Game Contents
1 cloth game board
2 propaganda card decks of 27 cards
1 deck of 21 political influence cards
9 citizen pawns
20 yellow resource tokens
8 green temporary resource tokens
Set up
Each player shuffles their deck of Propaganda Cards and places in on their side of the board. Place the Political Influence decks on the board in their corresponding spaces. Place the yellow and green Resource pawns between the players’ respective resource spaces. Place the 9 black Citizen pawns on the neutral area. You will be fighting for the support of these citizens using your propaganda cards.
Play
At the beginning of play, each side draws 5 propaganda cards. These cards represent the various techniques your side uses to sway the citizens towards your ideology and against your opponent’s.
The dictator goes first. At the start of your turn, draw a card from your deck and gain 1 resource (The dictator does not draw on their first turn). Propaganda cards have 3 stats: The COST indicates how many resources must be put into use to play the card, the TARGET indicates how many citizens your propaganda will affect within a zone, the MOVE indicates how many zones you can move those citizens. You may play as many propaganda cards per turn as you have resources for, discarding it afterwards. However, for every subsequent propaganda card played, the player must pay more resources. For example, if you play a second card on your turn, you must pay its cost plus one more resource, for the third, you must pay its cost plus two more, and so on. The propaganda campaign represented by a card only affects citizens in one zone of your choice. If the zone is on your opponent’s side, it must be UNLOCKED before you can move citizens from it. You may choose to move 1 citizen 1 space instead of playing a propaganda card. This is called a free move and you can only use it if you don't play a propaganda card. If you run out of cards in your deck, shuffle your discard pile and continue.
Goal
The 11 zones on the board represent the political leanings of the population. Use propaganda and political influence to move citizens towards absolute loyalty with your side of the conflict. When you move a citizen out of the last zone on your side, denoted by the name of your faction, they have been completely indoctrinated and claimed for your cause. You cannot move citizens out of this final zone unless a card says so. Claim 5 out of the 9 citizens to win.
Accumulating Resources: At the start of every turn, you add one resource to your stockpile. These resources are move to the in-use section when you spend them on cards. These used resources return to your stockpile at the start of your next turn. You can hold a maximum of 10 resources at a time.(Not including temporary resources which are granted by certain cards and are removed from the board when spent)
Unlocking Zones: When citizens are in a zone in your opponent's territory, you must spend resources to unlock that zone before using a propaganda card on the citizens. The resource cost of unlocking a zone is indicated by the number in the zone.
Political Influence: Political influence is a special kind of card that can turn the tide of the conflict in your favor. You may buy political influence cards using your resources and use them when you choose to. The cost of the card is displayed on the front. You must buy cards of a lower cost before buying those of a higher cost. (ex, you must have bought a card costing 2 resources before being able to buy one costing 3, 3 before 4, etc.) When a deck of political influence cards is completely used, it is re-shuffled and returned to its spot on the board.
1 cloth game board
2 propaganda card decks of 27 cards
1 deck of 21 political influence cards
9 citizen pawns
20 yellow resource tokens
8 green temporary resource tokens
Set up
Each player shuffles their deck of Propaganda Cards and places in on their side of the board. Place the Political Influence decks on the board in their corresponding spaces. Place the yellow and green Resource pawns between the players’ respective resource spaces. Place the 9 black Citizen pawns on the neutral area. You will be fighting for the support of these citizens using your propaganda cards.
Play
At the beginning of play, each side draws 5 propaganda cards. These cards represent the various techniques your side uses to sway the citizens towards your ideology and against your opponent’s.
The dictator goes first. At the start of your turn, draw a card from your deck and gain 1 resource (The dictator does not draw on their first turn). Propaganda cards have 3 stats: The COST indicates how many resources must be put into use to play the card, the TARGET indicates how many citizens your propaganda will affect within a zone, the MOVE indicates how many zones you can move those citizens. You may play as many propaganda cards per turn as you have resources for, discarding it afterwards. However, for every subsequent propaganda card played, the player must pay more resources. For example, if you play a second card on your turn, you must pay its cost plus one more resource, for the third, you must pay its cost plus two more, and so on. The propaganda campaign represented by a card only affects citizens in one zone of your choice. If the zone is on your opponent’s side, it must be UNLOCKED before you can move citizens from it. You may choose to move 1 citizen 1 space instead of playing a propaganda card. This is called a free move and you can only use it if you don't play a propaganda card. If you run out of cards in your deck, shuffle your discard pile and continue.
Goal
The 11 zones on the board represent the political leanings of the population. Use propaganda and political influence to move citizens towards absolute loyalty with your side of the conflict. When you move a citizen out of the last zone on your side, denoted by the name of your faction, they have been completely indoctrinated and claimed for your cause. You cannot move citizens out of this final zone unless a card says so. Claim 5 out of the 9 citizens to win.
Accumulating Resources: At the start of every turn, you add one resource to your stockpile. These resources are move to the in-use section when you spend them on cards. These used resources return to your stockpile at the start of your next turn. You can hold a maximum of 10 resources at a time.(Not including temporary resources which are granted by certain cards and are removed from the board when spent)
Unlocking Zones: When citizens are in a zone in your opponent's territory, you must spend resources to unlock that zone before using a propaganda card on the citizens. The resource cost of unlocking a zone is indicated by the number in the zone.
Political Influence: Political influence is a special kind of card that can turn the tide of the conflict in your favor. You may buy political influence cards using your resources and use them when you choose to. The cost of the card is displayed on the front. You must buy cards of a lower cost before buying those of a higher cost. (ex, you must have bought a card costing 2 resources before being able to buy one costing 3, 3 before 4, etc.) When a deck of political influence cards is completely used, it is re-shuffled and returned to its spot on the board.