Rulebook
Rulebook
Ground, Naval, Air, Defense, Intelligence
Military Asset Cards represent the armed forces and offensive or defensive capabilities of a Country. They are used to initiate conflict, defend attacks, or occupy or destroy enemy Assets or Leader Cards. Each subclass has their own strategic implementations, and a balanced deck requires all types to operate effectively.
Basic, Middle Tier, Advanced, R&D
Education Asset Cards represent a nation's intellectual and research infrastructure. They're long-term investments that fuel economic growth. They produce passive GP, with Medium and Advanced requiring the tiers beneith them to activate.
Eco-Restorative, Eco-Friendly, Carbon Neutral, Environmentally Challenging, Ecocide
Manufacturing Asset Cards represent a nation's industrial base and productive capacity. These cards generate passive GP and serve as prerequisites which enhance investments in specific classes and subclasses. All Manufacturing Asset Cards belong to another Class or Subclass of Asset Card, and also have an environmental impact which interacts with policies and Leader Cards.
Energy, Metals, Agriculture, Livestock, Exchanges
Commodity Asset Cards represent natural and strategic resources that nations use to generate wealth and gain leverage in trade or conflict. They create returns based off the player's weight in global commodity markets. Commodity Asset Cards allow players to indirectly disadvantage other Countries through owning market share. GP returns from Commodities are semi-random, reflecting market fluctuations.
Power, Water, Health Facilities, Public Spaces, Cultural Landmarks, Telecommunications
Infrastructure Asset Cards are the backbone of any Country. They focus on passive GP generation, random event mitigation, and conditional bonuses that provide rewards for preparing for situations before they occur. A diversified Infrastructure is hard to disrupt, providing stability if played wisely.
Supply Chain, HQ, Market, Disruption
Logistics Asset Cards represent the efficiency of systems that enable trade. They provide GP bonuses and efficiencies when interacting with Countries diplomatically, or sabotaging other Countries when they collaborate. They are very versatile, providing large rewards for responding to uncommon situations. If a Country plans to play diplomatically, Logistics Asset Cards drastically increase their efficiency.
Each Policy Card includes 3 Conditions:
Timeframe:
Indefinite - Remains active until removed or a condition has occured.
Temporary - Lasts a set number of rotations or until a condition is met.
Instant - Ability is used once, then discarded.
Location:
Domestic - Primarily effects your own Country.
Foreign - Primarily effects other Countries.
Sector:
Economic - Provides GP incentives for investing in passive GP generation.
Military - Provides GP bonuses for acting militaristic or adds bonuses to Military Asset Cards.
Social - Provides GP bonuses through actions that would benefit the populus of your Country.
Random Event Cards allow for unexpected global or domestic events to positively or negatively effect your Country, some Countries, or all Countries. Each deck comes with 4, and must be played immediately upon being drawn. During advanced games, different formats for how Random Event Cards occur can be used.
Random Event Cards are categorized:
Natural Disaster - Affects Assets, GP, or trade due to earthquakes, tsunamis, pandemics, etc. They often impact multiple Countries.
Domestic Activities - Internal developments like protests, strikes, or economic boosts. Typically only effect one Country.
Corruption/Scandal - Causes the loss of GP, policies, or leader effects. Often disrupts planning and tempo.
Transition of Power - Forces leader changes through re-elections or coups.
Violence - Destructive events such as terrorist attacks or cyber warfare, sometimes allowing for counter-efforts to mitigate damage.
Investing in Infrastructure Asset Cards or specific policies early can prevent or reduce the effects of Random Events.
Leader Cards represent the fictional politicians and ideological figures that shape a Countries overall strategy. These influence gameplay decisions across all stages of gameplay.
Leader Cards have 3 abilities:
Class Ability - Each Class has an ability that is shared across all Leader Cards in the same class.
Subclass Ability - Each Subclass has an ability that is shared across all Leader Cards in the same class and subclass.
3rd Ability - 3rd abilities are unique to each leader, which can provide passive or conditional abilities, typically boosting GP, reducing costs, or altering mechanics in powerful ways.
Leaders are played differently then policies or assets. They are played into the 5 Leader Slots:
Head of State
Vice Head of State
Secretary of Defense
Treasurer
Public Voice
Each Leader Card has two preferred positions, which they must be active in in order to receive their ability benefits or use their mechanics. Leader Cards can be occupied by enemy Asset Cards, preventing their abilities to be used, and ultimately, defeat a Country if all Leader Cards are occupied.
Not all Leader Cards start unlocked, Secretary of Defense, Treasurer, and Public Voice must be unlocked by playing a number of Asset or Policy Cards.
Asset Card and Policy Cards come in 3 rarities: Common, Uncommon, and Rare.
Of the 308 Asset and Policy Cards:
152 are common (49.34%)
110 are uncommon (35.72%)
46 are rare (14.94%)
Each Random 54 Card Deck includes:
8 Leader Cards
4 Random Event Cards
4 Rare Cards
14 Uncommon Cards
24 Common Cards
Each 18 Card Booster Pack includes:
3 Leader Cards
1 Random Event Card
1 Rare Card
5 Uncommon Cards
8 Common Cards
If a game is running too long, or a time limit ends it, this is the best method to determine winners:
Tiebreaker Reference Card Using Weighted Influence Score:
Influence Score Formula:
GP Remaining - +1 per GP
Active Leader Cards - +2 each
Filled Leader Slots (Even if occupied/inactive) - +1 each
Controlled Asset Cards - +1 each
Unique Policy Cards in Play - +1 each
Occupied Enemy Cards - +2 each
Alliance Bonus - +3 per active member in your alliance (if applicable)
Tiebreaker Procedure:
Calculate IS fore ach player.
If tied: Continue play until there is a clear leader in IS.
Tips for players:
Diversify your cards - Have policies, assets, and leaders in play.
Don't ignore occupation - Worth more.
Alliances help greatly.
None yet! If you help contribute to finding potential issues in our cards or rules, you will be rewarded!
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