Ludexv2026.11.01-65114139Hegemony: Lead Your Class to VictoryOfficial rulebook ↗

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Learn Hegemony: Lead Your Class to Victory

Learn the game in 5 short steps. Everything links to the full rules.

Welcome to Hegemony

Hegemony box cover

A modern nation in crisis. Each player leads one part of society: the Working Class, the Middle Class, the Capitalist Class or the State. Everyone wants something different, and everyone scores differently.

5 rounds. Each round you play 5 cards, your companies produce and pay wages, everyone eats and pays taxes, and Bills go to the vote. The most victory points at the end wins.

With 2 players: Working vs Capitalist. With 3: the Middle Class joins. With 4: the State too.

The board and your class

The main board with numbered parts

The main board holds the Politics table (seven Policies, each in section A, B or C), the Private and Public Sectors where Companies sit, Public Services, the Export and Import markets and the Unemployed Workers.

Your player board tracks what your class cares about: Population and Prosperity for the two working classes, Revenue, Capital and Storages for the Capitalists, Legitimacy for the State. See Teach the Game for every part.

Your turn

In the Action Phase everyone takes 5 turns: Working, Middle, Capitalist, State.

On your turn play one card: use its effect (if its requirement is met), or discard it for one of your class’s Basic Actions — Propose a Bill, Assign Workers, Build a Company, Buy Goods and Services, Sell abroad and so on. You also get one Free Action.

Keep 2 cards for next round. Details: A Round, Phase by Phase.

Production and elections

Production, in reverse order: companies pay one Wage each and produce; the Working and Middle Class must eat Food equal to their Population; the IMF checks the State’s Loans; everyone pays taxes to the State.

Elections: classes add Voting cubes to the bag, then each proposed Bill is voted on — 5 cubes drawn, plus Influence spent in secret. Ties pass. The proposer scores 3, active supporters 1. Bills and Elections.

Scoring and the end

Every round each class scores its own way: Prosperity steps and Trade Unions (Working), Prosperity and exports (Middle), Capital on the Wealth table (Capitalist), the two lowest Legitimacy tracks and the Political Agenda (State).

After round 5, Loans are settled and each class scores the Policies in its favourite section plus leftovers. Most points wins. Game End and Scoring.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close