's a miniatures game
- I really appreciate daniel and Nicolas taking the time to talk with me
- remember you're playing Flugelschlagen
References (from this video)
- interesting faction combos; scalable play
- teaching complexity for new players
- conquest and tableau-building
- fantasy empire-building across islands
- asymmetric factions with deck-building
- 51st State
Mechanics (from transcript analysis)
- asymmetric faction decks — each faction has unique abilities and starting conditions
- deck-building / tableau — factions choose actions from a shared pool via card draws
Video topics + discussion points
Quotes (from this video)
- Number 50 for me is a Vital Lerta game. A big cool thematic experience about what happens after a heist. This is Escape Plan.
- Invincible is my number 50.
- San Juan's one of my favorites; I love how those buildings synergize with crops and selling them.
- Spectral is one of those deduction games where you're just trying to avoid the curse and getting gems out there.
- This is one of those classic polyomino games. My favorite in the genre. This is Baron Park.
- Twilight Inscription is infinitely expandable.
- Adrenaline is a bit of everything: euro, shooter vibe, and tense last-hits moments.
- Robinson Crusoe—cooperative survival with fantastic stories.
References (from this video)
- Rich engine-building depth
- Multiple factions provide variety
- Can be heavy for newcomers
- Direct interaction varies
- engine-building and tableau construction
- civilization-building in a nordic theme
- multi-faction empire-building
Mechanics (from transcript analysis)
- area control via tokens — control of hexes yields diminishing returns
- engine-building via cards — cards grant resources, actions, and points
Video topics + discussion points
Quotes (from this video)
- we're here today again for another installment of who plays it better
- please subscribe we hope to see you again soon
References (from this video)
- Adorable art style
- Engine building mechanics
- Empire Building
- Adorable Art
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If Jamie wins a game the first time we play it is an asterisk win if I win a game the first time we play it it is not an asterisk win
- I absolutely love this game
- We understand why everyone loves this game, in our playthroughs it just did not work for us
- Instant love for me
- Jason dominated our January
- He's an undercover competitive person and he's just really good at games
- We are even stevens
- If one of us have no chance of winning and I'm hell-bent on making sure Jamie doesn't win
- You should see us play ping pong
- I feel like you were surprised that I liked this game
References (from this video)
- strong solo support in North expansion
- familiar engine design
- some players find it repetitive
- empire building and resource management
- northern expansion of the Imperial Settlers universe
- engine-building with scenario variety
- Concordia
- Great Western Trail
Mechanics (from transcript analysis)
- engine-building — crafting efficient actions across the empire
- solo campaign potential — supports solo play with expansion content
Video topics + discussion points
Quotes (from this video)
- we together are the horsemen of the apocalypse
- the solo mode is the same rules you're just using one bot
- Concordia solitaire is so good you can play it with any map and any expansion
- the expansion for Star Wars Outer Rim tweaked the solo mode nicely
- Baseball Highlights 2045 I freaking love baseball
- Final Girl is ultimately going to be the more palatable one
- I love root solo; it's a bear but worth it
References (from this video)
- Cute art with adorable factions
- Each faction plays differently
- Character-driven gameplay
- Expansion factions available (Japan, Rome)
- Jeff rarely wins due to faction balance
- Empire building, exploration
- Multiple factions and cultures
Mechanics (from transcript analysis)
- Card Play — Lay down cards to build engines
- engine building — Build card engines for each faction
Video topics + discussion points
Quotes (from this video)
- These go to 11 - just like in Spinal Tap
- I literally started this video by saying everything will be cute and animal related, and the first one is murder war counts
- You're basically Bilbo Baggins trying to steal Smaug's treasures
- The only reason this game is on your list is because you always win
- It's like clue but cooler and more dynamic
- I love space... love space theme games... any space related games I'm in love with
- I have Disney tattoos all over my arms
- 1v1 all day, give me that
- It is uncanny how lucky Jamie is
- Mansions of Madness is so good like I love it
- Jaws of the Lion was a great compromise where Gloomhaven is super heavy
References (from this video)
- lovely engine builder
- no AI maintenance; you take turns and solve puzzles
- rule depth can be intimidating; solo learning curve is notable
- engine-building with tableau and island civilizations
- 51st State
Mechanics (from transcript analysis)
- engine-building — turn-based engine-building with worker tokens and island conquests
Video topics + discussion points
Quotes (from this video)
- it's one of the most beloved solo board games out there
- this is a wonderful engine builder
- a game that you can take anywhere
- the rule book was perfect in my opinion
- one hell of a title by chip theory games
References (from this video)
- Engaging card-driven engine-building with asymmetrical clan abilities that create varied play styles
- Solid mid-weight design with accessible 45–90 minute play sessions
- Clear emphasis on engine development: drawing, playing, and building to generate VP efficiently
- Expansion potential is highlighted, offering substantial replay value through additional clans and options
- Compact footprint for a card-driven engine game, enabling multiple players and a relatively quick setup
- card-driven engine-building with asymmetric clan abilities
- Nordic-inspired island archipelago with rival clans vying for power
- procedural, strategic engine construction driven by faction decks and locations
Mechanics (from transcript analysis)
- Card-driven engine building — cards determine actions, generate resources, and drive a scoring engine tied to your clans
- Endgame trigger by points — the game ends when a player reaches a designated point total (25 in the transcript), finishing the current round
- engine building — build and activate locations to gain ongoing or situational effects that power your engine
- Expandable content through clans — base game supports multiple clans with unique abilities; expansions add eight additional clans across four sets
- hand management — draw cards and choose which to keep, shaping your strategy each round
- Hand management / card drawing — draw cards and choose which to keep, shaping your strategy each round
- Limited Points — the game ends when a player reaches a designated point total (25 in the transcript), finishing the current round
- Location construction and activation — build and activate locations to gain ongoing or situational effects that power your engine
- Raid / exhaust opponent's cards — attack to exhaust or disrupt an opponent's key cards, hindering their engine and tempo
- Resource management — gather resources from cards and locations to pay costs and fuel the engine
- worker placement — spend workers to activate actions such as drawing, exploring, constructing, or raiding
Video topics + discussion points
Quotes (from this video)
- should you play empires of the north
- designed by johannes and ignacy chevy
- empires of the north is a card game in
- the goal is to build up a card driven engine that will generate victory points
- the first player to get to 25 points
- if you like one to four player games that last 45 to 90 minutes
- engine building mechanisms resource management quick but very strategic turns
- faction decks with unique and varying abilities and eight additional clans from four different expansions then you should play empires of the north