Hegemony: Lead Your Class to Victory
BoardGameGeek link
Details
Sourced from: https://jmo.name/games
Player Aid Author: Jarrod Moore
Description
Simulate a whole contemporary nation in this asymmetric, politico-economic euro-game.
Expansions in Use
- Crisis & Control
- Historical Events
Note: For the purposes of setup, any automas used follow the rules as if the roles were played by human players, with the exception that no action cards need to be given to automa players
- Assign each player a role based on player count:
Role Colour 2P 3P 4P Capitalist Blue ✅ ✅ ✅ Working Class Red ✅ ✅ ✅ Middle Class Yellow 🚫 ✅ ✅ State Grey 🚫 🚫 ✅ - Solo play:
- You can use 1-3 automa players at once, but the above roles by player count should still be followed
- There is no State automa. You can, however, play as the state yourself and have 3 automa players playing as the other 3 roles
- Solo play:
- Place main board in centre of table
- Prepare starting company cards:
- Public sector:
- Cards are placed in column by card colour/company type:
Red Yellow Purple Health Education Media - Starting company cards are marked with diamonds:
- 2P: 2 diamonds
- 3-4P: 3 diamonds
- Cards are placed in column by card colour/company type:
- 2P:
- Private sector:
Company Class Working Class Meeples Wage Level Supermarket Capitalist 1 grey, 1 green 2 Shopping Mall Capitalist 1 grey, 1 blue 2 College Capitalist 🚫 2 Clinic Capitalist 🚫 2 - Public sector:
- Top row:
Company Column Starting Working Class Meeples Wage Level Public Hospital Left 1 grey, 1 white 2 Public University Middle 1 grey, 1 orange 2 Regional TV Station Right 🚫 2 - Rows 2 and 3:
- Place 2 remaining cards of each type of public sector company face down
- Top row:
- Private sector:
- 3-4P:
- Private sector:
Company Class Working Class Meeples Middle Class Meeples Wage Level Supermarket Capitalist 1 grey, 1 green 🚫 2 Shopping Mall Capitalist 🚫 1 grey, 1 blue 2 College Capitalist 1 grey, 1 orange 🚫 2 Clinic Capitalist 🚫 🚫 2 Convenience Store Middle Class 🚫 1 green 2 Doctor's Office Middle Class 🚫 1 white 2 - Public sector:
- Top row:
Company Column Working Class Meeples Middle Class Meeples Wage Level University Hospital Left 2 grey, 1 white 🚫 2 Technical University Middle 🚫 2 grey, 1 orange 2 National Public Broadcasting Right 🚫 🚫 2 - Rows 2 and 3:
- Place 2 remaining cards of each type of public sector company face down
- Top row:
- Private sector:
- Public sector:
- Place one random business deals card on business deals area
- Place one random export card on export area
- Place one marker on middle space of import section
- Shuffle immigration deck and place on immigration space on board
- Place policy markers on politics table:
Policy 1 2 3 4 5 6 7 Level C B A B C B B - Place $120 in state treasury area
- Place tokens in public services area:
Players Health Education Influence 2 5 5 3 3-4 6 6 4 - Place round marker on 1st space of round track
- Place tax marker on 5 space of tax multiplier track
- Place 8 capitalist, middle class and working class voting cubes into voting bag:
- Note: Add middle class cubes into bag even in games where middle class is not playing
- Prepare unemployed workers:
- Place following meeples in unemployed workers area:
- 1 grey working class meeple
- 1 middle class meeple of middle class player's choice of colour
- Working class:
- Draw Immigration cards according to player count:
- 2P: 1 card
- 3-4P: 2 cards
- Place working class meeples as shown on drawn card(s) in unemployed workers area
- Return drawn card(s) to bottom of immigration deck
- Draw Immigration cards according to player count:
- 3-4P: Middle class:
- Draw 2 Immigration cards
- Place midle class meeples as shown on drawn cards in unemployed workers area
- Return drawn cards to bottom of immigration deck
- Place following meeples in unemployed workers area:
- Place 1 random Crisis Response IMF Intervention card and place near board
- All players does the following:
- Place scoring marker on 0 space of scoring track
- Receive the following:
- 1 deck of action cards in player colour
- Voting token
- Player aid cards
- 3 bill markers in player colour
- 1 influence cube
- 2 hidden agenda cards:
- Players then discard 1 of these hidden agenda cards
- Shuffle action cards deck and place next to player board
- Draw 7 cards to form starting hand
- Place marker on 10 space of population track on player board
- Place marker on 0 space of prosperity track on player board
- Receive the following:
- $30
- 2 Cooperative Farm cards
- Place marker on 10 space of population track on player board
- Place marker on 0 space of prosperity track on player board
- Receive the following:
- $40
- 1 Food token
- 1 Health token
- Set starting resource prices:
Resource Starting Price Food 12 Luxury 8 Education 8 Influence 8 - Prepare Middle class company cards:
- Shuffle deck and place face down next to player board
- Reveal top 4 and place next to company pile to form market
- Receive the following:
- $120
- 1 Food token
- 2 Luxury tokens
- 2 Education tokens
- Free trade zone
- Set starting resource prices:
Resource Starting Price Food 12 Luxury 8 Education 8 Influence 8 - Place marker next to Wealth table
- Prepare Capitalist class company cards:
- Shuffle deck and place face down next to player board
- Reveal top 4 cards and place face up next to Company pile to form market
- Place 1 marker on space 2 of each legitimacy track
- Prepare event cards:
- Shuffle deck, then place face-down next to player board
- Draw 2 cards and place each on corresponding spaces on main board
- If either card says "Rounds 2-5 only", return to bottom of deck and draw a new card to replace it
- Prepare political agenda cards:
- Shuffle deck, then place face-down next to player board
- Draw top card and place face up next to your board so all players can see it
- Place health welfare tile on public services section of board facing up to match policy 4B
- Place education welfare tile near your player board
When using an automa in simple mode, the following components are required:
- Player board matching automa's role
- 30 AI cards
- Instruction cards without the word "CHECK" in their title
For each automa you wish to use:
- Shuffle automa AI cards and place in pile next to automa's player board
When using an automa in advanced mode, the following components are required:
- Player board matching automa's role
- 30 AI cards
- Instruction cards
- 8 priority row markers
- 6 action priority cards
- 7 policy priority cards
For each automa you wish to use:
- Shuffle automa AI cards and place in pile next to automa's player board
- Place instruction cards next to this pile for reference
- Use 8 priority row markers to form vertical line
- Place action priority and policy priority cards:
- Capitalist Class:
Action Priority Cards Row Markers Policy Priority Cards PB SFM BC Row marker 3 SC LOB SA Row marker 2 4 6 7 - Put policy priority cards 1 and 5 aside
- Middle Class:
Action Priority Cards Row Markers Policy Priority Cards AW BC BGS Row marker PB SFM SA Row marker 1 3 5 7 - Put policy priority cards 2, 4 and 6 aside
- Working Class:
Action Priority Cards Row Markers Policy Priority Cards PB BGS AW Row marker 1 5 DEM STR SA Row marker 2 4 6 - Put policy priority cards 3 and 7 aside
- Capitalist Class:
Gameplay takes place over 5 rounds, each round consisting of the following 5 phases:
- Preparation Phase (skipped in round 1)
- Actions Phase
- Production Phase
- Elections Phase
- Scoring Phase
Check the section for each phase for turn order as this does change for each phase.
After the end of the scoring phase in the 5th round, final scoring begins.
Taking a Loan
During the game, you may need to take out a loan if you do not have the resources to pay some mandatory cost.
- To take out a loan:
- Place a loan card next to your board
- Receive $50:
- Capitalist Class: This $50 goes to your capital
- You cannot take out a loan unless you are forced to pay some cost and cannot afford it
- To pay a loan off:
- Take the "Pay Off Loan" Free Action during the Actions Phase
- Capitalist Class: Loans are always paid off from capital
- 2-3P: When the state runs out of money, it takes a loan:
- During the prepartion phase, if the state has the money to pay off a loan then it does so
- Move round marker one space forward on round track
- All players pay $5 of interest for each loan they have
- Working Class/Middle Class Reduce prosperity:
- Working Class
- Reduce properity by one space:
- Do not reduce your VP when you do this
- Reduce properity by one space:
- 3-4P Middle Class:
- Reduce prosperity by two spaces:
- Do not reduce your VP when you do this
- Reduce prosperity by two spaces:
- Working Class
- State:
- Draw event cards:
- Discard current event cards on main board
- Draw 2 event cards and to replace discarded cards
- Place them face up on corresponding places on board
- Draw new political agenda card:
- Place it face up next to your player board so all players can see it
- Draw event cards:
- All players draw 5 action cards from your deck to bring your hand to 7 cards
- Capitalist/Middle Class:
- Get new companies:
- Discard any number of companies from your market offer
- Middle Class:
- Draw new company cards until you have 3
- Capitalist:
- Draw new company cards until you have 4
- Get new companies:
- Draw business deal + export cards:
- Discard any business deal cards on board
- Add new cards on board based on current foreign trade policy:
Foreign Trade Policy Cards to Draw A 0 B 1 C 2
- Working Class/Middle Class Get new workers:
- Working Class:
- Add 2 new unskilled (grey) working class workers to unemployed workers area
- Get immigrant workers:
- Draw immigration cards based on current immigration policy:
Immigration Policy Cards to Draw A 0 B 1 C 2 - Place working class workers as shown on drawn card(s):
- Ignore any middle class workers shown on card(s)
- Return all drawn card(s) to bottom on immigration deck
- Draw immigration cards based on current immigration policy:
- Adjust your population marker to match the number of workers you now have
- Middle Class:
- Add the following middle class meeples to the unemployed workers area:
- 1 unskilled (grey)
- 1 skilled (colour of your choice)
- Get immigrant workers:
- Draw immigration cards based on current immigration policy:
Immigration Policy Cards to Draw A 0 B 1 C 2 - Place working class workers as shown on drawn card(s):
- Ignore any middle class workers shown on card(s)
- Return all drawn card(s) to bottom on immigration deck
- Draw immigration cards based on current immigration policy:
- Adjust your population marker to match the number of workers you now have
- Add the following middle class meeples to the unemployed workers area:
- Working Class:
Automa
- All automa players check policy priority cards:
- For each card that has been set aside, move card based on table below:
Spaces away from desired policy space Where to move card 0 Set aside again 1 End of bottom row 2 End of second row from bottom
- For each card that has been set aside, move card based on table below:
- Capitalist Class:
- Discard all 4 companies in market offer
- Draw 4 new company cards to make new market offer
- Middle Class:
- For each card in its market offer:
- If it has already a company built in the same industry on the main board:
- Discard the card from the market offer
- If it has already a company built in the same industry on the main board:
- Draw new cards to bring the market offer back up to 3 cards
- For each card in its market offer:
Turn Order
- Working Class
- Middle Class
- Capitalist Class
- State
Obviously, any roles not played by someone or an automa are skipped.
Round Structure
Each player will take turns in above shown order until all players have taken 5 turns.
The 2 cards remaining in players' hands after this phase is completed will carry over to next round.
Turn Structure
While each player has a set of actions that are unique to them, the structure of a turn in this phase is common to all players.
During a turn in the actions phase, players do the following:
- 1 main action
- Optionally, 1 free action
Main Action
- Play 1 card from your hand
- The card can be played in two different ways:
- Carry out the effect as written out on the card played:
- If the card has requirements written on it, you must meet these requirements to use the card for its effect
- 4P: Check card for legitimacy icons:
- If card has legitimacy icon:
- State: Adjust legitimacy accordingly on player board
- If card has legitimacy token icon in its bottom right hand corner:
- State: Receive 1 legitimacy token for corresponding class:
- This gives permanent +1 legitimacy for that class
- State: Receive 1 legitimacy token for corresponding class:
- If card has legitimacy icon:
- Carry out one of the player's basic actions:
- Ignore any legitimacy icons on card when used this way
- Carry out the effect as written out on the card played:
- Discard the card
The player can choose to perform these two actions in any order:
- First action must be fully completed before second action begins
Automa
Performing Basic Actions
When resolving actions, if there is only ever one option to do something then that is what happens. Otherwise, when there are multiple choices then use the bullet points on the cards as deciding factors to remove possible options from this list. Once you get to a single possible path forward, that is the one that is chosen.
Performing Free Actions
Automa players are able to perform multiple free actions in a single turn. Consult the different class actions instructions for information about how automa players perform their different types of actions.
Simple Mode Automa Turn Structure
- Perform any start of turn free actions as mentioned in automa section of class actions
- Reveal top card of automa AI card deck
- Automa performs its main action:
- Icons on top of drawn card are treated as actions to try to do:
- Actions are attempted from left to right
- Automa will be able to perform action if certain conditions are met:
- Conditions are listed in class automa section as each action has different conditions
- The bonus action given in middle section of card is considered during this check:
- It may give resources required to pass check
- It may also add extra requirements that need to be met to perform the first action
- If automa is unable to perform an action, it will move to the next action in the list
- If it cannot perform any actions in the list, it will instead perform special action in bottom section of card:
- If it also cannot perform the special action for whatever reason, add 3 of its voting cubes to voting bag
- If it cannot perform any actions in the list, it will instead perform special action in bottom section of card:
- Perform any end of turn free actions as mentioned in automa section of class actions
Advanced Mode Automa Turn Structure
- Perform any free actions as mentioned in class automa section
- Reveal top card of automa AI card deck
- Automa performs checks according to icons at top of revealed card:
- Checks are attempted from left to right
- When perfoming the first check, the bonus action on the card must also be considered at this time:
- The action may provide the resources the automa needs to pass the check
- It may also increase the requirements needed for the check to pass
- When a check succeeds, move the action priority's cards up the number of rows as stated in the check's instructions:
- Place the cards to the left of any action priority cards already in the row to be moved into
- The check may also say to move policy priority cards as well:
- If you had previously been instructed to set the policy priority card aside, it remains set aside
- Place the cards to the right of any policy priority cards already in the row to be moved into
- Collapse priority cards to remove empty rows:
- Move rows of cards to fill in any empty rows
- Ensure the order of the cards in that row is retained when row is moved
- The automa then performs an action:
- The action with the highest priority is performed
- If the special action priority card is highest priority, perform the special action at the bottom of the drawn AI card
- If it is unable to perform the highest priority action, the action with the second highest priority is performed:
- If it is also unable to performe the action with the second highest priority, instead add 3 voting cubes of its colour to the voting bag
- Move the action priority card of the performed action 2 rows down
- Perform any free actions as mentioned in class automa section
When an automa proposes a bill
- When an automa proposes a bill and the automa has influence, it checks to see if it triggers an immediate vote:
- 2P:
- Automa calls immediate vote if both of the following are true:
- Automa will have more influence than opposing side after it spends 1 influence to call the immediate vote
- Automa has at least as many voting cubes in bag as human player:
- You can easily work this out based on number of cubes outside of bag
- Automa calls immediate vote if both of the following are true:
- 3-4P:
- Automa determines which players are likely to support or oppose change:
- It does this using the following table:
Player Capitalist Working Class Middle Class State Policy 1 1A 1C 1B 1B Policy 2 2A 2C 2B 2C Policy 3 3A 3C 3B 3A Policy 4 4A 4C 4B 4B Policy 5 5A 5C 5B 5B Policy 6 6C 6A 6B 6B Policy 7 7B 7C 7A 7C - If the bill proposed moves onto or towards the desired policy of the player according to the above table, the automa assumues they will support the change, otherwise it assumes they will be against it
- This does not mean that the other players have to vote in this way, it is just used to determine what the automa will do
- It does this using the following table:
- After sides have been determined, the automa will call an immediate vote if both of the following are true:
- Automa's side will have more influence than opposing side after it spends 1 influence to call the immediate vote
- At least one of the other players must be on the side of the automa
- Automa determines which players are likely to support or oppose change:
- 2P:
Final Round Rules
- Automa players do not propose any bills for Immigration (policy 7)
- Automa players will only propose bills for Foreign Trade (policy 6) if it can call for an immediate vote
- In the Elections phase, if more cards are needed in the deck then shuffle the discard pile to refill it
- During the final vote held in the Elections phase, all automa players spend all influence they have
Turn Order
- State
- Capitalist Class
- Middle Class
- Working Class
Obviously, any roles not played by someone or an automa are skipped.
Round Structure
- Produce Goods and Services
- Cover Needs
- Check IMF
- Pay Taxes
Produce Goods and Services
- Each player who owns companies pays wages to its workers:
- Middle Class Do not pay wages for companies staffed by middle class workers
- The wages listed on each company represent a single payment for all workers working at that company:
- Do not pay the listed wage for each worker, the listed wage figure is paid once to the player whose workers are working at that company
- 2-3P: Pay wages from state treasury
- Produce goods:
- Each company with workers on it produces goods listed on company card
- Middle Class: Receive production bonus for companies staffed by working class workers
- Goods produced by public companies go to public services area of board
- Goods produced by private company owners go to their player board
- State:
- Resource storage limit = public companies' total production of that service + 6:
- Production amount of non-operational companies are included here
- If you own agricultural or luxury companies, place any goods produced by them on your player board:
- Same production storage limit as above applies here too
- Resource storage limit = public companies' total production of that service + 6:
- Capitalist Class:
- Each space on board has listed storage limit:
- If you have excess food or luxury resources:
- You can instead store them on the Free Trade Zone tile:
- This tile also has a storage capacity which cannot be exceeded at any time
- Resources stored on the Free Trade Zone tile can only be sold to the foreign market, not locally
- You can instead store them on the Free Trade Zone tile:
- Otherwise, any excess resources produced are lost
- If you have excess food or luxury resources:
- Each space on board has listed storage limit:
- Middle Class:
- Any influence produced is placed in Goods & Services area of player board
- Return all committed workers to standing position after all players' companies have produced
- Working Class:
- Each co-operative farm you own produces 2 food
- Receive 1 influence for each trade union you have
- Return all committed workers to standing position after all players' companies have produced
Cover Needs
Note: This step is performed by Middle Class and Working Class players
- Consume food equal to your population:
- Middle Class: You may first use food you already have on your player board
- You do not have the option of not feeding your people
- If you do not have enough food to feed all of your people, you may buy food any combination of the following:
- Other players' companies
- The foreign market
- Otherwise, you must take out a loan
- Discard the food tokens used for this step
Check IMF
- Remove any lock tokens that are on policies
- If the state has more loans than what its fiscal policy (policy 1) allows:
- Try to pay off outstanding loans by spending $55 per loan
- If it still has more loans than is allowed by current fiscal policy:
- IMF intervenes
IMF Intervention (Base Game)
- All proposed bill are immediately discarded:
- Each player gets 1 influence for each bill discarded this way
- Move the policy markers to the following spaces:
Policy Marker 1 2 3 4 5 6 7 Section C C A B C B B - Apply any changes that come as a result of the policy changes:
- Public companies are sold in accordance to new policy:
- State treasury receives money equal to their cost
- All wage markers are updated
- Tax multiplier is updated
- Import prices from foreign market are updated
- Middle Class/Capitalist Class: Update prices on player boards
- If this intervention causes a change in labour market policy, when the Working Class and Middle Class players pay tax, they pay tax based on the labour market policy values before the IMF changed the policy:
- Place a marker on the previous policy section as a reminder of this
- The state pays off all loans:
- If after selling public companies, the State still cannot pay off all of its loans, pay off as much as it can and then discard the loans
- 4P State: Move all legitimacy markers to half of their current values (rounded up)
IMF Intervention (Crisis Response Expansion)
- Follow instructions on card, which has 5 sections:
- Discard proposed bills:
- Discard any proposed bills listed on card:
- Leave any other proposed bill markers where they are
- For each bill marker discarded this way, owner of marker gets 1 influence
- Discard any proposed bills listed on card:
- Change policies:
- Move policy markers to spots as shown on card
- If policy not shown on card, leave it where it is
- If policy has lock icon on it, place lock token on that policy:
- This policy can not be changed until this lock token is removed
- Additional effects:
- Follow instructions as shown on card
- Pay off loans:
- State pays off its loans
- If it cannot pay off all of its loans, pay off as much as you can and discard remaining loans
- Lose legitimacy:
- State loses legitimacy as shown on card
- Discard proposed bills:
- Draw 1 random Crisis Response IMF Intervention card
Pay Taxes
- All players pay taxes to State based on current taxation policy (policy 3):
- Taxes are always paid to State treasury
- Ensure that the taxes are NOT paid to the supply
- Each class pays taxes in a different way:
- Capitalist Class:
- Employment tax:
- Pay the current tax multiplier multiplied by the number of operational companies owned by the Middle Class player:
- Automated companies do count as operational
- Regular companies with no workers on them are non-operational
- Pay the current tax multiplier multiplied by the number of operational companies owned by the Middle Class player:
- Corporate tax:
- Pay tax based on the amount of money in the revenue area of your player board according to the below table:
Revenue Taxation Policy 3A Taxation Policy 3B Taxation Policy 3C $5-$9 $1 $2 $3 $10-$24 $5 $5 $4 $25-$49 $12 $10 $7 $50-$99 $24 $15 $10 $100-$199 $40 $30 $20 $200-$299 $100 $70 $40 $300+ $160 $120 $60
- Pay tax based on the amount of money in the revenue area of your player board according to the below table:
- Employment tax:
- Middle Class:
- Income tax:
- For each company you do not own that has your workers on it, pay tax according to this table:
Tax Policy 3A Tax Policy 3B Tax Policy 3C Labour Market Policy 2A $7 $6 $5 Labour Market Policy 2B $4 $4 $4 Labour Market Policy 2C $1 $2 $3
- For each company you do not own that has your workers on it, pay tax according to this table:
- Employment tax:
- Pay the current tax multiplier multiplied by the number of operational companies owned by the Middle Class player
- Income tax:
- Working Class:
- For each population, pay tax according to this table:
Tax Policy 3A Tax Policy 3B Tax Policy 3C Labour Market Policy 2A $7 $6 $5 Labour Market Policy 2B $4 $4 $4 Labour Market Policy 2C $1 $2 $3
- For each population, pay tax according to this table:
- Capitalist Class:
Turn Order
- Working Class
- Middle Class
- Capitalist Class
- State
Round Structure
- Check if at least one bill was proposed this round:
- If not, this phase is entirely skipped
- Refill voting bag
- Carry out elections
Refill Voting Bag
- Add cubes to bag:
- Working Class: Add red cubes equal to half of your current population:
- This number is then rounded up
- Capitalist Class: Add blue cubes equal to half of number of operational companies owned by Capitalist class:
- This number is then rounded up
- 2P:
- Add 5 yellow cubes
- 3-4P:
- Middle Class: Calculate number of cubes to add:
- Perform above calculations, but based on Middle Class population and number of companies owned by Middle class player
- Whichever number is higher is the number of yellow cubes to add to the bag
- Middle Class: Calculate number of cubes to add:
- 4P:
- State: Gain influence equal to lowest legitimacy score
- Working Class: Add red cubes equal to half of your current population:
Carry Out Elections
Policy elections are carried out in numerical order.
- For each policy that has a proposed bill marker on it:
- In turn order, players state whether they are in favour or against the policy change being voted on:
- Players vote by turning their voting tile to the corresponding side
- The player who proposed the bill is in favour by default
- After all votes have been cast, 5 voting cubes are drawn from the bag:
- 5 cubes are drawn from bag even in case where all players vote on the same side of an election
- 2P: If middle class cubes are drawn from the bag:
- If all 5 drawn cubes are yellow and no one spends influence, the bill passes
- Otherwise, the yellow cubes are immediately discarded and ignored
- Players then have the chance to spend influence to affect the vote:
- Each player announces how much influence they currently have
- Players then secretly place the amount of influence cubes they wish to spend to influence the current vote
- All players extend their closed hands containing the influence cubes they will spend over the board and reveal the number of cubes at the same time
- Each influence spent counts as an extra vote for their side
- Count up the votes and determine the winner of the election:
- If the votes in favour of the change are equal or greater to the other side, the bill passes:
- Move the policy marker to the new policy section spot
- Return the bill marker to the player that voted for the change
- Give 3 victory points to this player
- Each player that supported the change with at least one vote receives 1 victory point
- Otherwise, the bill does not pass:
- Return the bill marker to the player that voted for the change
- No victory points are awarded to anyone
- If the votes in favour of the change are equal or greater to the other side, the bill passes:
- Discard all voting cubes on winning side of election
- Discard all spent influence cubes
- Return all voting cubes of losing side to voting bag
- Apply any changes to board that resulted from policy change
- In turn order, players state whether they are in favour or against the policy change being voted on:
Automa
These rules apply to both simple and advanced mode automa players.
- Automas will vote for bill changes that move the marker towards its desired policy, otherwise it will vote against the change
Automas spending influence during an election
- The automa spends no influence during elections if any of the following are true:
- Total influence among players on automa's side of election is not enough to change election outcome
- Automa has no influence
- If the automa has influence during an election:
- Otherwise, the automa spends influence as follows:
- If automa is on winning side of election after cubes are drawn:
Condition Result Other side has exact influence needed to win Draw 1 Other side has more influence than needed to win Draw (Other side's total influence) - (influence needed to win) + 1 cards Other side has no influence Do nothing - If automa is on losing side and is only one on its side with influence:
Condition Result Other side has influence, automa has exact influence needed to win Draw 1 card from AI card pile, spend all influence if card has influence symbol on it Other side has influence, automa has more influence than needed to win Spend necessary influence, then draw (influence other side has) cards Other side has no influence Spend necessary influence - If automa is on losing side and other players on its side have influence:
Condition Result Other side has influence, automa's side has exact influence needed to win Do nothing Other side has influence, automa's side has more influence than needed to win Spend necessary influence, then draw (total influence other side has) cards Other side has no influence, automa's side has exact influence needed to win Spend all influence the automa has Other side has no influence, automa's side has more influence than needed to win Spend necessary influence - 1, then draw 1 card - In the above tables:
- Spend necessary influence: Automa spends minimum amount of influence needed to turn election in its favour
- Draw X cards:
- Draw X number of cards from AI card pile
- If X is higher than amount of influence automa has, X = amount of influence automa has
- For each influence symbol fonud in bottom left corner of drawn cards, automa spends 1 influence
- Return drawn cards to bottom of AI card pile
- Draw X number of cards from AI card pile
- In all cases, if the automa has less influence than it is instructed to spend then it spends as much as it cannot
- If two automa players are on the same side, combine their values for all influence checks and split any spent influence evenly between them
- If automa is on winning side of election after cubes are drawn:
- Otherwise, the automa spends influence as follows:
Advanced Mode Automa
- After each election, if bill passes:
- Move policy priority card based on table below
Spaces away from desired policy space Where to move priority card 0 Set priority card aside 1 Right end of bottom row 2 Right end of second last row
- Move policy priority card based on table below
- If bill does not pass:
- Leave policy priority card where it is
Turn Order
- Working Class
- Middle Class
- Capitalist Class
- State
Round Structure
Each player, in turn, calculates extra points that they now score:
Working Class
- Check trade unions:
- For each trade union you have, score 2 victory points
Middle Class
- If your prosperity value is less than the number of fully operational companies that you own:
- A middle class company is fully operational if it has all of its worker slots filled:
- This means is includes any optional working class worker slots
- Gain 1 prosperity for free
- A middle class company is fully operational if it has all of its worker slots filled:
Capitalist Class
- Transfer all money from revenue part of player board to capital area
- Gain victory points based on amount of capital you have:
Capital Victory points $10 1 $25 2 $50 3 $75 4 $100 5 $125 6 $150 7 $175 8 $200 9 $250 10 $300 11 $350 12 $400 13 $450 14 $500+ 15 - If your wealth marker is to the left of your current capital level:
- For each space to the right you move it to reach your current capital level, gain 3 victory points
- You do not lose VP if your current capital level is to the left of your wealth marker
State
- Apply event penalties:
- For each event card still on the main board, apply the penalty shown in the "NO ACTION" column on the card
- After the penalty is applied, discard the card
- Score Legitimacy and Adjust tracks:
- Gain victory points equal to the sum of the two lowest legitimacy track values
- Move all 3 legitimacy tokens to half of their current values (rounded up)
- Add 1 legitimacy for each legitimacy token you have to corresponding class
- Score Political Agenda:
- For each policy that matches policies shown on political agenda card, gain 1 victory point
- Discard political agenda card
Automa
No special rules for automa players in this phase.
After the scoring phase of the 5th round, the game ends.
- Capitalist Class player loses 5 victory points for each loan they have
- All other players then have a chance to pay off their loans:
- Pay $55 for each loan, then discard the loan card after it has been paid off
- For each loan that they cannot afford to pay off in its entirety:
- Spend as much as they can in $5 increments
- Lose 1 VP for each $5 they have left outstanding on the loan
Final scoring then commences.
After the game has ended, each player scores additional points based on the current state of politics and the state of their personal board.
Working Class
- Score policies according to table:
Section A Policies 1 2 3 4 5 Victory Points 1 4 8 12 18 - Score 1 VP for every $10 remaining on your board:
- You can only score a maximum of 15VP from this
Middle Class
- Score policies according to table:
Section B Policies 1 2 3 4 5 Victory Points 1 3 6 10 15 - Score resources in storage at rate of 1 VP per:
- 2 food
- 3 luxuries
- 3 health
- 3 education
- Note: Resources in Goods and Services area do NOT score at this step
- Score 1 VP for every $15 on your board
Capitalist Class
- Score policies according to table:
Section C Policies 1 2 3 4 5 Victory Points 1 4 8 12 18 - Score resources in storage at rate of 1 VP per:
- 2 food
- 3 luxuries
- 3 health
- 3 education
- Note: Resources in Free Trade Zone area do score at this step
State
- Score resources in storage at rate of 1 VP per:
- 2 food
- 3 luxuries
- 3 health
- 3 education
- 3 media influence
- Gain 1 victory point for every $30 in the state treasury
Tiebreakers
- Player with most policies in Policies 1-5 that match according to the table below:
Player Condition Working Class Policies in section A Middle Class Policies in section B Capitalist Class Policies in section C State Policies matching agenda card - If there is still a tie and the State is one of the tied players, the State wins
- If not, the player with the most voting cubes in the voting bag is the winner
- Otherwise, the victory is shared between remaining tied players
- There are three types of actions:
- Action card actions
- Basic actions
- Free actions
- During a turn in the actions phase, players do the following:
- 1 action card action OR 1 basic action
- Optionally, 1 free action
- The player can choose to perform these two actions in any order:
- First action must be fully completed before second action begins
Action card Action
- Play 1 card from your hand and take the effect as written on the card:
- If the card has requirements written on it, you must meet these requirements to use the card for its effect:
- 4P: Check card for legitimacy icons:
- If card has legitimacy icon:
- State: Adjust legitimacy accordingly on player board
- If card has legitimacy token icon in its bottom right hand corner:
- State: Receive 1 legitimacy token for corresponding class:
- This gives permanent +1 legitimacy for that class
- State: Receive 1 legitimacy token for corresponding class:
- If card has legitimacy icon:
- 4P: Check card for legitimacy icons:
- If the card has requirements written on it, you must meet these requirements to use the card for its effect:
- Discard the card to your action card discard pile
Basic Action
Each player has different basic actions available to them.
- Discard 1 card from your hand without using the effect written on the card
- Carry out one of the player's basic actions:
- Ignore any legitimacy icons on card when used this way
Free Action
Each player has different free actions available to them.
Any time you gain 1 prosperity, move your token up a space on your player board and immediately receive victory points equal to the new prosperity value.
Propose Bill
- Place 1 bill marker on policy you want to change:
- New policy section must be adjacent to existing policy section
- You cannot change a policy which already has a player's bill marker on one of its sections
- If you wish to call an immediate vote:
- Spend 1 influence
- Carry out an election as shown in Elections Phase gameplay instructions
- You have 3 bill markers, and so you cannot propose more than 3 bills in a round unless immediate votes are used
Assign Workers
- Choose up to 3 workers to be assigned:
- You can take workers from anywhere on the board
- Move chosen workers into any of the following:
- Companies:
- You must fill all mandatory worker spots of a company for them to be moved with this action
- Workers must match the requirements of the spaces they are reassigned to
- Trade Unions:
- You can only assign a worker to a trade union if you have 4 other workers working in companies of that industry
- Workers assigned to trade unions are considered to be employed and committed
- If you ever have less than 4 workers in companies working in industry of trade union, the meeple on the trade union space is moved to unemployed workers area on main board
- Companies:
- If any companies now have empty mandatory worker spots after reassignment is completed:
- All remaining workers on these cards go to unemployed workers area
Buy Goods and Services
- Choose a single type of good or service
- Buy tokens of that resource from up to 2 sources
- From each source you buy from, you can buy tokens up to your current population:
- Note: The number under the actual population number is used for this step
- You can buy resources from the following sources:
Food Luxury Health Education Influence Capitalist ✅ ✅ ✅ ✅ 🚫 Middle Class ✅ ✅ ✅ ✅ 🚫 Foreign Market ✅ ✅ 🚫 🚫 🚫 State ✅(1) ✅(1) ✅ ✅ ✅
(1) The State would only have food/luxury to sell under very specific circumstances
- Buy goods for the price listed depending on the source
- Place purchased goods in Goods and Services area of player board
Strike
- Place 1 strike token on up to 2 company cards where your workers work:
- You cannot choose companies with any committed workers
- You cannot choose companies with level 3 wages
- You can only choose public companies in 4 player games
- You cannot choose a company that already has a strike token on it
Demonstration
Note: You can only take this action if the number of your unemployed workers exceeds the number of available worker slots for your class by at least 2
- Place the demonstration token in the unemployed workers area
Apply Political Pressure
- Add 3 of your voting cubes to the voting bag
Automa
- When buying goods and services:
- It buys goods in the quantity needed to reach its population
- If it already has those resources, it will purchase them again as if it had none of that resource:
- If it buys up to its population from the first source and a second source has that resource in a quantity equal to its population, and the automa can afford to buy it, it will buy that amount again
- Only exclude buying health when no other options available
- When buying food, buy from the cheapest source:
- When tied, the priority order for sources is:
- Foreign Market
- State
- Capitalist Class
- Middle Class
- When tied, the priority order for sources is:
- If strike tokens ever run out, set strike priority card aside
- When demonstration is performed, set priority card aside:
- When assigning workers, it tries to assign unemployed workers but there are some cases where it will move workers between companies:
- It will never reassign workers between companies if that would break a trade union
- If moving workers to new companies will increase wages paid, it will do that
- It will prefer to move workers to public companies away from private companies if the above conditions are met
Use Healthcare
- Spend health resources equal to your population number:
- Use the number below your current population count, not the number of workers you currently have
- Gain 1 prosperity
- Gain 2 victory points
- Add 1 unskilled worker meeple to unemployed workers area
- Move population marker to match current population
Use Education
- Spend education resources equal to your population number:
- Use the number below your current population count, not the number of workers you currently have
- Gain 1 prosperity
- Replace 1 of your workers with a skilled worker of your choice:
- You can switch a skilled worker for another skilled worker of your choice
- You can switch a worker that is currently committed to a company:
- The new worker will also be committed to the same company in the same spot
- The worker cannot be switched if the old skilled worker was on a skilled worker spot
Use Luxury
- Spend luxury resources equal to your population number:
- Use the number below your current population count, not the number of workers you currently have
- Gain 1 prosperity
Swap Workers
- For each pair of workers that you want to swap:
- Choose 1 employed skilled worker that is currently in an unskilled worker slot of a company
- Choose 1 unemployed worker in the unemployed workers area
- Swap the positions of these two workers
- You are allowed to swap workers that are currently committed to a company:
- After the swap is performed, the newly employed worker will be committed to the new company
Receive Benefits
Note: This action can only be performed in a 4 player game.
- Receive benefits in your part of the State Benefits area:
- If you get voting cubes from this action, they immediately go into voting bag
- The State player receives 1 victory point when you perform this action
Pay Off Loan
- Spend $50 to supply
- Discard loan card
- You may only pay off a single loan with this action
Automa
Start of Turn Free Actions
- Receive Benefits is performed at the start of every turn
- If it is able to do so, Pay Off Loan is performed once
- Simple Mode:
- Swap workers is automatically performed before the Assign Workers action
- Advanced Mode:
- Swap workers is automatically performed before the Checking Workers action
End of Turn Free Actions
- Whenever the automa player has health, education or luxury resources equal to its population, it does the Free Luxury, Free Education and/or Free Health (in that order when doing more than one) free actions depending on which resources it has enough of
- When Uses Education is performed and there are no unemployed workers to upgrade, upgrade a random unskilled employed worker instead
Propose Bill
- Place 1 bill marker on policy you want to change:
- New policy section must be adjacent to existing policy section
- You cannot change a policy which already has a player's bill marker on one of its sections
- If you wish to call an immediate vote:
- Spend 1 influence
- Carry out an election as shown in Elections Phase gameplay instructions
- After an immediate vote is completed, bill marker is returned to player that proposed bill
- You have 3 bill markers, and so you cannot propose more than 3 bills in a round unless immediate votes are used
Assign Workers
- Choose up to 3 workers to be assigned:
- You can take workers from anywhere on the board, including from your own companies
- Move chosen workers into companies:
- You must fill all mandatory worker spots of a company for them to be moved with this action
- Workers must match the requirements of the spaces they are reassigned to:
- You are allowed to place skilled middle class worker meeples in slots for unskilled workers if you wish
- If any companies now have empty mandatory worker spots after reassignment is completed:
- All remaining workers on these cards go to unemployed workers area
Build Company
Note: You cannot take this action unless:
- There is an empty space in the Middle Class area of the private sector
- You have at least 1 company card in your market offer
- Choose company card from your market offer:
- You must have the workers required to operate this company either in the unemployed workers area or uncommitted workers in other companies
- Pay the company's cost
- Place chosen company card in empty space of Middle Class section of private sector building area
- Place wage marker on desired wage space on company card:
- Wage chosen cannot be lower than minimum wage as set by labour market policy (policy 2)
- Place required workers committed on worker slots:
- Committed workers are placed laid down on worker slots
- You must place unskilled workers on unskilled worker slots if able
Sell Company
Note: You cannot take this action unless you have at least one company card in the Capitalist class area of the private sector
- Choose one of your companies
- Move any uncommitted workers on card to unemployed workers area
- Discard the card and receive its value to your revenue
- You cannot sell a company that has committed workers on it
Sell to Foreign Market
- Perform trade actions as listed on the current export card:
- You can do each of the trades shown for each type of resource, but each one can only be done once per turn
- You can only sell resources in your storages with this action:
- Goods in your Goods and Services area cannot be sold with this action
- You cannot buy or sell influence with this action
- For each transaction made during this action, receive 1 victory point
Buy Goods and Services
- Choose a single type of good or service
- Buy tokens of that resource from up to 2 sources
- From each source you buy from, you can buy tokens up to your current population:
- Note: The number under the actual population number is used for this step
- You can use yourself as a source:
- You cannot use resources produced by your own companies without taking this action
- You do not need to spend money when buying from your own companies
- Resource limits still apply when buying from your own companies
- You can buy resources from the following sources:
Food Luxury Health Education Influence Capitalist ✅ ✅ ✅ ✅ 🚫 Middle Class ✅ ✅ ✅ ✅ 🚫 Foreign Market ✅ ✅ 🚫 🚫 🚫 State ✅(1) ✅(1) ✅ ✅ ✅
(1) The State would only have food/luxury to sell under very specific circumstances
- Buy goods for the price listed depending on the source
- Place purchased goods in Goods and Services area of player board
Extra Shift
- Choose one of your companies with non-committed middle class worker(s) on it
- Commit all of your workers on this card
- If chosen company has working class meeple on it:
- If working class meeple is not committed:
- Pay working class player wage for this worker:
- If you cannot afford to pay this wage, you cannot choose this company
- Commit working class worker to this company
- Pay working class player wage for this worker:
- If working class meeple is already committed:
- Do not pay wage to working class player during this action
- Do not gain production bonus when producing during this action
- If working class meeple is not committed:
- Produce goods and services for this company
Apply Political Pressure
- Add 3 yellow voting cubes to voting bag
Automa
- Advanced Mode:
- When checking goods and services, the priority card rises a number of rows based on the rate at which it bought goods
- When buying goods and services:
- Automa will buy a quantity equal to its current population
- Automa will only exclude buying Health from consideration if there is an option to buy another resource instead
- If it already has some, it will buy enough to reach its current population value
- When buying resources from itself, it will buy as many as it can
- If it matches its population value from purchasing from the first source, it will buy up to its current population from the second source (as long as it can afford to):
- The exception to this rule is when buying health and the population is one step away from increasing
- When buying food, buy from the cheapest source:
- This is usually from itself since that is free
- Otherwise, when tied, the priority order for sources is:
- State
- Foreign Market
- Capitalist Class
- When assigning workers, it tries to assign unemployed workers but there are some cases where it will move workers between companies:
- If moving workers to new companies will increase wages paid, it will do that
- It will prefer to move workers to public companies away from private companies if the above conditions are met
- When buiding a company, only consider the automa's companies when choosing industry with fewest operational companies
- When selling to the foreign market:
- Automa sells the most it can of each resource
Use Healthcare
- Spend health resources equal to your population number:
- Use the number below your current population count, not the number of workers you currently have
- Only resources in your Goods and Services area can be used during this action
- Gain 1 prosperity
- Gain 2 victory points
- Add 1 unskilled worker meeple to unemployed workers area
- Move population marker to match current population
Use Education
- Spend education resources equal to your population number:
- Use the number below your current population count, not the number of workers you currently have
- Only resources in your Goods and Services area can be used during this action
- Gain 1 prosperity
- Replace 1 of your workers with a skilled worker of your choice:
- You can switch a skilled worker for another skilled worker of your choice
- You can switch a worker that is currently committed to a company:
- The new worker will also be committed to the same company in the same spot
- The worker cannot be switched if the old skilled worker was on a skilled worker spot
Use Luxury
- Spend luxury resources equal to your population number:
- Use the number below your current population count, not the number of workers you currently have
- Only resources in your Goods and Services area can be used during this action
- Gain 1 prosperity
Adjust Prices
- Change prices at which you sell resources across all of your companies
Adjust Wages
- Change wages offered at your companies:
- You cannot offer less than minimum wage as set by labour market policy (policy 2)
- You cannot lower wages offered at company with committed working class workers
- If you increase wages at company, all workers at that company become committed
Swap Workers
- For each pair of workers that you want to swap:
- Choose 1 employed skilled worker that is currently in an unskilled worker slot of a company
- Choose 1 unemployed worker in the unemployed workers area
- Swap the positions of these two workers
- You are allowed to swap workers that are currently committed to a company:
- After the swap is performed, the newly employed worker will be committed to the new company
Receive Benefits
Note: This action can only be performed in a 4 player game.
- Receive benefits in your part of the State Benefits area:
- If you get voting cubes from this action, they immediately go into voting bag
- The State player receives 1 victory point when you perform this action
Pay Off Loan
- Spend $50 to supply
- Discard loan card
- You may only pay off a single loan with this action
Automa
Start of Turn Free Actions
- Adjust Prices is performed at the start of every turn:
- If Policy 6A is in effect, Food and Luxury prices go to max
- If Policy 4C is in effect, Health prices go to max
- If Policy 5C is in effect, Education prices go to max
- Otherwise, prices go to the middle level
- Receive Benefits is performed at the start of every turn
- Pay Off Loan is performed at the start of every turn if it has a loan and at least $100 in capital
- Automa player will pay the lowest allowable wage level for its companies
- For each company that has a Strike token on it:
- Increase company's wage level to level 3
- If it is able to do so, Pay Off Loan is performed once
- Simple Mode:
- Swap workers is automatically performed before the Assign Workers action
- Advanced Mode:
- Swap workers is automatically performed before the Checking Workers action
End of Turn Free Actions
- Whenever the automa player has health, education or luxury resources equal to its population, it does the Free Luxury, Free Education and/or Free Health (in that order when doing more than one) free actions depending on which resources it has enough of
- When Uses Education is performed and there are no unemployed workers to upgrade, upgrade a random unskilled employed worker instead
Machinery Tokens
- These tokens can only be placed on companies whose cards have the machinery icon on them.
- Placing this token on a company increases its production by the amount shown next to the icon
- Only one machinery token can be placed on a card at any time:
- If an effect gives you multiple tokens, they must be placed on different companies, otherwise they are lost
- A company with a machinery token on it is not considered to be automated:
- If the company has no workers then it will not produce anything
Propose Bill
- Place 1 bill marker on policy you want to change:
- New policy section must be adjacent to existing policy section
- You cannot change a policy which already has a player's bill marker on one of its sections
- If you wish to call an immediate vote:
- Spend 1 influence
- Carry out an election as shown in Elections Phase gameplay instructions
- After an immediate vote is completed, bill marker is returned to player that proposed bill
- You have 3 bill markers, and so you cannot propose more than 3 bills in a round unless immediate votes are used
Build Company
Note: You cannot take this action unless there is an empty space in the Capitalist Class area of the private sector
- Choose company card from your market offer
- Pay its cost from your revenue
- Place chosen company card in empty space of Capitalist Class section of private sector building area
- Place wage marker on desired wage space on company card:
- Wage chosen cannot be lower than minimum wage as set by labour market policy (policy 2)
- If there are enough workers in the unemployed workers area such that you can fill all slots of your company, assign them to your new company and commit them:
- Committed workers are placed laid down on worker slots
- You must be able to fill all slots, otherwise no workers can be moved
- You must place unskilled workers on unskilled worker slots if able
Sell Company
Note: You cannot take this action unless you have at least one company card in the Capitalist class area of the private sector
- Choose one of your companies
- Move any uncommitted workers on card to unemployed workers area
- Discard the card and receive its value to your revenue
- You cannot sell a company that has committed workers on it
Sell to Foreign Market
- Perform trade actions as listed on the current export card:
- You can do each of the trades shown for each type of resource, but each one can only be done once per turn
- You cannot buy or sell influence with this action
Make Business Deal
- Choose business deal card on main board
- Pay listed goods cost and add to storage:
- Cost depends on which storage is used:
- Player board:
- Pay main cost on chosen business deal card
- Pay tariffs to state treasury based on current foreign trade policy
- Free Trade Zone:
- Pay main cost on chosen business deal card
- Do not pay tariffs
- Player board:
- Cost depends on which storage is used:
- Discard business deal card:
- Do not draw a replacement card at this time
Lobby
- Spend $30 from your capital
- Gain 3 influence
Apply Political Pressure
- Add 3 voting cubes to voting bag
Automa
- When buiding a company, only consider the automa's companies when choosing industry with fewest operational companies
- When selling to the foreign market:
- Automa sells the most it can of each resource
- Automa sells from the Free Trade Zone first before selling from storage
- When making a business deal:
- It will take the card with the highest cost that it can afford
- It will store any received goods from this action in the Free Trade Zone to avoid paying tariffs
Adjust Prices
- Change prices at wish you sell your goods
Adjust Wages
- Change wages offered at your companies:
- You cannot offer less than minimum wage as set by labour market policy (policy 2)
- You cannot lower wages offered at company with committed workers
- If you increase wages at company, all workers at that company become committed
Give Bonus
- Choose one of your operational companies
- Give $5 to the player controlling the workers at that company
- Commit all workers at that company
Buy Storage
- Spend $20 from your revenue
- Choose one of the resources that you produce that you do not already have a storage tile for
- Place storage tile next to player board
- You may only store resources of that type on this storage tile and you may not exceed the quantity listed on the tile
Receive Benefits
Note: This action can only be performed in a 4 player game
- Receive benefits placed in your part of state benefits area:
- If you receive voting cubes from this action, they are immediately placed in voting bag
- The State player receives 1 victory point when you perform this action
Pay Off Loan
- Spend $50 from your capital
- Discard loan card
- You may only pay off a single loan with this action
Automa
Start of Turn Free Actions
- Adjust Prices is performed at the start of every turn:
- If Policy 6A is in effect, Food and Luxury prices go to max
- If Policy 4C is in effect, Health prices go to max
- If Policy 5C is in effect, Education prices go to max
- Otherwise, prices go to the middle level
- Receive Benefits is performed at the start of every turn
- Pay Off Loan is performed at the start of every turn if it has a loan and at least $100 in capital
- Automa player will pay the lowest allowable wage level for its companies
- For each company that has a Strike token on it:
- Draw 1 AI card
- If that card has an influence icon on it:
- Increase company's wage level to level 3
- If no icon is on the card:
- If the company has a machinery token on it or is the only company of its type that is operational:
- Draw another AI card and repeat the process one more time
- If the company has a machinery token on it or is the only company of its type that is operational:
- Automa player automatically buys storage tiles as needed to store resources:
- Automa will store food/luxury goods in Free Trade Zone first before buying storage
- Automa still respects storage limits as usual
- Automa player never gives bonuses
End of Turn Free Actions
None
Providing and Selling Goods and Services
- When the State sells goods:
- All money received in exchange for goods and services goes to the state treasury
- If welfare policy (policy 4) or education policy (policy 5) is at 4B or 5B:
- Health/education resources are sold at $5 each, depending on the relevant policy
- the State gains 1 victory point for each transaction performed
- If welfare policy (policy 4) or education policy (policy 5) is at 4C or 5C:
- Health/education resources are free, depending on the relevant policy
- The state gains 1 legitimacy point with the class performing the transaction for every 3 resources sold this way
- If welfare policy (policy 4) or education policy (policy 5) sets the price of the corresponding resource at $0 each, the State gains 1 victory point for each transaction performed with another player, regardless of how many of the resource is sold in said transaction
- When the State provides a good to a player:
- Remove any items in the player's state benefits area if there are any
- Place the provided resources into the state benefits area for that class
- If you do not have the resources that you wish to provide, you are allowed to buy them first:
- You cannot buy the required resources from the player to whom you wish to provide them
- When buying from the foreign market, you do not pay tariffs
- Otherwise, you pay the same prices as normal when buying from other players
- When a player takes their resources from their state benefits area using the Receive Benefits free action, receive 1 victory point
Propose Bill
- Place 1 bill marker on policy you want to change:
- New policy section must be adjacent to existing policy section
- You cannot change a policy which already has a player's bill marker on one of its sections
- If you wish to call an immediate vote:
- Spend 1 influence
- Carry out an election as shown in Elections Phase gameplay instructions
- You have 3 bill markers, and so you cannot propose more than 3 bills in a round unless immediate votes are used
Event Action
- Note: You cannot perform this action if:
- You cannot perform the task listed on the chosen event card
- The resources required to perform the task on the chosen event card are not available
- Choose 1 event card on main board and perform task listed on it
- When event card instructs you to spend resources, they are returned to the supply
- You cannot buy resources required by an event during this action
- If an event instructs you to provide or spend "up to" a certain figure, you must spend at least 1 of the relevant resource
Sell to Foreign Market
- Perform trade actions as listed on the current export card:
- You are only allowed to perform trades for Food or Luxury resources with this action
- You can do each of the trades shown for each type of resource, but each one can only be done once per turn
- You cannot buy or sell influence with this action
Meet with Party's MPs
Note: You must have at least 2 personal influence to perform this action
- Give 2 of your personal influence to a player of your choice
- Move that player's legitimacy marker 1 space forward on your board
Extra Tax
- Collect $10 from each player
- Move legitimacy token for two classes with lowest legitimacy score:
- In case of ties, you choose which to move
- If the player does not have the money to pay this tax, they must take a loan
Campaign
- Remove 3 media influence cubes from public services area
- Add 3 personal influence cubes to your player board
Adjust Wages
- Change wages offered at your public companies:
- You cannot offer less than minimum wage as set by labour market policy (policy 2)
- You cannot lower wages offered at company with committed workers
- If you increase wages at company, all workers at that company become committed
Pay Off Loan
- Spend $50 from state treasury
- Discard loan card
- Only one loan can be paid off with this action
Thumbnail courtesy of BoardGameGeek and the respective publisher.