The time of accounting is at hand. During this time the chancellors of the city-states gather to discuss the focus of the next age. The guilds long to hold sway over these negotiations, and to claim influence over the city-states. They contract the factions to negotiate for them in secret. Each faction selects a member from its ranks to represent the guilds at the negotiations. You are tasked with this purpose. If you represent your faction and the guilds well, and complete their edicts, you will be rewarded with esteem and power. If you fail, disgrace and exile await.
Imminence is a competitive, semi-blind bidding, area majority/minority game for 2-5 players.
Set Up
City cards are placed out on the play surface equal to the player count +1. Slide a sway card underneath each city, with the tri-equal sign exposed. These are used to track the influence with majority at each city-state.
Each player chooses a faction and takes the faction card and matching influence deck.

Take a reference card as well.
Collect all edict cards matchig the selected cities.
Shuffle these together, and deal 3 to each player, face up.
object
In imminence players are trying to complete edict cards to score the highest number of points by the end of the final round.
Game Play
Imminence is played over a number of rounds. For a 2 player game it is recommended to play 4 rounds, with each player starting 2 of the rounds. For 3 to 5 players, each player should start at least 1 round.
First starting player should be the one most recently in a position of power or influence.
To start the round the starting player plays one of their influence cards to a city, face down. Influence cards will show the two colors of influence associated with that card, but not the quantity of each color. This way there is some information revealed to other players, but not all of the information of what has been played.

Play continues clockwise with each player playing 1 influence card to a city. Once all players have played 4 of their 6 inluence cards the round ends.
For each city influence cards are revealed, and the three types of influence are totaled up. Compare these totals to your edict cards.
Edict Cards
Edict cards represent the desires of the Guilds at each city. showing which way they desire that city to be swayed. Edict cards will show an influence type that the Guilds want in either majorty or minority at that city. A majority is at least 1 point more than both of the other inluence types compared separately. A minority is at least 1 point of that inluence type, and less than both of the other inluence types compared separately.
If the influence totals match the requirement of any of your edict cards you have completed that edict, and that edict card is put aside to be scored at the end of the game.
After influnce at a city has been totaled, and edict cards scroed. Rotate the sway card at that city to the influence type that holds majority for the round. This will represent 1 point of that influence type for the next round.
Once all cities have been totaled, and completed edicts put aside, draw new edicts to replace completed ones up to the 3 card limit. The new round begins with the player to the left of the current starting player.
End of Game
Once all rounds have been played, total up each player's completed edict cards to see who has represented the Guilds and their faction to the best results.
That player recieves all power and prestige associated with their victory!
Hail the Guilds!
Questions or Comments? Please click on the Contact Us link below.
Imminence ships with a small, purple, velvet bag for easy storage and portability.
Note: Cards and components may not come shipped inside the bag, and the tag will not be attached due to fulfillment restrictions.
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| Component | Quantity | Photo |
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| Average Rating | 0 reviews |
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| Publish Date | August 06, 2026 |
| Edition | First |
| Department | Games |
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