DRCongo Game: Industrial Strategy
DRCongo Game: Industrial Strategy
The Democratic Republic of Congo is the nineteenth most populous nation in the world, with enough natural resources
to rival the productive capacity of most First World countries. From the Belgian administration of King Leopold II,
through the torrid times of independence and the horrors of two ‘Congo’ wars, the country has seen its vast economic
potential wax and wane and its citizens become some of the poorest in the world.
You will play the part of an Industrial Baron determined to see this nation rise up and take its rightful place in the world
economy. You must realize the industrial potential of DR Congo and develop cities to help combat the Insurgent menace.
You will bring Hope out of Horror!
COMPONENTS
Charts, tracks and spaces are labelled on the map-board. Please familiarize yourself in finding: City
Development/Medals track, International Market, Local Market, Turn Order chart, Game Phases track, Action Deck
space, Support Deck and Discard spaces, and the Insurgents supply.
1. Province name
2. Diamond province symbol
3. Town name
4. Province border
5. Railway transport space
6. Boat transport space
7. Crops industry space (double)
8. Hydro industry space (double)
9. Minerals industry space (single)
10. Oil industry space (single)
11. Export route
There are four sets of cards: Action cards, Minister cards, Industrial Baron cards and Support cards. Each card is labelled
on its reverse side. There are four Reference chits.
x5 Crops industries
x4 Hydro industries
x3 Minerals industries
x2 Oil industries
x2 Boat transports
x2 Railway transports
x2 Truck transports
x5 Cities (two 1-point, two 2-point and one 3-point)
x1 Turn Order marker
x1 Medals marker
The Government counter set has fewer counters (industries are reduced to two of each type) and is designated by the
star symbol. Government Peacekeepers are in the matching purple color.
Finally, a supply of money, 20 plastic diamonds in a velveteen bag ... and one die.
SET UP
HOW TO WIN
Players build their industries and transports on the map and then produce and sell resources. The money raised is used
to build further. Players also (crucially) develop cities for defense and to gain medals (players simply move their marker
forward on the Medals track). At the end of the game further medals are awarded for the industries and transports built,
for cities owned and for any remaining money, and for diamonds held. The player with most medals wins the game.
OVERTURE
At the start of the game there is an introductory phase, entitled Overture. The Overture ensures that there are different
‘openings’ to the game.
In turn order, each player must place one or two Peacekeepers and must build one industry in the start province
indicated on their Industrial Baron card. Pay the appropriate amount of money to the bank.
The Overture phase is not repeated during the game. Each subsequent phase cycle starts from the Elect Ministers phase.
0. ELECT MINISTERS
Players take part in an auction (Elect Ministers Phase) to become Government Ministers. Players remain as these
Ministers for the rest of the phase cycle.
The Defense Minister controls Government Peacekeepers, helping to combat and suppress Insurgents.
The Interior Minister uses Government money to promote Government development on the map (much the
trickiest to use, but potentially the source of great benefit).
The Finance Minister influences the value of resources.
In Turn Order, each player must make a single money bid or pass. The first bid is automatically the ‘top bid’. To become
the new top bid, a player must bid at least double the top bid. Otherwise players may bid any amount less than the top
bid, provided the amount is different to any previous bid. A player may pass (passing the chance to choose a Minister)
rather than making a bid. After one round of bidding the auction is complete.
In the 2-player game the 1st player bids or passes, then the 2nd player does the same, then 1st player again, then 2 nd
player again. Thus all Ministers are able to be taken.
The top bidder may now choose one of the three Ministers and places that card in front of himself. The second highest
bidder may then choose one of the remaining Ministers, followed by the third highest bidder taking the last remaining
Minister. If a fourth bid was made then that player receives nothing, but pays nothing. Each successful bidder pays the
amount they bid to the bank.
Note: A Resource marker can never go higher than the $4000 box.
After Resource Dice Roll, turn the three Support cards face-up.
Support cards represent the interventions of countries in support of the Industrial Barons. The Support
cards provide extra strategic elements to the game.
Once per phase cycle, each player can take and immediately use (or take and not use) one Support
card. This can take place at any appropriate time during a player’s turn during Action phases or
Resource Sales.
The card may only be used once and is then placed on the player’s Industrial Baron card, thus keeping
track of who has taken their Support card for that cycle. Another Support card is drawn from the deck
and placed face-up so that there is still a choice of three cards.
Please note: a ‘not used’ card must also be placed immediately on the Baron card. No Support cards
can ever be held over – they are always a ‘one moment’ happening.
2. ACTION PHASES
There are four Action phases in each phase cycle.
ABOUT INSURGENTS
Insurgents occupy the map at game start and create a hindrance to all aspects of play. There are two
types of Insurgent – Major ‘6’ (gray) and Minor ‘4’ (white). The Major ‘6’ Insurgents are actively hostile,
unlike the Minor ‘4’ Insurgents.
Each Action Phase begins with an Action card being turned over. The top half of the card shows
three Insurgents (a Major ‘6’ Insurgent and two Minor ‘4’ Insurgents) and the provinces in which they
appear. In each case an Insurgent of the appropriate type will be placed in the province (if one isn’t
already present). If an Insurgent is already present it may need to be changed to match the type shown
on the Action card.
Note: Insurgents should be placed starting with the Major ‘6’ and working down the card. If all five
Major ‘6’ Insurgents are on the map when another one is shown on the Action card, then that ‘sixth’
Insurgent is not placed.
After placing Insurgents according to the Action card (but before any Major ‘6’ Insurgent combat) the Defense Minister
adjusts the positions of the Government Peacekeepers (at no cost).
ABOUT PEACEKEEPERS
Each player has FIVE Peacekeepers. Peacekeepers are used against Insurgents, either by removing
Insurgents through combat or by occupying the same province, thereby suppressing the Insurgents.
Any number of players may have Peacekeepers in the same province.
The player then continues his turn by performing an action (or passing).
Place Peacekeepers
In his turn a player may place Peacekeepers in one or more provinces. This may include removing a
Peacekeeper from one province and placing it in another. Any number of players may have
peacekeepers in the same province. However each player may have a maximum of just TWO
Peacekeepers in any province.
Pay $1000 to the bank for each Peacekeeper placed (including any that are removed and placed).
Peacekeeper Combat
A player may choose to initiate combat in any number of provinces where one of their Peacekeepers is
present, but may only initiate combat once in each province. Other players’ Peacekeepers in the same
province MUST join the combat. Each such combat has a separate dice roll, rolled by the active player.
In a province where the total exceeds six, there is a defeat for a Major ‘6’ Insurgent. Remove the
Insurgent.
In a province where the total exceeds four, there is a defeat for a Minor ‘4’ Insurgent. Remove the
Insurgent.
If a Major ‘6’ Insurgent is defeated, each player having one (or two) Peacekeepers in that
province is immediately awarded ONE medal (for Services to the Nation).
If the Insurgent is NOT defeated, then each player who has Peacekeepers present must remove one of
those Peacekeepers.
In some cases a province might already have seen some production of resources and these might still
be sitting on industries. If after combat there is a suppressed Insurgent (where a Peacekeeper is still
present) there will be no effect. However, if after combat there is an unsuppressed Insurgent (where
no Peacekeeper is present) this will cause the removal of those resources.
Diamond provinces
Ordinarily there is no reward for defeating a Minor ‘4’ Insurgent. However if the combat takes place in a
province marked with a diamond (Katanga, Maniema, Kasai-Oriental, Kasai Occidental) then a defeat
of a Minor ‘4’ Insurgent will result in money being awarded to each player having one (or two)
Peacekeepers.
Two of the Action cards (those with Peacekeepers crossed out) indicate that a number of Government Peacekeepers
MUST be removed and none are placed. (If there are not that many on the map, simply remove all that there are).
After placement of government peacekeepers by the Defense Minister, combat must take place in any province that is
occupied by a Major ‘6’ Insurgent (there may be others besides the one shown on the card) and by at least one
Peacekeeper. Any player whose Peacekeeper(s) occupy the province may make the dice roll. Combat is resolved in
exactly the same way as described previously. Government Peacekeepers contribute in combat just like any other
Peacekeeper. Government Peacekeepers are removed by combat in exactly the same way as players’ Peacekeepers.
Where no Peacekeeper is present, no combat will take place and the Major ‘6’ Insurgent will continue to occupy the
province (unsuppressed).
In addition to the usual combat against Major ‘6’ Insurgents, the Defense Minister may now choose to initiate combat
(against Minor ‘4’ Insurgents) in any number of other provinces occupied by Government Peacekeepers. Each such
combat has a separate dice roll.
Note: If the Defense Minister is not taken, then no Government Peacekeepers are placed or removed. Government
Peacekeepers already on the map will remain in position, will contribute in combat, and may be removed through
combat. They may not initiate combat, except to combat Major ‘6’ Insurgents during Action card activity.
INTERIOR MINISTER
After the Defense Minister is done with his activities, the Interior Minister collects the amount of money shown on the
Action Card. This money cannot be mixed with the money of the controlling player. The Interior Minister will carry out
actions on behalf of the Government when the Government turn comes up during the turn order. (See ACTIONS AND
THE GOVERNMENT below.)
Note: If the Interior Minister is not taken, then the money is still placed on top of the card.
Note: The Interior Minister is NOT able to place Government Peacekeepers (this can be quite restrictive).
FINANCE MINISTER
The last line on the Action Card is for the Finance Minister’s actions.
If there is ONE resource symbol shown on the Action card then the corresponding Resource marker may be moved up
one box on the International Market or be left un-moved.
If there are TWO resource symbols shown on the Action card then (just) one of the Resource markers must be moved up
one box OR down one box. The second symbol is not acted upon.
If resources of the type selected are already on the International Market, then they also move up or down one box.
A Resource marker may never be moved lower than its game start position.
Note: If the Finance Minister is not taken, then the following ‘automatic’ rules apply:
If there is one resource symbol shown on the Action card, then that Resource marker remains where it is.
If two resource symbols are shown on the Action card, then both Resource markers are moved down one
box.
In each Action phase, and in its turn order, the Government may make one action or pass (if the Interior Minister is
taken). The Interior Minister is responsible for each action and may use the money placed on the card to carry it out.
The usual rules and costs apply when carrying out actions. Some special rules apply and are outlined in the explanations
for each action.
ACTION PHASES
In each Action phase and in turn order, each player (or the government) takes one action or passes. There are five types
of action (see Reference chit).
Remember, Peacekeeper activity takes place before the player (but not the government) performs an action.
1. Build Industry
A player may build one industry as an action. Remember ... an industry may not be built if the province contains an
unsuppressed Insurgent – a player would first have to place a Peacekeeper in that province during their Peacekeeper
activity.
An industry may be built wherever there is a vacant, corresponding industry space on the map. Place the industry face-
up (the side having the image).
Costs to build industries: Crops $1000, Hydro $2000, Minerals $3000, Oil $4000.
Important... it costs the same amount whether building onto a single industry space or onto a double industry space.
Pay the money to the bank.
GOVT: In addition to building industries on industry spaces, the Interior Minister may also build one extra industry
(single production) in any province where all industry spaces have already been built on. That one industry must be of
the same type as one of the industries in that province. After paying for any industry the player may take money from
the remaining money on the Interior Minister card to a maximum of 50% of the amount paid.
2. Place Transport
A player may place one transport as an action. Remember ... a transport may not be placed if either province (check
both) contains an unsuppressed Insurgent – a player would first have to place a Peacekeeper(s) in that province(s)
during their Peacekeeper activity.
Boats and railways may be placed wherever there is a vacant, corresponding transport space on the map. Trucks may be
placed on borders between provinces. Only one truck is allowed per border between two provinces.
Costs to place transports: Boat $2000, Railway $2000, Truck $1000. Pay the money to the bank.
GOVT: After paying for the transport, the player who controls the Interior Minister may take money from the remaining
money on the Interior Minister card to a maximum of 50% of the amount paid.
3. Develop City
Important … Only one city is ever developed per province and each city may only develop one point at a time (and only if
the appropriate city counter is available). Once a 1-point city has been developed, only the owning player may develop
it further.
A 1-point city may be developed on a vacant town, provided a player has a face-up industry in the same province and
has a 1-point city available. (But see restrictions below.)
That industry is used to develop the city and is flipped to its reverse side. The 1-point city costs $2000. The value shown
on the flipped side of the industry is deducted from the cost of the city. The city is placed on the town face-up (the side
having the image). Pay the appropriate amount of money to the bank.
Remember ... a city may not be developed if the province contains an unsuppressed Insurgent – a player would first
have to place a Peacekeeper in that province during their Peacekeeper activity.
Remember also ... that the flipped value of an industry may not be used to help pay for the development of a city if a
suppressed Insurgent is in the same province.
GOVT: After paying for the city, the player controlling the Interior Minister may take money from the remaining money
on the Interior Minister card to a maximum of 50% of the full cost (i.e. the deduction that may be made for any flipped
industry is NOT taken into consideration). When the Government develops a city then the Interior Minister player is
awarded ONE medal.
Rules for developing 2-point and 3-point cities have been combined below.
In order to develop a 2-point (3-point) city a player must have two (three) face-up industries of different types and have
a 2-point (3-point) city available. At least one of these industries MUST be in the province that the city occupies.
The remaining industries may also be in that province or in an adjacent province(s). Each industry used in development
must be flipped to its reverse side. The combined values shown are deducted from the cost of the city. The 2-point city
costs $4000 (the 3-point city costs $6000). Pay the appropriate amount of money to the bank.
Remember ... when developing 2-point and 3-point cities to check all provinces where industries are being used to
develop the city. - a player may have to place a Peacekeeper(s) in that province(s) during their Peacekeeper activity.
The player is then awarded ONE medal for a 2-point city (ONE medal for a 3-point city).
Note: A city that has been flipped (this relates to later rules when selling Hydro) can still be developed. However when
placing the new, developed city it will also be in a flipped state, and remains so until the Reset phase.
Finally… Whenever a city is developed, the City Development marker is moved one step along the track.
4. Production
A player may produce resources on some or all of their industries that are face-up (not flipped). Remember that a player
may choose not to produce on an industry (for example, in order that the industry can be used to develop a city later in
the cycle).
ONE resource cube of the appropriate type is placed on each industry occupying a single industry space and TWO
resource cubes of the appropriate type are placed on each industry occupying a double industry space. Flip those
industries.
Remember... if there is a suppressed Insurgent in a province then only ONE resource cube is placed on a double industry
space. (In other words, the double industry space is treated as a single industry space).
GOVT: The Interior Minister may produce resources on any number of available Government industries. (Subject to the
same restrictions.)
5. Sell Resources
Generally players will sell their resources during the Resource Sales phase (see below), but sometimes a player will use
the Sell Resources action for strategic gain. In Sell Resources a player may sell one of their ‘sets’ of resources (a set is all
resources of the same type). This is carried out in the same way as in Resource Sales and so all the rules needed are in
the following section.
3. RESOURCE SALES
Resources are sold in ‘sets’, a set being all resources of the same type. In turn order, each player sells one of their sets
of resources. This is followed by a second ‘round’ when players sell one set each and then a third and then a fourth.
Players will want to sell their resources to the International Market (the main sales chart) for the best price they can
achieve. No Peacekeeper activity is permissible in this phase (any necessary preparations should be made in the fourth
Action phase).
Highly important and rather unusual! Goods may be transported on transport belonging to any player. And all
transporting of resources is absolutely free.
The first player to sell a particular type of resource to the International Market places his set in the box where that
Resource marker is positioned. Only three resources may be placed per box. Any remaining resources must be placed in
the box below. The next player to sell that type of resource to the International Market will place his set in the next
empty box below that (and so on). If the bottom box already has resources placed there, then the player must sell to the
Local Market.
The price of Crops, Minerals and Oil will also vary depending on which export route was used. In order to collect the
higher price shown in the box, these resources must be exported from Bas-Congo province (broad arrow from the port
of Matadi). If these resources used the export routes in Katanga or Sud-Kivu or Nord-Kivu or Province Orientale (narrow
arrows from the towns of those provinces), then they will only collect the lower price shown in the box. It is possible
that resources in the same set will be sold for different prices on the International Market.
Sometimes it will not be possible to transport every resource of a set to an export route. In this instance those
resources must be sold to the Local Market (where prices are fixed at the lowest possible rate). Note: A player may
always choose to sell to the Local Market.
Collect the appropriate amount of money (as shown in the International Market box and/or the Local Market) from the
bank for each resource.
Remember – a player will sell all resources in a set to one or both Markets.
Remember... if there is an unsuppressed Insurgent in a province, then resources may NOT be transported by boat,
railway or truck on the borders of that province.
Remember... if there is a suppressed Insurgent in a province, then just ONE resource per set may be transported PER
boat or railway on the border of that province (trucks continue to transport just one resource per set).
Remember... if there is an unsuppressed Insurgent in a province containing an export route, then resources may not be
exported from that province.
Remember... if there is a suppressed Insurgent in a province containing an export route, then just ONE resource per set
may be exported from that province. Any remaining resources in a set must use an alternative route or be sold to the
Local Market.
GOVT: The Interior Minister is responsible for selling Government resources. Again, this works in the usual way.
HOWEVER, the money earned from selling resources is not placed on the Interior Minister card but remains in the bank.
If a resource is sold to the International Market, the player controlling the Interior Minister receives money equal to its
Local Market value.
Hydro
Hydro sells in a different way and does not use transport. One Hydro resource is used to supply one city. If there is an
unsupplied city in the same province this city MUST be supplied first. Thereafter an unsupplied city in an adjacent
province may be supplied. i.e. if two Hydro resources have been produced, then one could be used to supply a city in
that province; the other could be used to supply a city in an adjacent province.
● If a 1-point city is supplied then the player collects the lower price shown in the box.
● If a 2-point city is supplied then the player collects the higher price shown in the box.
● If a 3-point city is supplied then the player collects both the higher and the lower prices shown in the box.
Each city supplied is immediately flipped to its reverse side and may not be supplied again this phase cycle. The Hydro
resource is then placed in the appropriate box (as before) on the International Market. A Hydro that cannot supply a
city must be sold to the Local Market. Collect the appropriate amount of money from the bank for each resource.
Remember – a player will sell all Hydro resources in a set to one or both Markets.
Remember... if there is an unsuppressed Insurgent in a province, then Hydro may not be supplied to that province.
Remember... a suppressed Insurgent will prevent Hydro being supplied to an adjacent province (check both the province
supplying the Hydro and the province being supplied).
Dropping out
After selling their last set of resources a player drops out. The player who drops out first places their Turn Order marker
in the new last position on the Turn Order chart. (This is a good time to move Turn Order markers to just above their
current positions on the Turn Order chart). The second player to drop out is placed second last etc. etc. When the
Government drops out, its Turn Order marker is placed in the usual way (i.e. in the next available position).
When dropping out, a player may make a ‘Contribution to the Nation’ (i.e. the bank) to receive ONE medal. In the 1 st
cycle pay $1000, in the 2nd cycle pay $2000, in the 3rd cycle pay $3000 etc. etc.
4. RESET
1. Adjust Game End Target
Move the Game End Target marker back the appropriate number of spaces (two or three) as indicated by the arrows in
the space that the City Development marker has reached.
Deal three new cards face-down beside the East edge of the map. Place the remainder of the deck on its space.
Note: If the Support Deck runs out, shuffle the discards and create a new deck.
GAME END
The game end is triggered when the City Development marker (moving ‘up’ the track) reaches the Game End Target
(moving ‘down’ the track). This may be when a city is developed in an Action Phase or during Reset when moving the
Game End Target.
In the former case, remove the Target marker and continue play to complete all four Action Phases and the Resource
Sales phase and then move to Finale. In the latter case, immediately move to Finale.
5. FINALE
Players receive NO medals for an industry or city that is in a province containing an unsuppressed Insurgent.
Otherwise, each player is awarded medals for their counters on the map:
Note: If a player’s Medal marker is moved beyond ‘30’ on the Medals track, it is flipped to show ‘30+ Medals’ and is re-
positioned at the beginning of the track.
If there is a tie, then the player furthest left on the Turn Order chart is the winner.
MISCELLANEOUS
Kinshasa
Kinshasa is a special town in that the city is already built and therefore contributes the first three points to the tally on
the City Development track. No Insurgents or Peacekeepers are ever placed in the Kinshasa province. Hydro can be
supplied to Kinshasa city in the usual way. No industries are ever placed in the Kinshasa province.
The Government boat and railway on the Kinshasa borders are placed in Set-up. This means it is already possible to
transport from Bandundu province to Bas-Congo province and then export via the port of Matadi.
Money
Players’ money should be kept secret through the game.
For example, the Action card might show (see original rules for illustration) in which case the player could either:
1. Remove and place one Government Peacekeeper and could initiate combat with that Peacekeeper, or
2. Collect $2000 from the bank and spend up to that amount on building a Government industry or placing a
government transport or developing a Government city. Or produce Government resources. Or sell one set of
Government resources. The player collects the usual amount of money where possible, or
3. Move either the Crops Resource marker or the Mineral Resource marker up or down one box.
Card images
The image on each Support card gives a general clue as to the card’s usage, but the card cannot be interpreted without
understanding the text (i.e. non-English speaking players will not be able to interpret the cards without a translation).
The SOLO GAME uses the rules of the Ragnar GAME with the following changes:
1. In Elect Ministers the player decides Turn Order for the phase cycle. Instead of an election the player must decide
which (if any) ONE Minister to play prior to each and every Action card being revealed. A player may choose different
Ministers from phase to phase.
The dice is rolled at the start of each Action phase and the cost to choose a Minister is $100 multiplied by the dice score,
plus an additional $100 in the first cycle, $200 in the second phase cycle, etc. etc. The player chooses a Minister (or may
decide NOT to choose), pays the money to the bank and then the Action card is revealed.
Note: The player is always considered to be the Interior Minister during Resource Sales.
2. When selling resources only TWO resources are placed per box on the International Market.
3. The game lasts for a maximum of six phase cycles. For a Baronial Victory the player must score a minimum of 50
medals. For a National Victory the player must also ensure that the City Development marker reaches the Game End
Target.
Note: We suggest you remove the Canada and Mozambique Support cards from the Support deck.