World Order - Rulebook v0.4
World Order - Rulebook v0.4
                       TABLE OF CONTENTS
                       COMPONENTS                                                  4     Trade (Economic)                                                          11
                       CREDITS
                       Game Design: Varnavas Timotheou, Vangelis Bagiartakis
                       Game Development: Panagiotis Zinoviadis
                                                                                                               World Order Rulebook v. 0.4
                       Additional Development                                                 This document contains the latest rules for the upcoming World
                       & Lead Playtester: Dimitris Siakampenis                                Order board game. Note that, as the game is still in development,
                                                                                              elements of those rules may change before the final production.
                       Illustrations: Milłosz Wojtasik
                                                                                                         Copyright © 2024 Hegemonic Project Limited.
                       Graphic Design: Katerina Xerovasila                                         World Order is a trademark of Hegemonic Project Limited.
                                                                                           All rights reserved. No part of this book may be reproduced or used in any
                       Academic Advisors: Dr. Zenonas Tziarras, Dr. Moritz S.               manner, electronic or mechanical, including photocopying, recording,
                       Graefrath, Dr. Chris Oates, Dr Russell Foster, Dr. Connor          or by any information storage or retrieval system, without the prior written
                       Judge, Dr. Igor Logvienko, Emmanuel Pietrobon                    permission of Hegemonic Project Limited, except as expressly permitted by law.
                                                                                                      RULES OF THE GAME • WORLD ORDER   3
The year is 2010, and the world is drastically changing in front of our eyes. While the unrivaled influence of the
United States is beginning to wane, other major powers are eagerly stepping onto the stage, ready to claim
their piece of the geopolitical pie. In the East, Beijing is rising to become a global powerhouse. Simultaneously,
Moscow is entangled in an intricate chess play with Washington, ready to counter its every move. And amidst
these tumultuous waters, the European Union is trying to carve out its identity. The world undergoes a drastic
shift while power is being redistributed on a global scale. But who will take the lead in this rapidly changing
world order?
World Order is an area control board game for 2-4 players that lets you take control over one of four dominant
global powers of the 2010s: the United States of America, the People’s Republic of China, the Russian Federa-
tion, and the European Union. Utilize your diplomatic finesse, economic strength, and military might to expand
your influence across the globe. Form alliances through sharp negotiation, entice other nations through clev-
er economic dependencies, or become the military juggernaut no one dares to mess with. Join the race for a
global hegemony and show the other powers that a new era is dawning!
4   WORLD ORDER • RULES OF THE GAME
COMPONENTS
   COMPONENTS
RULES OF THE GAME • WORLD ORDER   5
6   WORLD ORDER • RULES OF THE GAME
GAME SETUP 6
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8 4
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                       1.   Place the Main Board in the middle of the table.                              them in a row next to the Ability pile. These 6 cards will be col-
                                                                                                          lectively called the Market.
                       2.   S eparate the Map Country Cards by their Region. Shuffle each
                             Region’s cards separately and place them in a face-up pile, on          6.    eparate all the Growth cards by name and place them in piles
                                                                                                          S
                             the left side of the corresponding space on the board. Then,                 above the board, in numerical order. Note that not all of the
                             take the top Country card of each pile and place it to the right             piles have the same number of cards in them.
                             side, so that 2 cards are visible in each Region.
                                                                                                     7.    ake piles of the coins, Base tokens and FDI tokens and place
                                                                                                          M
                       3.    lace in each Region, its starting Influence cubes (as indi-
                            P                                                                             them next to the board, where all players can reach them.
                            cated by the colors of the slots on the board) and the Round                  These will be collectively called the Supply.
                            marker on the 1st space of the Round Track
                                                                                                     8.    ave each player choose one of the player roles (USA, China,
                                                                                                          H
                       4.    lace the 3 Majority tokens on the board with the side correspond-
                            P                                                                             Russia & EU) and take its corresponding Player board, start-
                            ing to the number of players face up (the side with the 3 numbers             ing Ability cards, starting Country cards, Trade Policy card,
                            for 3+ players, the side with the single number for 2 players).               Strategic Asset cards, Commerce cards, Production cubes, In-
                                                                                                          fluence cubes, Army tokens, Focus marker, Prosperity marker,
                       5.   Shuffle the Market Ability cards and place them in a face-                   Player Aid, starting money (shown above the resource track,
                             down pile beneath the board. Reveal the first 6 cards and place              on the right) and one of each Resource marker.
                                                                                                                              RULES OF THE GAME • WORLD ORDER   7
                                                                     14. Place the 4 starting Country cards face-up above your Player
                                                                           board; they are your allied Countries.
                                                                     15. Place your Trade Policy card next to your Player board. Place 1
                                                                           Commerce card next to it if you are playing with 2 or 3 players,
                                                                           or 2 Commerce cards if you are playing with 4 players.
                                                                     16. Shuffle your Starting Ability cards and form 2 piles of 6 cards
                                                                           at random. Look at the cards in each pile and choose one as
                                                                           your starting hand. Shuffle the other pile face-down and place
                                                                           it on your side. This will be your deck during the game. If this is
                                                                           your first game, see the Starting Hand box below instead.
                                                                            Starting Hand: If this is the first time you are playing World
                                                                            Order, we suggest that you start with a fixed starting hand.
                                                                            Instead of drawing 6 cards at random, take the 6 Starting
                                                                            Ability cards with a small ar-
                                                                            row right before their name, as
                                                                            shown in the image. Place the
                                                                            remaining cards in a face-down
                                                                            pile as your deck.
                                                                     17.   Shuffle your 5 Strategic Asset cards and draw 2 at random, plac-
                                                                           ing them face-up beneath your Player board. Return the rest
                                                                           of the cards to the box, they won’t be needed. Then, place your
                                                                           Scoring Marker on the space around the board that corresponds
                                                                           to the sum of Starting Victory Points (VP) listed on those 2 cards.
                                                                     18. Place your Starting money in front of you, next to your Player
                                                                           board.
                                                                     19.    ake the 4 Turn Order tokens and place them next to the Turn
                                                                           T
                                                                          Order track on the board. If this is your first time playing, just
                                                                           place them randomly on the track. Otherwise, the player with
Then, each of you should perform the following:                            the fewest starting VP on the board places their token in the
                                                                           space of their choice on the track. Continue doing this for all
9.    Place your Player board in front of you.                             the players, in reverse VP order. In case of a tie, the player with
                                                                           the fewest starting money chooses first.
10. Put a Production cube on the starting Production space of
      each track (the colored square).                                fter everyone places their turn order marker, you are now ready to
                                                                     A
                                                                     start the game.
11.   Place your Focus marker in the Domestic Focus space.
                                                                      If you are playing with 4 players, return the
12. Place your Prosperity marker in the first space of the Pros-     Auto- Influence cards to the box, they won’t
      perity track.                                                   be needed. If playing with fewer than 4 play-
                                                                      ers, shuffle the Auto-Influence cards, draw 2 of
13. Place the 6 Resource markers on the Resource track, each         them and place them above the main board. For
      one indicating a quantity equal to your starting Production,    every role that is not taken by an actual player,
      and the appropriate number of starting Army tokens on top of    place Influence cubes of their color next to their
      your Player board (not on the Resource track). Keep your re-    role’s flags as well as Army tokens if indicated
      maining Army tokens and your Influence cubes nearby.            on the cards.
8   WORLD ORDER • RULES OF THE GAME
                                                                                                                                  RULES OF THE GAME • WORLD ORDER   9
HOW TO PLAY
The game plays over 6 rounds. Each round is divided into phases:            Choose Focus
Preparation Phase, Action Phase and Aftermath. Through your
actions, you place Influence cubes in various Regions on the board          Choose where you want to focus this round among the three avail-
which grant you VP. In addition, you gain VP based on who has the           able options: Domestic Focus, Diplomatic Focus or Military Focus.
most Influence in each Region, during the game’s 2 scoring inter-           Move the Focus marker on your board accordingly and then perform
vals. At the end of the 6th round, the player with the most VP wins!        the instructions listed there in order.
Draw 6 cards from your deck. If at any moment there are no cards to          Commerce Cards: Whenever you pro-
draw from, shuffle your discard pile and form a new deck. Continue           duce a resource that is listed on your
drawing cards from that one.                                                 Commerce cards, turn all those cards
                                                                             back face-up. They represent pro-
Reveal Country Cards                                                         duced resources that have been allo-
                                                                             cated for use in Trade.
In each Region, take the top card of the left pile of Country Cards and
move it to the top of the right pile. If you end up placing the last card
from the left pile to the right, move the single pile you now have to       Note that the last instruction in each Focus section (without a bul-
the left side and place the top card to the right side.                     let) is an ongoing ability that you do not perform at this moment but
                                                                            applies during the whole round. In the first round, all players start
Determine Turn Order                                                        with Domestic Focus and its ongoing ability applies as normal.
Slide the turn order markers slightly downwards. Then, the player
with the fewest VP places their turn order token on the space of their
choice on the track. Continue doing this for all the players in reverse
VP order. In case of a tie, the player with the fewest money among
those tied chooses first. If there is still a tie, the player between
them with the fewest starting money chooses first.
                        ACTION PHASE
                        This is the phase in which most of the game takes place. You play             Improve Relations (Diplomatic)
                        cards from your hands to affect the board and pursue your agenda.
                        You then get to add new cards to your deck if you like.                       This Action allows you to improve your relations with other countries
                                                                                                      and form new allies. You can even use existing alliances to help es-
                        This phase consists of 2 steps: Actions step and Research step. The           tablish new ones.
                        first player in the Turn Order track goes first.
                                                                                                      Choose an available Country card on the board (the top card in any
                        Actions                                                                       Country card pile). Pay Diplomacy (        ) equal to the Country’s val-
                                                                                                      ue (the number in the hexagon on the top left corner:       ) and place
                        Choose one of the cards in your hand. Play that card in front of you          it face-up in front of you. It is now considered an allied Country.
                        and apply its effect. If you can’t apply the full effect listed, apply as
                        much as you can. The card then stays in front of you (do not put it in        If you have other allied Countries of the same Region, you may ex-
                        the discard pile).                                                            haust them (turn them face down) to lower the        cost you need
                                                                                                      to pay. Each Country you exhaust, lowers the     cost by an amount
                        Instead of playing a card and applying its effect, you may choose             equal to its value (   ).
                        one of the following options:
                                                                                                       EXAMPLE: Kate, playing China, wants to Improve Relations with
                        •      Play a Strategic Asset Card: Place face down in front of you an
                                                                                                       Australia which has a value of       . Normally, she would have to
                               Action card from your hand (if able) and apply the effect of one        spend 3      to do so. However, she decides to use her good relations
                               of your available (face-up) Strategic Asset cards. Then, turn           with Singapore, another Country in the same Region, to her advan-
                               that card face-down.                                                    tage. She exhausts Singapore’s card and gets a discount of 2        ,
                                                                                                       equal to its value. Thus, Kate spends just 1     and takes Australia
                        •      Pass: Place face down in front of you an Action card from your          in front of her.
                               hand (if able) and get 10 coins.
                        After you have performed your Action (either the card’s effect or one
                        of the other available options), your turn is over. The next player in                                               +         =
                        the Turn Order track gets to play their turn. This goes on until you
                        have all played 4 actions. As soon as that happens, you proceed to
                        the Research step (see later below).
Engage (Diplomatic) bottom of their cards. You may sell that many copies of that resource.
This Action allows you to cement your Influence in a region through      To perform an Import transaction, choose a resource and count the
your diplomatic ties.                                                    number of times its symbol appears on the small section of your
                                                                         allied Countries (with an arrow pointing towards you) and on your
Choose a Region on the board in which you have at least 1 allied         Trade Policy card (getting it from the other players). You may buy
Country. Pay the  cost listed next to that Region’s name and add 1       that many copies of that resource.
Influence to it.
                                                                         Note that each resource can only be used in one transaction - you
Similarly to Improve Relations, you may exhaust allied Countries         may not Export and/or Import the same resource twice.
of the same Region (turn them face down) to lower the    cost you
need to pay. Each card you exhaust, lowers the cost by an amount                      RESOURCES                            RESOURCES
                                                                                                 →
                                                                                                                       →
equal to its value (  ).                                                              YOU EXPORT                           YOU IMPORT
                                                                         The cost of the resources you Export or Import can be seen in the
                                                                         following table:
                                                                                 EXPORT GAIN        5   5      5     15       15        20
                                                                                 (amount you get)
  EXAMPLE: Anna plays the European Union and wants to Engage in                  IMPORT COST 3
                                                                                 (amount you pay)       3      3     10       10         -
  Middle East - North Africa. She looks at the Region on the board
  and sees that the cost to Engage is 6 . This is more than what she
  can spend but luckily for her, she has Jordan and Qatar among her      When Importing, in order to buy from another player, the player
  allied Countries. She decides to exhaust their cards to get a dis-     must have that resource available for you. If the player has a Com-
  count. Their values are      and     so she gets a total discount of   merce card showing that resource, turn that card face-down and
  3 . She then pays the remaining 3        and adds one of her Influ-
                                                                         get the listed resource(s), giving the corresponding amount to that
  ence to the Region.
                                                                         player. If that player does not have a face up Commerce card with
                                                                         that resource, then you can only buy it if they have it available on
                                                                         their board, in which case they reduce their quantity accordingly. In
                                                                         both cases, the other player cannot deny you the transaction. If a
                                    + 3x          =                      player does not have any of that resource on their board, and has no
                                                                         face-up Commerce cards, you cannot buy it from them.
                                                                         Whenever you Import, if you end up buying from one or more oth-
                                                                         er players, gain also 1   (regardless of the amount of resources
Trade (Economic)                                                         or how many players you bought from). Note that in 2 or 3-player
                                                                         games, you may still buy from superpowers not controlled by an
This Action allows you to trade with other countries and generate in-    actual player. However, you don’t get any    in those cases. Also,
come or get access to resources that you can’t produce yourself in a     when buying or from Russia who lists 2 copies of each resource
sufficient quantity.                                                     on its Commerce cards, you need to buy 2 items of that resource to
                                                                         get the .
Whenever you perform this Action, you can perform a number of
Export (selling) and Import (buying) transactions. The exact num-
                                                                          EXAMPLE: Jim plays Russia and is about to perform a Trade action.
ber of transactions of each type you can perform is listed on your        He looks at the icons on his allied Countries and decides he will Ex-
Trade Policy card. Most players can perform up to 2 Exports and 2         port Energy ( ) and Raw Materials ( ). There are 5 icons on the
Imports, in that order (with China performing one more of each).          left side of his allied Countries and 2 icons meaning he can sell up
                                                                          to 5 Energy and 2 Raw Materials (whether the cards are exhausted
To perform an Export transaction, choose a resource and count the         or ready, plays no role in this). Jim decides to Export 4 Energy and 2
number of times its symbol appears on your allied Countries (re-          Raw Materials for 5 each, moving the markers on his player board
gardless if they are ready or exhausted), in the large section at the     accordingly, for a total of 30 .
12   WORLD ORDER • RULES OF THE GAME
                          EXAMPLE: (continued)                                                     Choose one of your Army tokens (either from your Player board or
                                                                                                   anywhere on the main board) and move it to a Region in your zone
                                                                                                   of Interest (showing your flag in a small circle) or where you have a
                                                                                                   Military Base (see Build Base below). You then pay 5 .
Invest (Economic)
  EXAMPLE: (continued)                                                      When an effect instructs you to Produce one or more resources,
                                4
                                                                            you may choose any of the 7 available resources. If you choose a
    1                                                                       primary resource to produce ( , , or ), you gain as many items
                                                                            as your Production indicates. If you choose a secondary resource
                                                                            to produce ( , ,       or        ), you gain up to the quantity your
                                                                            Production allows, spending the necessary requirements for each
                                                                            resource produced.
     3                                                                      Note that when you produce multiple resources within the same
                                                                            action, you may choose any combination between primary and sec-
                                          2                                 ondary resources. You are also allowed to use primary resources
                                                                            just produced in that action as the requirements for any secondary
Note that if you don’t have any Army tokens on your board, or the mon-      resources you also want to produce.
ey required to pay the cost required, you cannot perform this action.
                                                                            Remember that whenever you produce a resource that is listed on
Get a Growth Card (Domestic)                                                your Commerce cards, you also turn all those cards back face-up.
                                                                            They represent additional produced resources that have been allo-
This Action allows you to tackle the inner workings of your Country,        cated for use in Trade.
improving the way things work and leading to a more efficient form
of governance.
                                                                              EXAMPLE: Alex (USA) also plays the Growth
                                                                              Strategy card but chooses the second option
Choose one of the available Growth cards, pay its cost and place the          on the card, to Produce 3 Resources. He main-
card in front of you, next to your Player board. Then, gain the VP listed     ly wants to get Services (       ) but even though
on the card. The first time you get a Growth card you need to take a Lev-     he has a lot of Energy ( ), he only has 1 Food
el 1 card. Then, each time you perform the Action, you must choose a          ( ) which is the other requirement. Thus, for
Growth card that is exactly 1 level higher than the previous one you got.     his first resource he chooses Food and produc-
                                                                              es 3 items of it, as his Food Production marker
These cards usually provide you with an ongoing ability that you can          indicates. For the second resource he choos-
make use of for the rest of the game. Note also that the number of            es Services and he spends the 4 Food he now
                                                                              has along with 4 Energy, to produce a total of
each available Growth card is limited and may be less than the num-
                                                                              4 Services. Finally, for the third resource he
ber of players. After all copies of a card are taken, that particular         chooses Diplomacy (         ). He has a Diploma-
ability is no longer available to other players.                              cy Production of 4 but decides to Produce only
                                                                              3 items. He pays 9       (3    for each Diplomacy), and moves the
                                                                              Diplomacy marker on his board 3 spaces forward.
  EXAMPLE: Anna (EU) just played the
  Growth Strategy card that allows her
  to get a Growth card. She already has
  a Level 1 and a Level 2 Growth card so
                                                                            When producing          , if you run out of tokens in your color, use any
  she must take a Level 3 card this time.                                   available items as an equivalent - they are supposed to be unlimit-
  There are 2 different cards available,                                    ed. For all the other resources that use the Resource Track, if you
  Tactical Flexibility and Diplomatic                                       ever end up having more than 10 of them, leave the marker on the
  Opening. She decides to go for the first                                  10th space - all extra resources are ignored.
  one so she pays its cost, 3    and 15 , and takes the card in front of
  her. She also gains 7     as listed on the card.                            Placing Influence
  Note that she took the last available copy of Tactical Flexibility. If
  another player goes for a Level 3 Growth card, they will have to get      Each region contains slots where Influence can be placed, with
  Diplomatic Opening.                                                       each slot indicating the amount of VP you immediately gain when
                                                                            doing so. There are 2 types of such slots: Permanent ones and Tem-
                                                                            porary Ones. Whenever you place Influence, for any reason, you can
Produce (Domestic)                                                          choose which of the available slots to use.
Managing your country’s productions and getting much needed re-             The slots above the line are Permanent Influence slots. Whenev-
sources is vital in your pursuit of global hegemony.                        er you place Influence in one of those slots, the Influence placed
14   WORLD ORDER • RULES OF THE GAME
                        will remain there until the end of the game. However, their number              Resetting Temporary Influence
                        is limited and if they all become filled, unless an effect instructs you
                        otherwise, you may no longer place any of your cubes there.                   Some effects allow you to Reset your Temporary Influence. When
                                                                                                      that happens, remove one of your Temporary Influence in a Region,
                        The slots beneath the line are Temporary Influence slots. Whenever            push all the Influence cubes that were to its right one space to the
                        you place Influence in one of those slots, it has to go to the first avail-   left, and place back your Influence in the first available Temporary
                        able slot on the left and the VP you’ll gain will most likely be higher.      slot. You do not gain any     when you do so but you get to “protect”
                        However, when all those slots are covered and new Influence needs             your cube this way from being pushed off the region by moving it
                        to be added, the left-most Influence is removed and the remaining             farther to the right. Note that if there isn’t any other Influence to the
                        cubes all move one space to the left. The new cube is then added to           right of your cube, Reset has no effect on it.
                        the right-most slot but you don’t gain any immediate points.
                                                                                                        Drawing Cards
                        Note that, when majorities are checked in each Region (see Score
                        Regions), all Influence cubes count in determining who has the most           If any effect instructs you to draw cards during the Action phase and
                        (regardless if they are in Temporary or Permanent slots). However,            there are no longer any cards in your deck, shuffle the cards in the
                        for a Region to score, it needs to have all the Permanent Influence           discard pile (but not the cards in front of you that you have played
                        slots covered. If it doesn’t, the Region won’t score any points at all.       this round) and form a new deck to draw from.
                                                                                                        Trashing Cards
                          EXAMPLE:                                                             1
                          1. Jim (Russia) just built a Military base in                               When you Trash a card, return it back to the box or set it aside. It will
                          Syria so he gets to add 1 Influence in Middle                               no longer be used.
                          East - North Africa.
                                                                                                      Research
                          2. All of the slots are available so he decides                      2      After you have all played 4 turns, the Actions step is over. You are
                          to place his Influence in the first Temporary
                                                                                                      now given the opportunity to Research new cards, that is to add new
                          slot, gaining 5     .
                                                                                                      cards to your deck.
                                                                                                      First of all, place all the Action cards in front of you in your discard
                                                                                                      pile. Then, reveal the remaining cards in your hand. In the begin-
                                                                                               3      ning, there will only be 2 of those cards left but some effects in the
                          3. Alex (US) plays after him and Invests in
                          Saudi Arabia which also gives him 1 Influ-                                  game may later increase that number. For each revealed card, take
                          ence in the Region. He chooses to place it in                               the upper Bonus item listed on it (usually ,          or      ) and then
                          one of the Permanent slots, gaining just 1                                  add the total amount of Research (         ) shown on all the revealed
                          for now but ensuring his cube will stay there                               cards (the lower Bonus item). You can use that Research to add new
                          for the rest of the game.                                                   cards in your deck from the Market.
                          4. Much later in the game, Anna (EU) decides                         4
                                                                                                      To get new cards, you spend the Research that you just got but
                          to Engage in the Region, adding another In-
                          fluence there.                                                              you can also get additional Research by exhausting allied Country
                                                                                                      cards. Every Country card exhausted for this, will provide you with
                                                                                                      Research equal to its value (        ). Note that any unspent Research
                                                                                                      is lost, it doesn’t carry over to the next round.
                          5. By that point, all the slots (both Perma-                         5      Whenever you get a new card from the Market, move the cards on
                          nent and Temporary) have been filled. Thus,                                 the left of where it was one space to the right, and immediately re-
                          she can only place her cube in the right-most                               veal a new card to the left-most available position. You may get as
                          slot, pushing all the other cubes in Temporary                              many new cards as you have Research for, and each card you get
                          slots one space to the left.
                                                                                                      goes on top of your deck. Discard your revealed cards afterwards.
                          She doesn’t get any immediate       at this time
                          but at least she got to push one of Jim’s Influ-                             Remember that if you have Domestic Focus, you get 2 additional
                          ence cubes out of the Region.                                                Research during this step.
                                                                            RULES OF THE GAME • WORLD ORDER   15
When everyone has finished getting new cards, discard the right-
most card, move all the remaining cards one space to the right and
reveal a new card to the left-most space. Then, move to the next
phase.
  She takes a look at the available cards and decides she wants to
  take Explore Alternatives, costing 5 . She places that card on top
  of her deck and slides the remaining cards to its left, one slot to the
  right, revealing also a new card, Convincing Arguments.
  Kate realizes that the card that was just revealed will fit very well
  in her deck so she wants to get that one too. However, it costs 4
  and she only has 1 remaining to spend. To cover the remaining
  amount, she will use her allied Countries. She decides to exhaust
  Singapore (      ) and Tajikistan (   ) for a total of 3 , enough to
  reach the 4 she needs to get the Convincing Arguments. She takes
  the new card and places that one too on top of her deck, revealing a
  new card for the Market.
16   WORLD ORDER • RULES OF THE GAME
                        AFTERMATH
                        In this phase, you deal with the consequences of your actions. Your        Resolve THREAT
                        investments pay off and your army presence has an effect on your
                        opponents. This is also the phase in which scoring happens.                During this step, each player checks to see the military presence of
                                                                                                   their opponents in their zone of interest. A player’s zone of interest
                        The Aftermath consists of the following steps:                             consists of all the Regions that feature their flag in a small circle.
                                                                                                   The number of each player’s armies there is equal to their THREAT
                        Get Return on Investments                                                  in that Region.
                        For every FDI token you have on an allied Country, get 3       .           Each player checks the Regions in their zone of interest and loses
                                                                                                   2 VP for every other player who has more Armies than them there.
                        Increase Prosperity
                                                                                                    EXAMPLE: It’s time to check for THREAT and there are 3 players with
                        You may pay the amount of Consumable Goods ( ) listed next to               Armies in Central Asia. Kate (China) has 2, Jim (Russia) has 1 and
                        your Prosperity marker and move it to the next space. Immediately           Anna (EU) also has 1. Since the Russian and the Chinese flags are
                        gain the VP and money listed on that space. You may only move a             the only ones shown in the Region, only Russia and China will check
                        single space in the Prosperity track, even if you have enough Con-          for THREAT here. Jim is tied with Anna so he doesn’t lose any points
                        sumable Goods to move again.                                                from her. Kate however has more Armies than him. As a result, Rus-
                                                                                                    sia loses 2   . If Anna had 2 Armies in the same Region, there would
                                                                                                    be 2 players with more Armies than Russia and Jim would lose 4
                        Add Auto-Influence                                                          instead. Kate doesn’t lose any       because there aren’t any other
                                                                                                    players with more Armies than her.
                        If you are playing with 4 players, skip this step. Otherwise, take
                        the Influence cubes from the 2 revealed Auto-Influence cards and
                        place them to the Regions listed next to them. If any Army tokens are
                        shown next to those Regions’ names, place also Army tokens of the
                        same color in those Regions.
                        Then, draw 2 new Auto-Influence cards. For every role that is not
                        taken by an actual player, place Influence cubes of that role’s color
                        on the cards, next to their flags, as well as Army tokens if indicated
                        on the same row. These cubes indicate where Influence will be add-
                        ed at the Aftermath of the next phase.
                          EXAMPLE: Alex and Kate are playing a 2-player game and use the           Note that, if you have Military Focus, wherever you have Armies you
                          Auto-Influence cards for Russia and the European Union which are         get +1 to your THREAT. In Regions in your zone of interest where you
                          not controlled by players. It is now the end of the 2nd round and they   don’t have any armies, you get +1 Defense: You ignore 1 of each oth-
                          look at the Auto-Influence cards they had drawn the previous round.      er player’s THREAT.
                                                                                                   Also, USA and EU both have the Member of NATO special ability
                                                                                                   which allows them to ignore THREAT from each other.
Score Regions
they have. Then, the player with the most Influence cubes, gets the          • Most money
majority bonus listed on the bottom right corner. The next player
with the most Influence gets the second bonus and so on.                     • Most
                                                                                Army tokens on the board. (Do not count Armies on player
                                                                               boards and ignore Armies of non-players in 2 or 3 player games)
In case of a tie, the VP bonus goes to the player with the most
in that Region. If there is still a tie, all tied players get the bonus of   • Most allied Countries
the lowest position among them. For example, if 2 players are tied
for most Influence cubes in a Region and have the same number of             In case of a tie in these 3 majorities, all tied players get the points of
armies there, they both get the VP corresponding to second place.            the lowest position among them.
Note that 2 Regions start the game with black Influence cubes.               Note that in 2-player games only the player who wins each majority
These represent Influence by local powers in the Region. When de-            scores points. The other player doesn’t score anything. Thus, if the
termining majorities, they should be treated as belonging to anoth-          2 players are tied in one of the 3 metrics, no bonus is given.
er player, affecting ties as described above.
                                                                               EXAMPLE 1: After scoring all the regions,
  EXAMPLE 1: It’s the end of the 3rd round                                     players proceed to score the 3 Majority to-
  and scoring takes place. Americas is                                         kens. They start with the one for the most
  checked but since the Permanent slots are                                    money. Kate (China) finished the game with
  not all filled, no points are given at all.                                  121 , Anna (EU) had 78 , Alex (USA)
                                                                               54    and Jim (Russia) 49 . As a result,
                                                                               Kate gets 5   , Anna gets 3    and Alex gets 1        .
                                                                                                         They proceed to check who has the most
                                                                                                         Armies on the board. Alex is the clear winner
  EXAMPLE 2: It’s the end of the game and players check Middle East                                      with 8 Armies getting the first place and it’s
  - North Africa. Since all the permanent slots are filled, scoring takes                                6    . Jim and Kate happen to have 5 Armies
  place as normal. Note that through the use of a card’s ability, Alex                                    each so they both get just 1     , the bonus
  (USA) was able to add a permanent Influence even though there                                           corresponding to third place.
  was no available slot.                                                       Finally, they check who has the most al-
                                                                               lied Countries. Anna has 10 Countries so
                                                                               she gets the 7       that correspond to the
                                                                               first place, while Alex has 9 Countries and
                                                                               gets 4      for second place, Jim and Kate
                                                                               have 8 Countries each. Since they are tied
                                                                               for third place, they get the rewards of
                                                                               “fourth” place, which means no points at all.
  Players start by counting their Influence in the Region, gaining 1         USA has an additional ability that applies during this step called
      for each of their cubes. Alex scores 4      , Anna (EU) and Jim        Superpower Overstretch: In each scoring, count the number of Re-
  (Russia) score 3      each, and Kate (China) scores 1      . They then     gions in which USA has the most Influence or is tied for most. If that
  check who has the majority. Alex has the most cubes (4) so he gets         number is less than 4, it gets the corresponding penalty:
  an additional 10    . Anna and Jim are tied with 3 Influence each so
  they look at their Armies. Since Jim has more (4 Armies compared                 0        1        2          3
  to Anna’s 1 Army), he takes the second place, gaining an additional
                                                                              -8       -6       -4         -2
  7    , with Anna getting the third place’s 4     . Kate’s single Influ-
  ence is tied with the starting local Influence and since she doesn’t
  have any Armies, she ends up in “fifth” place, not gaining any addi-
  tional     at all.                                                         GAME END
                                                                             The player with the most VP at the end, is the winner. In case of a
                                                                             tie, the winner is the player among those tied who has the major-
After all Regions are checked and VP are awarded, check the 3 Ma-            ity in the most Regions on the board. If there are still tied players,
jority tokens on the board. They also award VP to the players based          the player among them with the most Influence cubes in total is the
on the majority in 3 key metrics:                                            winner. If there is still a tie, players share the victory.
18   WORLD ORDER • RULES OF THE GAME