
- BGG rank
- BGG #2,194
- BGG rating
- 7.7
World in Flames
- 2–7 players
- 120–6000 min
- Complexity 4.6/5
- 1985

1983
Rules assistance for Empires in Arms
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Empires in Arms is a board game released in 1983 for 2–7 players, 120–12000 minutes per game, and ages 14 and up. It was designed by Harry Rowland and Greg Pinder and its main mechanics are Variable Player Powers, Area Movement, and Dice Rolling.
(from the back of the box - Avalon Hill edition:) "Empires in Arms" is a board-wargame covering the major elements of diplomacy and warfare during the Napoleonic Wars of 1805-1815. YOU, as a player, are the absolute monarch of a major European power (Austria, France. Great Britain. Prussia. Russia, Spain or Turkey) and guide that nation through the maze of conflicting interests and ambitions that characterized Napoleonic Europe. Each major power has its own individual economic; military and geographic advantages and disadvantages. Players negotiate alliances. dictate peace treaties. administer conquests and conduct warfare on land and sea by maneuvering corps and fleets in the constant struggle for survival and prestige. • Numerous Scenarios : These vary in size and length from the four-Turn. two-player 1805 Scenario to the 132 Turn, seven-player Grand Campaign Game (1805-1815). • Great Military Leaders : Napoleon of France. Nelson of Great Britain. Blucher of Prussia. Prince Charles of Austria and many, many more • Uncontrolled Major Powers : Rules that allow the realistic use of extra major powers in campaign games when less than seven players are available • Unique Combat Systems : Land combat takes into account the effects of leadership, grand-tactics and the numbers, morale and types of troops present. Sieges include stormings and sorties. Sea commanders try to hold the "wind-gauge". Massed shore batteries protect harbors from blockading enemy fleets. • Economic System : Money and manpower availability from home provinces and conquests determine recruiting and national strength. CONTENTS: 1008 Die-Cut Counters Two 25" by 35" mapboard 1 Rulebook 2 Dice 1 Double sided Display Charts/Forms 2 Identical Double sided Charts/tables reference page 7 National Cards (BGG description :) A board-game covering the major elements of diplomacy and warfare during the Napoleonic Wars of 1805-1815. Each player is absolute monarch of one of the major powers(England, France, Austria, Russia, Prussia, Spain and Turkey). The full game lasts 132 turns 1 for each month approx playing time is 100-150 hours. Each month is split into 4 phases: The Diplomatic phase where players negotiate deals, forge alliances etc. The Reinforcement phase where each player in sequence adds reinforcements due. The Naval phase each player conducts naval moves in sequence. The Land phase where each player moves and fights with his armies in sequence. And then every third month an additional phase is added: The Economic phase, which is where players collect resources and purchase future reinforcements. To win the game each nation needs to amass victory points these are scored in the economic phase and are based on your nations political status. As status always gravitates to a central position players must continually "politik" to reach their goal.
Empires in Arms supports 2–7 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Empires in Arms is 120–12000 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Empires in Arms for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Empires in Arms has a complexity rating of 4.4 out of 5 from BoardGameGeek players, which makes it a heavy game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Empires in Arms belongs to these categories: Economic, Wargame, and Napoleonic. Its main mechanics are Variable Player Powers, Area Movement, and Dice Rolling. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Empires in Arms are: Harry Rowland and Greg Pinder. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Empires in Arms as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.