Game Components and Card Reference
Card Reference
Political Influence and Industrial Networking Decks
Political Influence Cards (1x each per country deck)
Cllick here to see Political Influence Decks
- Sovereign, 8 influence
- Monarch, 5 influence
- Consort, 4 influence
- Regent, 4 influence
- Scion, 3 influence
- Advisor, 2 influence
- Void Marshal, 2 influence
- Nanite Infiltrator, 2 influence
- Celestial Engineer, 2 influence
- Quantum Strategist, 2 influence
- Arbiter, 3 influence
- Mediacorp CEO, 4 influence
- Sentinel Commander, 1 influence
- Propagandist Overlord, 4 influence
- Gastronomist, 1 influence
Click here to see Inustrial Networking Cards
- Chrono Historians: You may sacrifice your turn to draw a card from your Influence Discard Pile
- Gaia Physicists: You do not lose your hand when attacked with Nuclear arms, but still lose influence
- Econodrones: For every turn you have this card in play, you gain 1 influence
- Technomancers: For every turn in play, roll the dice and the number determines how many players this effects. Every player effected pays you one influence (they lose one, you gain one, per player)
- Xenobiomoe Curators: You may discard a drawn Intrigue card and draw again so long as this card is in play
- Tecmed: You do not lose any influence when attacked with Nuclear arms, but you still take the card loss penelty
Intrigue Deck
100x Intrigue CardsClick here to see Intrigue Deck
- 20x, Nuclear Arms: if drawn before the ability to stockpile arms, discard back into the deck, otherwise keep in your hand until ready to play. Once you have attained Nuclear Armament, you may utilize Nuclear Arms
- 6x, Non-Aggression Pact: Must play immediately. The player with the least influence is now your ally. For every turn they fail a bluff, give up one influence to them. If you are the lowest, pass this card to the player with the highest influence, and they must follow its rules. If there is a tie among the lowest, flip a coin to determine.
- 6x, Political Uprising: Hold this card until use. Spend 2 influence to send spies to exacerbate civil unrest. Choose another player to inflict an uprising; they lose 4 influence.
- 6x, Now I Am Become Death: Your country is now capable of producing nuclear arms. Keep this card in your play area until the end of the game (or instructed otherwise). Shuffle back into the deck and take a nuclear arms token. You may keep this card in your hand to play strategically at any time.
- 5x, Snake Tongue: You may draw one influence card into your hand.
- 5x, Propaganda: You may draw an influence card into your hand.
- 5x, Tense Political Climate: You may draw an influence card into your hand.
- 5x, Master of Industry: Draw an Industrial Influence card into your play area.
- 5x, Progressive Crunch: Draw an Industrial Influence card into your play area.
- 5x, Masters of Your Domain: Draw an Industrial Influence Card into your play area.
- 5x, A Bat, in the War of the Birds and Animals: Draw an Industrial Influence and Political Influence card.
- 4x, Isolationist Agenda: Discard 2 of your influence cards. You isolate yourself from the world stage, gain +2 Influence for the next two turns, but you cannot roll, take any other actions, or act on any alliances that require action.
- 4x, Eye in the Sky: You may look at a single player's hand. You may choose to reveal its contents or not.
- 4x, Assassination Attempt: You may look at another player's hand. If they have the Sovereign or Monarch, you may assassinate them and force them to shuffle into their influence deck.
- 2x, Cold War: All players agree to a tenuous peace and discard all Nuclear arms in their possession.
- 2x, 60 Minutes to Midnight: All players agree to complete nuclear armistice; all Nuclear arms and Nuclear capabilities are shuffled back into the deck.
- 2x, Communications Blackout: Play on any other player. For their next turn, they must roll a 1 to attempt influence, 6 to attempt alliance, 2-5 ends their turn.
- 2x, Successful Assassination: Choose a player's influence card for them to discard.
- 2x, Bunker: Protects you from Attack! Negates the effect of "It's War!" and a single Nuclear attack. Discard after a single use.
- 1x, It's War!: Declare open war with another player. All those allied to you must take your side in the war. Any dual alliances must choose a side. Both groups reveal all their influence cards, and the highest total wins the war. All those on the losing side lose 5 influence. All those on the winning side gain nothing, as no one wins in war. If the 'losing side' has the Bunker, they lose no influence.
- 1x, Space Race: All players are now in a space race. This card is played in the center of the play area. Over the next 3 rounds, on their turn, players may wager influence to bolster their space program. Whoever wagers the most influence by round 3 receives double their wager in influence. Losers lose all influence wagered. Players may drop out of the wager at any point over the two rounds but lose their influence.
- 1x, Armageddon: Can only be played after all players have nuclear arms tokens in play. If any players don't have nuclear arms, must immediately discard back into the intrigue deck. May keep in hand until ready to play, but if any players lose their nuclear arms token, this card cannot be played until all players have the token back. Upon play, all players calculate total influence as per the influence table and subtract any influence based on how many nuclear arms they possess. Player with the most influence after Armageddon wins.
Contents
Components:
6x Standard six-sided dice6x Nuclear Arms Tokens
30x Alliance Markers
6x writing pads
6x pens
256x Influence Currency, consisting of:
- 100x 1N
- 100x 2N
- 100x 5N
6x Political Intrigue Decks
each deck consisting of 1x each:
- Sovereign
- Monarch
- Consort
- Regent
- Scion
- Advisor
- Void Marshal
- Nanite Infiltrator
- Celestial Engineer
- Quantum Strategist
- Arbiter
- Mediacorp CEO
- Sentinel Commander
- Propagandist Overlord
- Gastronomist
Cconsisting of 1x each:
- Chrono Historians
- Gaia Physicists
- Econodrones
- Technomancers
- Xenobiomoe Curators
- Tecmed
- x1, Armageddon
- x1, It's War!
- x1, Space Race
- x2, 60 minutes to midnight
- x2, Bunker
- x2, Cold War
- x2, Communications black out
- x2, Spycraft
- x2, Successfull Assasination
- x4, Assasination attempt
- x4, Eye in the Sky
- x4, Isolationist Agenda
- x5, A bat, in the war of the birds and animals
- x5, Master of Industry
- x5, Masters of your Domain
- x5, Progressive Crunch
- x5, Propaganda
- x5, Snake Tongue
- x5, Tense Political Climate
- x6 Political uprising
- x6, Non-Aggression Pact
- x6, Now I am become death...
- x20, Nuclear Arms
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