The Game
  Brazil Imperial is a game of colonisation and nation building set in
  the age of exploration. It is a 4X game and a civilisation game in which you
  start with a humble capital and grow into an empire, competing with other
  players for territory and resources. You construct buildings and cities. You
  produce resources and use them to expand your empire. You discover unknown
  secrets of the land. You raise troops and conduct battle to seize opponent
  cities, buildings and resources. The game is played over three eras. Every
  player gets one mission card per era. An era progresses to the next the first
  time anyone completes a mission of that era. Once anyone completes a mission
  of the third era, the game ends. Many things you do in the game give you
  points. The highest scorer at the end of the game wins. 
  
 
  The game comes with many different setups. This above is one of the 2-player
  setups. The starting locations of the two capitals are fixed. The fog tiles
  are secrets you get to explore. They are usually good and the benefits are
  claimed on a first come first served basis. The map has different terrain
  types - plains, forests, gold deposits and lakes. Different terrain types
  allow different buildings. 
  Everyone gets a player board like this. The large tile on the left is a
  monarch tile. You have a few options and every monarch gives a different
  bonus. The player board is mostly identical between players. The only
  differences are the army composition and costs. Each different coloured player
  board comes with a set of monarchs. 
  The green player has two archers, a monarch, a cavalry and a cannon. The icons
  below the units are the costs to raise these troops. The units have different
  combat strengths and are also worth victory points the moment you create them.
  They never die. If they lose a battle, they just go to a waiting area. The
  next time you perform the deploy action, you may deploy them to your city or
  capital for free. 
  The monarch unit is the only unit type which can establish a new city. The
  cavalry unit brings along any number of other units when it moves, which is
  very handy. The cannon can initiate a battle from an adjacent space. Normally
  you need to enter a space occupied by an opponent to initiate battle. 
  
  
  
  
    A player turn is short and simple. You pick one action, and you march once
    or twice. You can always march a unit once. Whether you get a second march
    depends on the action you pick and what kind of extra march it gives. E.g.
    the buy painting action gives an extra march if a unit is going to march
    into an adjacent forest. So it's situational. 
  
  
  
    The 7 action options are shown in arches on the player board (see above).
    You can deploy troops, buy paintings, construct buildings and cities,
    collect resources and convert resources. Paintings give you special
    abilities and are worth points. They augment your abilities and are good
    investments. There's one action called manufacturing. You spend resources to
    move a cube, a pentagon or an octagon (see above) to one of the action
    arches. This enhances the action designated by the arch, e.g. waiving the
    payment for producing goods. This is also good investment especially when
    you enhance an action you plan to perform many times. 
  
  
  
  
  
    There are three types of paintings and two of each type will be made
    available at all times. The rightmost two are free, the others require
    payment. The leftmost two are the most expensive because you need to pay
    science. The blue resources are science, the most precious resource in the
    game. 
  
  
  
  
  
    These are mission cards. They are what drive the core progression of the
    game. Think of them as a countdown mechanism. Whenever a mission of a
    particular era is completed and announced, everyone progresses to the next
    era. You must work on your missions so that you don't miss out on the point
    value and also the reward of building a palace. There are 6 types of palaces
    in the game. The first one is free and is used to mark your capital. The
    rest can be built only when you complete missions. They give various
    bonuses, and often these come in the form of extra victory points based on
    specific criteria being met at game end. Your choice of palace determines
    how you play. 
  
  
  
 
  These are the palaces you get to build during play.
  When you construct a building, it immediately produces resources. You place
  the resources on the building itself and you can use them any time. Once you
  exhaust them, you can make the building produce again by picking the renovate
  action. It's called renovate and not produce because before you produce, you
  may flip the building to the other side, transforming it into another building
  type which produces a different resource type. 
  This little side board is for organising some of the components. At the top
  left you have the combat cards. You draw a combat card when you deploy a unit.
  Combat cards give you extra combat strength. During combat, the strength of
  units, buildings and cities are open information. The strength of combat cards
  is hidden information. Both combatants commit combat cards face-down. They are
  revealed when combat resolution is done. 
  At the top right you have the gold cards. They have various abilities. Some
  may score you points at game end based on certain conditions being met. Some
  give one-time powers. If a gold card is not useful to you, you can simply
  spend it as a gold coin. 
  The two stacks at the bottom are city tiles. When you build a city, you must
  pick from the top of one of these stacks. Cities are worth 5VP each, which is
  a lot. They are also expensive to build. 
  Brazil Imperial is a game where you race to grow your nation, producing
  more resources which you then spend to construct more buildings and cities.
  Almost every other thing you do in the game scores you points - buildings,
  cities, military units, paintings and so on. Whoever does the best overall job
  of building his empire will be the ultimate winner. 
The Play
  I did a 2-player game with Allen, so our map was small. We were both new to
  the game. 
  Allen (light blue) picked the capital location at the bottom right, so I took
  the other one at the top left. One thing unique about the light blue empire is
  most military units are built with gold coins, so Allen focused on
  constructing buildings which produced gold coins. A new building can only be
  constructed next to a capital, a city or another building. Only new cities can
  be constructed without being adjacent to your territory. 
  The mission of the first era was not very difficult and I completed it
  quickly. I had a strict focus and minimised the number of steps needed to
  complete the mission. The speed surprised Allen a little. However for both
  Eras 2 and 3 he beat me to the missions. 
   
  This piece in the middle is Allen's monarch. The monarch is a military unit
  and has combat strength. Its most important function is to build new
  cities. 
  
  
  
    My (green) monarch was now deployed too and sailed towards the group of
    unexplored territories (fog tiles). Allen and I competed to uncover the
    secrets of these unexplored territories. He was faster than me in building
    construction. By now he had five buildings while I had only three. 
  
  
  
  
  
    When you perform an action, you place your action marker inside the
    corresponding arch. This reminds you not to perform the same action next
    turn. You use a different action marker every era. When an era ends, you
    flip over the expired action marker and place it below one of your action
    arches. This boosts the action from then on. In the photo above you can tell
    this is the third era, because two action arches now have been boosted, with
    old action markers placed below them. 
  
  
  
    My monarch tile (on the left of the player board) gave me resources when I
    purchased paintings. I picked this particular monarch because one of my
    missions required collecting many paintings. I wanted to create synergy.
  
  
  
  
  
    At the top right Allen and I were now in a stalemate situation. We had both
    built cities, and now we both had armies stationed in our cities. No one
    dared to attack, because whoever attacked would be at a disadvantage. The
    defender could rely on the combat strength of his city. Fighting never broke
    out between these two cities until the end of the game. 
  
  
  
  
    The map doesn't take up much space, but the rest of the game
      does. 
  
  
  
  
  
    One of my (green) palaces scored points based on the number of cotton farms
    I had, so I build as many cotton farms as I could, and also renovated
    foundries to become cotton farms. The white resources on the map are
    cotton. 
  
  
  
  
 
  When we did the final scoring, Allen and I both scored 76! I fell behind Allen
  in expanding my empire so I was not optimistic. I was the one who read the
  rules and I was more familiar with some of the intricacies. That gave me some
  advantage in some detailed execution aspects. The tiebreaker was science (blue
  resource) on the map. Allen had two and I had none, so he was the victor. I
  wasn't able to start constructing Era 3 buildings, and he already had
  two. 
The Thoughts
  A turn in Brazil Imperial is very simple, and it makes the game feel
  accessible. You only perform one action and you may march up to twice. Down
  time between player turns is minimal. You always feel engaged. Actions are
  simple, and you usually have to plan a few steps ahead to complete a certain
  objective, e.g. renovate a certain building to produce resources, then spend
  those resources on manufacturing a product to enhance the deploy action, and
  then perform the deploy action to be able to deploy two units at once. 
  You are always in a cycle of producing resources then spending them to expand
  your empire, be it in enhancing your abilities or building more and more stuff
  - buildings, military units and cities. You are always hungry and growing.
  That said, being big does not guarantee victory. You may have more space to
  construct cities and buildings, but smaller empires which are efficient in
  utilising their buildings can still do well in scoring points. 
  There is a delicious tension between upgrading your abilities and racing to
  complete missions. On one hand it seems a no-brainer to upgrade your abilities
  in the early game, so that you get to enjoy the advantages for the rest of the
  game. But how far should you go? There is time pressure in completing the
  missions. If you spend too much time on upgrading many different abilities,
  you may not be utilising all of them enough. You may fall behind your
  opponents. Yet if you only focus on the race without developing a competitive
  edge, you will likely be outpaced by your opponents. There is pressure to grab
  land and to explore the unknown territories too. Finders keepers
  (usually)! 
  Brazil Imperial is the type of game with many different ways to score
  points. Sometimes when playing such games I feel my strategic planning doesn't
  matter much. No matter what you do, you will score points. It's just a matter
  of being efficient and being clever with tactical execution. As long as you
  are efficient, you will end up scoring more points than your opponents. You
  try to be lazy. You want maximum gains with minimum effort. It comes down to
  an efficiency game. This is something that nags at me when I play. 
  I like that the game makes me feel that there are many things I want to do,
  and I have a tough time deciding which I should do first, and which I may have
  to give up. You can't take your sweet time and do everything you like. There's
  a race going on. You need to pick a few areas and make sure your actions
  synergise well. Brazil Imperial is a development game. It is fulfilling
  to see your empire grow. You progress to construct better and better
  buildings. You accumulate wealth. You push your borders outwards. There is
  some combat but it won't be your primary focus. Raising troops gets you
  victory points, but killing opponents' soldiers doesn't. It takes much effort
  to capture your opponents' cities and buildings. It may not be worthwhile. The
  military aspect is an arms race. You can't afford to fall behind too far
  because your opponents are still threatening to steal your resources and
  points. You may not want to spend too much effort on planning an offensive
  because you may not get much out of it. It's not too hard to play defense and
  to match an aggressive neighbour in strength. 
  The production of the game is top-notch, from the art to the game components.
  Allen said he decided to buy it because of how pretty it was, and that was
  before he even read the rules. 
  I like how Brazil Imperial maintains a sense of urgency. You don't know
  your opponents' missions and how close they are to completing them. The clock
  is ticking and you always worry about falling behind and being unable to
  complete your own missions. Era 3 missions are broad and thus not easy to
  fulfil. You are often torn between focusing only on the main missions and
  going off on lucrative side quests. You want to do everything, and you are
  constantly worried you won't have enough time.