Invisible God Empire

**Invisible God Empire** is one of the four expansion empires from Glorantha: The Gods War Empires board game expansion. It focuses on...

## Components

### Other components

 **Availability**: Chaos Rift Dice {TGW-DICE-3} (x1)

## Strategy

### Faction Strategy

You may seem weak because you have no greater god to shore up your empire, but your excellent units and proper use of Specters more than make up for this. Your greatest advantage is that you have 8 gifts, which means that you can earn 4 Power and VP per turn. Focus on gathering those gifts! Four of those gifts give you runes, so make those a part of your strategy.

The nature of your units and buildings presents you with three fundamental strategies - go combat-heavy with Knights and *Sturdy Peasantry*, spread out and absorb magical power with Wizards and *Tapping*, or seek balance between the two. If you go for Wizards, Specters become more important for their combat might and your *Red Book of Power* also becomes stronger.

Your empire depends heavily on timing. Your three Book gifts can each be used twice by means of your Final Ritual, which means you'll want them early in order to take advantage of their full value. You do not have very many buildings and can't afford to keep replacing them, so take advantage of your Wizard Gate to help protect them.

### Gift Strategies

* **Divine Right**
	+ A candidate for first gift. It keeps on giving.
* **Blue Book of Sorcery**
	+ This is one gift you never need to delay in getting. The moment you get it, use it - the only reason to delay is to use that 0-cost action to draw out the turn.
* **Brown Book of Sorcery**
	+ Do not wait until you have all your Towers to fire this off, even if you are getting its full benefit (remember, you can reuse it when you perform your Final Ritual). It's benefits can be "shopped around," to see who will cooperate with you in taking down a hated enemy.
* **King's Blessing**
	+ This gift helps make up for the high cost of your buildings. In a game with lots of construction you may need to ensure that rivals' buildings are being destroyed in order to leave spaces open for your freebies.
* **Magic Explosion**
	+ This helps dissuade enemies from attacking areas with Specter - if you are sure the Specter will die anyway, why not explode it? It also gives 'oomph' to help capture an important area.
* **Red Book of Power**
	+ A good way to suddenly defend otherwise-vulnerable buildings.
* **Sturdy Peasantry**
	+ This is the first give chosen by many players, not least because it provides VP every single turn and ensures an extra 2 Power per Power Phase if all your other buildings are Towers. If you focus on Castles instead, it lets you bump your Knights up to Combat 4.
* **Tapping**
	+ Use this to make Wizards pay for themselves and hurt your enemies. Be careful, as this gift forces you to space your Wizards out and also makes them a target.

## Story

Epilogue
*"The wizard and his warriors stalked forward, their necks craning alertly, "What do ye here, friend?" asked Uncle Clem. The wizard raised his white staff, "We have come to bring you the truth of the Invisible God. Soon your festivals will be our festivals. Your holy rites will be our holy rites. And the names of your gods will be forgotten." Celm stumbled backwards as a nimbus of blue fire played around the wizard, and the newcomers moved into battle formations."
—Sandy Petersen*