Jason D’s Vision · Gaming

Europe Imagined

Two separate games, one dreamed Europe.

Europe Imagined — a lantern-lit bridge to a citadel in a dreamed Europe

Europe Imagined: Expedition

A strategy game of exploration, Legends and rivalry in a dreamed Europe.

Choose a named Explorer and discover a map that grows as you travel. Recruit Companions, overcome Legends to gain allies or Relics, claim remarkable places and challenge your rivals. Spend Lanterns on your actions and earn Renown through exploration and encounters.

How it plays

For 2–4 people sharing one device. Four distinct Explorers lead their own 20-card starter decks across a road-connected world of 32 locations and 28 Legends. Claims, Legend challenges and Duels earn Renown; the game ends after eight rounds or at the end of the round in which the Discovery deck runs out. No remote multiplayer or computer opponent is included.

▶ Play Expedition

Public play open

Expedition Explorers

Ilse Varga, the Lamplighter

Ilse makes the road work for her. Reroute costs her 1 Lantern instead of 2, and she may rotate a tile that still holds a Legend. Every tile must remain road-connected to the Gate, and she cannot turn the Gate, a claimed tile or a tile with a pawn on it. She normally gets one Reroute each turn; Thousand Clocks Keeper makes it free and raises the total to two, including free Reroutes from cards. Clockwork Finch draws a card whenever she actually Reroutes. Turn the Hour costs 1 and lets her skip its free Reroute and still draw; it does not add another allowance. Her base Reserve of 3 gives her more room to save for rival turns, and Lamplighter’s Apprentice raises it to 4. Unwind the Mechanism keeps a rival Companion exhausted until its owner’s next Dawn. She earns no special location bonus, so her deck rewards choosing when a changed road or a well-timed interruption is worth more than another step. Hand 7 · Reserve 3 · Party 4 before card effects.

Teodoro Marés, the Tidewalker

Teodoro looks for a port and a way through. He can Sail from a Harbour or Wonder to a different Harbour or Wonder without following roads, paying 1 Lantern, or 0 if he owns either end. Wonders count as ports for all Sail rules, including discounts and restrictions; they do not count as Harbours for claim bonuses. He gets one Sail during his turn across all actions and effects. Fair Wind uses that same allowance: the Sail is free, but the card still costs 1. Lantern Gull draws after the Sail, and Venetian Oarsman can add one optional free step along a connected road, with entry effects such as Toll still applying. Claiming an actual Harbour earns its printed Renown plus 1. Hanseatic Factor gives his Harbours Toll; Kraken’s Child blocks rival Sails to a port he occupies; Siren of the Strait gains Strength on actual Harbours when committed. His discounts make a useful port network inviting, but the map and his choices decide how much he can make of it. Hand 7 · Reserve 2 · Party 4 before card effects.

Sigrún Hallvard, the Huntress

Sigrún brings an extra point of Strength to every Legend Challenge, wherever it happens, and has room for five Companions instead of four. The innate bonus does nothing in a Duel; a Companion must still be Ready and committed to contribute its Strength and combat modifiers. Valkyrie Outrider adds another point against Legends when committed, while Call of the Hunt is a Boost reserved for those fights. A Legend overcome in a Forest gives any Explorer an extra Renown. Legend-Hunter is also open to everyone: at game end, every player tied for the highest positive lifetime tally gains 3 Renown; if nobody overcame a Legend, nobody receives it. Her deck has trade-offs: a Ready Berserker must join each Duel she fights, and Troll-Child cannot join Duels. She has no innate movement discount, but Snow Hare supplies a free road step and Forest Hermit allows the same once-per-turn Rest in a Forest. Woodcutter, Skogsrå and Track the Beast can draw cards, so her choices are not limited to fighting. Hand 7 · Reserve 2 · Party 5 before card effects.

Rodrigo Valdés, Keeper of the Burning Library

Rodrigo begins Dawn with two cards instead of one. Scholar of Salamanca and the Unburnt Book each add another; the shared Underdog rule can add one more from round 3 when his Renown is strictly below every rival’s. His hand limit is 8, checked at Dusk rather than as each card arrives. Shrines and Castles he claims earn their printed Renown plus 1, and Alhambra Nightingale adds another point on a Shrine. Knight of Santiago and Don Quixote’s Shade reward committing the right Companion at the right location. Marginalia Imp can discard a card for +1 in his Challenge or Duel once per actual player turn, including when defending. Court Jester adds free Meddle +1 once per rival Challenge, within the shared +3 cap. Mozarabic Cantor lets his one Rest resolve twice, choosing Ready or draw separately each time. Forged Charter still costs 2 Lanterns: it waives the tile’s cost only for the unclaimed, Legend-free location he occupies, other than the Gate, with a claim marker available; all claim rewards apply. His advantage is having more cards and productive claims to work with, not a blanket movement discount. Hand 8 · Reserve 2 · Party 4 before card effects.

Europe Imagined: Duel

Play solo against a local computer rival, or with a friend on one device. Its places carry fictional Dream ratings rather than historical place measurements. Each player plays with 3 Sparks, and the game runs to the first five claims, or twelve clashes.

▶ Play Solo Duel

▶ Play Duel with a Friend

Please note: automatic cover when switching tabs is not verified in every browser. Use Pause (or Hide & pass where shown) before switching away or handing the device to another player.

Public play open

Both games are in open beta — if something breaks, we want to hear about it. Email us your feedback · Buy me a coffee.