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

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Cards & Components

Every Hegemony card face with its effect: the four classes' Action cards, every Company, Export, Business Deal, Immigration, Event and Political Agenda card, the Crisis & Control and Historical Events cards, boards, tiles and tokens.

Every distinct face, grouped by type, with a link to the rule that uses it. Unless credited otherwise, card, board and token pictures come from the public Tabletop Simulator mod “Hegemony [SCRIPTED] - by tron” (English edition with both expansions); the symbols in the text come from the publisher’s rulebook v1.2. Identical copies are shown once, with their number (×2, ×3). Legitimacy changes printed at the bottom of Action cards only matter with 4 players (how); “token” means a permanent Legitimacy token Legitimacy token.

Boards

Main board

The main board with numbered parts

The numbered parts are explained in Teach the Game and Main board.

Working Class board

The Working Class player board

The numbered parts are explained in Teach the Game and Working Class board.

Middle Class board

The Middle Class player board

The numbered parts are explained in Teach the Game and Middle Class board. Middle Class goods must first move from Storage to Goods & Services through a Buy action; unused goods and Influence carry over between rounds. FAQ FAQ

Capitalist Class board

The Capitalist Class player board

The numbered parts are explained in Teach the Game and Capitalist Class board.

State board

The State player board

The numbered parts are explained in Teach the Game and State board. State and Policy edge cases: FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ

Cards

Working Class Action cards

40 cards, 25 faces (Working Class actions). A card uses the normal rules for its named action unless its text changes them. FAQ Cards used for a Basic Action go to a face-up discard pile. FAQ

PictureDescription
Working Class Action card: SpecializationSpecialization ×2. Requirement 7B / 7C. Put a skilled Worker of your choice from the supply in Unemployed Workers, then assign up to 3 Workers.
Working Class Action card: Highlight Social IssuesHighlight Social Issues. Buy 3 Influence from the State for 15 in all. Legitimacy: +1 Working Class Legitimacy.
Working Class Action card: Cooperative FarmCooperative Farm ×2. With at least 3 unemployed Workers: build a Cooperative Farm beside your board and assign 3 of them to it. The three Farm Workers are committed for the round it is built; after that they can move like other Workers. FAQ
Working Class Action card: Healthcare BenefitsHealthcare Benefits ×2. Requirement 4B / 4C. Buy Health from the State, up to your Population, at half the total cost (rounded up). Legitimacy: +1 Working Class Legitimacy. The discount is applied once to the whole purchase, then rounded up: 5 Health at 5 each costs 13. FAQ
Working Class Action card: Healthcare MovementHealthcare Movement. Propose a Bill for Welfare State: Healthcare and add 2 Voting cubes to the bag.
Working Class Action card: Need for ChangeNeed for Change ×3. Propose 2 Bills. Each Bill needs its own Influence for an Immediate Vote, and the second Bill must target a different Policy. FAQ
Working Class Action card: Labor Market DeregulationLabor Market Deregulation ×2. Requirement 2B / 2C. Assign any number of unemployed Workers; with 2C in effect you may also move any number of Workers already working elsewhere. Committed Workers cannot move; when a Company stays operational after a same-action swap, replacement Workers remain uncommitted. FAQ
Working Class Action card: MigrationMigration ×2. With at least 4 unemployed Workers, remove up to 2: 5 per unskilled and 10 per skilled Worker removed. Population is a separate track value, so removing Workers does not lower the starting Population of 3. FAQ
Working Class Action card: Workers MovementWorkers Movement. Propose a Bill for Labor Market and add 2 Voting cubes to the bag.
Working Class Action card: Workplace AccidentWorkplace Accident. Choose an industry: another player pays you 8 for each of their Companies in it where your Workers work. The Capitalist pays from Revenue first, then Capital. FAQ
Working Class Action card: Proletarians of the World, Unite!Proletarians of the World, Unite! ×2. Add Voting cubes to the bag equal to your Population.
Working Class Action card: Boost Domestic TourismBoost Domestic Tourism ×2. Requirement 1A / 1B. Buy Luxury from another player, up to your Population, paying half the cost (rounded up); the State pays the other half. Legitimacy: +1 Working Class Legitimacy.
Working Class Action card: Public Opinion PollingPublic Opinion Polling. Propose a Bill and reveal 5 cubes from the bag. You may then call an Immediate Vote without paying Influence, using those 5 cubes; otherwise put them back. You decide whether to call the vote before other players declare their sides. FAQ
Working Class Action card: Student MovementStudent Movement. Propose a Bill for Welfare State: Education and add 2 Voting cubes to the bag.
Working Class Action card: Supplemental Income ProgramSupplemental Income Program ×2. Requirement 2B / 2C. The State gives you 1 per employed Worker of yours; you may then buy Goods & Services. Legitimacy: +1 Working Class Legitimacy per 10 Workers.
Working Class Action card: Extra ShiftExtra Shift ×2. Choose a Public Company: the State pays its Workers and it produces now; you may then buy from the State, up to your Population, the service it made.
Working Class Action card: Affordable HousingAffordable Housing. Give 20 to the Capitalist Class for 5 victory points, or 10 to the Middle Class for 3 victory points.
Working Class Action card: Immigration ReformImmigration Reform. Propose a Bill for Immigration and add 2 Voting cubes to the bag.
Working Class Action card: Signing BonusSigning Bonus ×2. Requirement 2B / 2C. Assign up to 4 unemployed Workers; each owner pays you 4 per Worker placed in their Company.
Working Class Action card: General StrikeGeneral Strike ×2. Requirement 2B / 2C. Perform a Strike, with 1 extra Strike token per Trade Union you have.
Working Class Action card: Fake NewsFake News. Draw 6 Voting cubes; remove up to 4 of them from the game, return the rest.
Working Class Action card: State ScholarshipState Scholarship ×2. Requirement 5B / 5C. Buy Education from the State, up to your Population, at half the total cost (rounded up). Legitimacy: +1 Working Class Legitimacy.
Working Class Action card: Radical ReformsRadical Reforms. Propose a Bill on any section of a Policy, even two steps away; no Immediate Vote on it.
Working Class Action card: Unemployment BenefitsUnemployment Benefits ×2. Requirement 4A / 4B. The State gives you 5 per unemployed Worker; you may then buy Goods & Services from the State. Legitimacy: +1 Working Class Legitimacy per 3 Workers.
Working Class Action card: Interest GroupsInterest Groups. Reveal cubes from the bag until 3 belong to other classes; replace those 3 with your own and put everything back in the bag.

Middle Class Action cards

40 cards, 26 faces (Middle Class actions).

PictureDescription
Middle Class Action card: Healthcare BenefitsHealthcare Benefits. Requirement 4B / 4C. Buy Health from the State, up to your Population, at half the total cost (rounded up). Legitimacy: +1 Middle Class Legitimacy. The discount is applied once to the whole purchase, then rounded up: 5 Health at 5 each costs 13. FAQ
Middle Class Action card: Import SubsidyImport Subsidy ×2. Requirement 6A / 6B. Buy Food or Luxury from the Foreign Market, up to your Population, with no tariffs (and from no other source). Legitimacy: +1 Middle Class Legitimacy per 4 goods. This card permits purchases from the Foreign Market only. FAQ
Middle Class Action card: Small Business GrantSmall Business Grant ×2. Requirement 1A / 1B. Build a Company; the State pays its cost. Legitimacy: +1 Middle Class Legitimacy.
Middle Class Action card: Land of OpportunityLand of Opportunity ×2. Requirement 7B / 7C. Build a Company, using a skilled Middle Class Worker of your choice from the supply.
Middle Class Action card: Investment OpportunitiesInvestment Opportunities ×2. Build a Company for 8 less, or search your Company deck for any Company and build it for 8 more.
Middle Class Action card: Foreign Market InsightForeign Market Insight ×2. Reveal the next Export card, keep either, then Sell to the Foreign Market performing each transaction up to twice; discard the unused card.
Middle Class Action card: Employment SubsidyEmployment Subsidy ×2. Requirement 1A / 1B. The State gives you 5 for each of your Companies with a Working Class employee; you may then Extra Shift one of them. Legitimacy: +1 Middle Class Legitimacy per 3 Companies.
Middle Class Action card: Public Opinion PollingPublic Opinion Polling ×2. Propose a Bill and reveal 5 cubes; you may call an Immediate Vote without paying Influence, using those cubes. You decide whether to call the vote before other players declare their sides. FAQ
Middle Class Action card: MigrationMigration ×3. With at least 4 unemployed Workers, remove up to 2: 5 per unskilled, 10 per skilled one.
Middle Class Action card: Fake NewsFake News. Draw 6 Voting cubes; remove up to 4, return the rest.
Middle Class Action card: SpecializationSpecialization ×2. Requirement 7B / 7C. Put a skilled Working Class Worker of your choice from the supply in Unemployed Workers, then assign up to 3 unemployed Working Class Workers to your Companies.
Middle Class Action card: State ScholarshipState Scholarship. Requirement 5B / 5C. Buy Education from the State, up to your Population, at half the total cost (rounded up). Legitimacy: +1 Middle Class Legitimacy. The discount is applied once to the whole purchase, then rounded up. FAQ
Middle Class Action card: Highlight Social IssuesHighlight Social Issues. Buy 3 Influence from the State for 15 . Legitimacy: +1 Middle Class Legitimacy.
Middle Class Action card: Health CrisisHealth Crisis. Sell up to 6 Health to the State for 10 each. Legitimacy: +1 Middle Class Legitimacy per 3 Health. The State may take a Loan if it cannot afford the purchase, but its Storage still caps how much it can buy. FAQ
Middle Class Action card: Unemployment Initiative ProgramUnemployment Initiative Program. Requirement 4A / 4B. Assign up to 3 unemployed Working Class Workers to your Companies; the State gives you 5 for each. Legitimacy: +1 Middle Class Legitimacy.
Middle Class Action card: Higher Education ProgramHigher Education Program. Sell up to 6 Education to the State for 10 each. Legitimacy: +1 Middle Class Legitimacy per 3 Education. The State may take a Loan if it cannot afford the purchase, but its Storage still caps how much it can buy. FAQ
Middle Class Action card: Voice of Middle Class WorkersVoice of Middle Class Workers. Add Voting cubes equal to 2 plus the number of Public and Capitalist Companies where your Workers work.
Middle Class Action card: New Theme ParkNew Theme Park. Pay 6 per Population to gain 1 Prosperity.
Middle Class Action card: Interest GroupsInterest Groups. Reveal cubes until 3 belong to other classes; replace them with yours and return all to the bag.
Middle Class Action card: Export SubsidyExport Subsidy ×2. Requirement 1A / 1B. Sell to the Foreign Market; the State gives you 5 per transaction. Legitimacy: +1 Middle Class Legitimacy.
Middle Class Action card: Labor Market DeregulationLabor Market Deregulation. Requirement 2B / 2C. Assign any number of unemployed Workers; with 2C also move any number already working.
Middle Class Action card: Personal ConsumptionPersonal Consumption ×2. Buy one good or service from any number of sources, up to your Population from each — or from one source, up to twice your Population.
Middle Class Action card: Immigration ReformImmigration Reform. Propose a Bill for Immigration and add 2 Voting cubes to the bag.
Middle Class Action card: Growing BusinessGrowing Business ×2. Take a free Storage for one resource; then you may Build a Company, 4 cheaper if it makes that resource.
Middle Class Action card: Public Sector OvertimePublic Sector Overtime. An operational Public Company is paid and produces now (by the State); you may then buy that service from the State, up to your Population.
Middle Class Action card: Supplemental Income ProgramSupplemental Income Program ×2. Requirement 2B / 2C. The State gives you 2 per Worker of yours in Public or Capitalist Companies; you may then buy Goods & Services. Legitimacy: +1 Middle Class Legitimacy per 5 Workers.

Capitalist Class Action cards

40 cards, 28 faces (Capitalist Class actions).

PictureDescription
Capitalist Class Action card: Health CrisisHealth Crisis. Sell up to 9 Health to the State for 10 each. Legitimacy: +1 Capitalist Class Legitimacy per 3 Health. The State may take a Loan if it cannot afford the purchase, but its Storage still caps how much it can buy. FAQ
Capitalist Class Action card: Higher Education ProgramHigher Education Program. Sell up to 9 Education to the State for 10 each. Legitimacy: +1 Capitalist Class Legitimacy per 3 Education. The State may take a Loan if it cannot afford the purchase, but its Storage still caps how much it can buy. FAQ
Capitalist Class Action card: Push Political AgendaPush Political Agenda. Pay 25 to propose 2 Bills. Each Bill needs its own Influence for an Immediate Vote, and the second Bill must target a different Policy. FAQ
Capitalist Class Action card: Foreign RecruitmentForeign Recruitment ×2. Requirement 7B / 7C. Pay 10 and fill one of your non-operational Companies with matching Workers from the supply.
Capitalist Class Action card: Competitive WagesCompetitive Wages ×2. Requirement 2B / 2C. Set one Company to L3, then move the Workers of an operational Public Company of the same industry and size into it.
Capitalist Class Action card: Global BrandingGlobal Branding. Sell to the Foreign Market, and also sell up to 6 Luxury for 10 each.
Capitalist Class Action card: Interest GroupsInterest Groups. Reveal cubes until 3 belong to other classes; replace them with yours and return all to the bag.
Capitalist Class Action card: Offshore CompaniesOffshore Companies ×2. Move half your Revenue (rounded down) to Capital — untaxed.
Capitalist Class Action card: Foreign Market InsightForeign Market Insight ×2. Reveal the next 2 Export cards, you may swap one in for the current card; then Sell to the Foreign Market.
Capitalist Class Action card: Unemployment Initiative ProgramUnemployment Initiative Program ×2. Requirement 4A / 4B. Fill one of your non-operational Companies with unemployed Workers; the State gives you 5 each. Legitimacy: +1 Capitalist Class Legitimacy.
Capitalist Class Action card: Foreign PartnerForeign Partner ×2. Requirement 6B / 6C. Make a Business Deal, then you may sell Food and/or Luxury to the Foreign Market.
Capitalist Class Action card: Business ExpansionBusiness Expansion ×2. Build 2 Companies and add as many new Companies to your Market.
Capitalist Class Action card: Investment OpportunitiesInvestment Opportunities ×2. Build a Company for 10 less, or search your deck for any Company and build it for 10 more.
Capitalist Class Action card: Fake NewsFake News. Draw 6 Voting cubes; remove up to 4, return the rest.
Capitalist Class Action card: Global Food CrisisGlobal Food Crisis. Sell to the Foreign Market, and also sell up to 4 Food for 15 each.
Capitalist Class Action card: IndustrializationIndustrialization. Requirement 1A / 1B. Build a Luxury or Agricultural Company for half its cost; the State pays the other half. Legitimacy: +1 Capitalist Class Legitimacy.
Capitalist Class Action card: Bid RiggingBid Rigging. Sell up to 6 Luxury to the State for 10 each, then get 1 Influence. Legitimacy: +1 Capitalist Class Legitimacy per 3 Luxury. The State may take a Loan if it cannot afford the purchase, but its Storage still caps how much it can buy. FAQ
Capitalist Class Action card: Buy Private IslandBuy Private Island. Pay 50 from Capital to the State for 7 victory points.
Capitalist Class Action card: Exit StrategyExit Strategy ×2. Sell one of your Companies without a Machinery symbol Machinery token for twice its cost.
Capitalist Class Action card: Business GrantsBusiness Grants. Requirement 1A / 1B. The State gives you 5 per Company you own. Legitimacy: +1 Capitalist Class Legitimacy per 3 Companies.
Capitalist Class Action card: Tap into New MarketsTap into New Markets. Propose a Bill for Foreign Trade and add 2 Voting cubes.
Capitalist Class Action card: Radical ReformsRadical Reforms. Propose a Bill on any section of a Policy; no Immediate Vote on it.
Capitalist Class Action card: Extra ShiftExtra Shift ×2. Choose one of your non-automated Companies: pay its Wage and produce now. Wages are part of the action cost, so you must be able to pay them before choosing this card. FAQ
Capitalist Class Action card: Taxed Enough Already!Taxed Enough Already!. Propose a Bill for Taxation and add 2 Voting cubes.
Capitalist Class Action card: Endorse Political CampaignEndorse Political Campaign. Pay 15 and add 6 Voting cubes to the bag.
Capitalist Class Action card: Technological ProgressTechnological Progress ×3. Pay 20 for 1 Machinery token Machinery token, or 45 for 2.
Capitalist Class Action card: Trade Protectionism LobbyTrade Protectionism Lobby. Requirement 6A / 6B. Add 2 Voting cubes per Agricultural Company you own (with 6A, count Luxury Companies too).
Capitalist Class Action card: Public Opinion PollingPublic Opinion Polling. Propose a Bill and reveal 5 cubes; you may call an Immediate Vote without paying Influence, using those cubes. You decide whether to call the vote before other players declare their sides. FAQ

State Action cards

40 cards, 28 faces (State actions).

PictureDescription
State Action card: Employment Support SchemeEmployment Support Scheme. Give 15 to the Working Class and the Middle Class. Legitimacy: +1 Working Class Legitimacy, +1 Middle Class Legitimacy.
State Action card: Shift FocusShift Focus ×2. Look at the top 2 Event cards; you may swap one for an Event on the board with no penalty; then take an Event Action. An Event you do not swap stays on top of its deck; you may answer either Event now on the board. FAQ
State Action card: Denial of Free SpeechDenial of Free Speech. Take up to 2 Media Influence; then 2 other players each give you 1 Influence, and each of their classes gives −1 Legitimacy. Legitimacy: −1 to the 2 classes chosen.
State Action card: Step for RepresentationStep for Representation ×2. Provide 1 Personal Influence and 2 Voting cubes to a class. Legitimacy: +2 to that class. Pay with Personal Influence; Media Influence cannot be substituted. FAQ
State Action card: Immediate ResponseImmediate Response ×2. Perform the Event Action of one Event twice (choices may differ). Both resolutions happen during the same turn, so the first set of benefits remains when the second is provided. FAQ
State Action card: Geopolitical SupportGeopolitical Support ×2. Get money by Foreign Trade: 6A 15, 6B 30, 6C 45 .
State Action card: Foreign StudentsForeign Students. Requirement 1A / 1B. Sell up to 8 Education to the Foreign Market at the current local price.
State Action card: Healthcare ProgramHealthcare Program. Requirement 4A / 4B. Provide Health to a class equal to its Population; gain a Legitimacy token for that class. Legitimacy: token, Middle or Working.
State Action card: Medical TourismMedical Tourism. Requirement 1A / 1B. Sell up to 8 Health to the Foreign Market at the current local price.
State Action card: Unemployment Initiative ProgramUnemployment Initiative Program. Requirement 4A / 4B. Fill one of your non-operational Public Companies with unemployed Workers.
State Action card: A Matter of High PriorityA Matter of High Priority ×2. Look at the top 2 Events, place one on the board if there is room, then take an Event Action. An Event you do not place stays on top of its deck; you may answer either Event now on the board. FAQ
State Action card: Emergency StateEmergency State. With at least 3 Policies carrying Bills, move a Policy without a Bill to an adjacent section (no points). Moving the Policy does not score points; only elections award those points. FAQ
State Action card: Foreign Investment ProgramForeign Investment Program ×2. Spend 2 Personal Influence to get 40 .
State Action card: Literacy ProgramLiteracy Program. Requirement 5A / 5B. Provide Education to a class equal to its Population; gain a Legitimacy token for that class. Legitimacy: token, Middle or Working.
State Action card: Growth in TourismGrowth in Tourism. The State, the Middle Class and the Capitalist Class get 15 each. Legitimacy: +1 Middle Class Legitimacy, +1 Capitalist Class Legitimacy.
State Action card: Supplemental Income ProgramSupplemental Income Program. Requirement 2B / 2C. Provide 1 to a class per employed Worker of theirs; +1 Legitimacy for each 10 . Legitimacy: Working or Middle, per 10 Workers.
State Action card: Allowances and SubsidiesAllowances and Subsidies ×2. Provide 20 to a class; gain a Legitimacy token for it. Legitimacy: token, any class.
State Action card: Agenda-SettingAgenda-Setting ×2. Get 1 Personal Influence per Policy matching your Political Agenda.
State Action card: Pressing MattersPressing Matters ×2. Propose a Bill; you may call an Immediate Vote without paying Influence.
State Action card: Radical ReformsRadical Reforms. Propose a Bill on any section of a Policy; no Immediate Vote on it.
State Action card: Public Sector OvertimePublic Sector Overtime ×2. Choose one of your Companies: pay its Wage and produce now.
State Action card: Construction BoomConstruction Boom. The State, the Working Class and the Capitalist Class get 15 each. Legitimacy: +1 Working Class Legitimacy, +1 Capitalist Class Legitimacy.
State Action card: Business GrantsBusiness Grants. Requirement 1A / 1B. Provide 5 to the Capitalist Class per Company it owns. Legitimacy: +1 Capitalist Class Legitimacy per 3 Companies.
State Action card: Higher VATHigher VAT ×2. Every other player pays 15 to the State; then −1 Legitimacy in 2 classes. Legitimacy: −1 to 2 classes.
State Action card: NationalizationNationalization. Requirement 1A / 1B. Swap a non-operational Public Company for a non-operational Capitalist Company without Machinery symbol (it becomes Public); you may assign Workers to it. With 1B, pay its cost to the Capitalist Class. After the exchange, the acquired card follows normal Public Company rules, including later closure and reopening. FAQ
State Action card: Quantitative EasingQuantitative Easing. Get 25 , or 35 if you have a Loan.
State Action card: PrivatizationPrivatization. Requirement 1B / 1C. Sell one of your operational Public Companies to the Capitalist Class for its cost; it moves to the Private Sector. Legitimacy: +1 Capitalist Class Legitimacy. Later Fiscal Policy changes set the exact Public Company count; the removed card is unavailable to reopen. FAQ
State Action card: Foreign Financial AssistanceForeign Financial Assistance ×2. Get 10 per Policy matching your Political Agenda.

Capitalist Class Companies

28 cards (Build Company). Wages are L3 / L2 / L1, paid once per Company. Company operation, Worker commitment, and staffing edge cases: FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ

PictureDescription
Capitalist Company: Supermarket (starting)Supermarket (starting) — Agriculture, cost 16 . Workers: skilled Agriculture + 1 any. Produces 4 Food, +1 with a Machinery token Machinery token. Wages 25 / 20 / 15. Starting Company (dot).
Capitalist Company: Shopping Mall (starting)Shopping Mall (starting) — Luxury, cost 16 . Workers: skilled Luxury + 1 any. Produces 6 Luxury, +2 with a Machinery token Machinery token. Wages 25 / 20 / 15. Starting Company.
Capitalist Company: College (starting)College (starting) — Education, cost 16 . Workers: skilled Education + 1 any. Produces 6 Education, +2 with a Machinery token Machinery token. Wages 30 / 20 / 10. Starting Company.
Capitalist Company: Clinic (starting)Clinic (starting) — Healthcare, cost 16 . Workers: skilled Health + 1 any. Produces 6 Health, +2 with a Machinery token Machinery token. Wages 30 / 20 / 10. Starting Company.
Capitalist Company: SupermarketSupermarket — Agriculture, cost 16 . Workers: skilled Agriculture + 1 any. Produces 4 Food, +1 with a Machinery token Machinery token. Wages 25 / 20 / 15.
Capitalist Company: Fish FarmFish Farm — Agriculture, cost 20 . Workers: skilled Agriculture + 2 any. Produces 6 Food, +1 with a Machinery token Machinery token. Wages 35 / 30 / 25.
Capitalist Company: Vegetable FarmVegetable Farm — Agriculture, cost 15 . Workers: 3 any. Produces 5 Food. Wages 30 / 25 / 20.
Capitalist Company: Fast Food ChainFast Food Chain — Agriculture, cost 8 . Workers: 2 any. Produces 3 Food. Wages 20 / 15 / 10.
Capitalist Company: Automated Grain FarmAutomated Grain Farm — Agriculture, cost 25 . Automated: no Workers, no Wages, always produces 2 Food.
Capitalist Company: Automated Dairy FarmAutomated Dairy Farm — Agriculture, cost 45 . Automated: no Workers, no Wages, always produces 3 Food.
Capitalist Company: Shopping MallShopping Mall — Luxury, cost 16 . Workers: skilled Luxury + 1 any. Produces 6 Luxury, +2 with a Machinery token Machinery token. Wages 25 / 20 / 15.
Capitalist Company: StadiumStadium — Luxury, cost 20 . Workers: skilled Luxury + 2 any. Produces 8 Luxury, +3 with a Machinery token Machinery token. Wages 35 / 30 / 25.
Capitalist Company: HotelHotel — Luxury, cost 15 . Workers: 3 any. Produces 7 Luxury. Wages 30 / 25 / 20.
Capitalist Company: Fashion CompanyFashion Company — Luxury, cost 8 . Workers: 2 any. Produces 4 Luxury, +2 with a Machinery token Machinery token. Wages 20 / 15 / 10.
Capitalist Company: Electronics ManufacturerElectronics Manufacturer — Luxury, cost 25 . Automated: no Workers, no Wages, always produces 3 Luxury.
Capitalist Company: Car ManufacturerCar Manufacturer — Luxury, cost 45 . Automated: no Workers, no Wages, always produces 5 Luxury.
Capitalist Company: ClinicClinic — Healthcare, cost 16 . Workers: skilled Health + 1 any. Produces 6 Health, +2 with a Machinery token Machinery token. Wages 30 / 20 / 10.
Capitalist Company: Pharmaceutical CompanyPharmaceutical Company — Healthcare, cost 20 . Workers: skilled Health + 2 any. Produces 8 Health, +3 with a Machinery token Machinery token. Wages 40 / 30 / 20.
Capitalist Company: Medical VillageMedical Village — Healthcare, cost 24 . Workers: skilled Health + 2 any. Produces 9 Health, +2 with a Machinery token Machinery token. Wages 40 / 30 / 20.
Capitalist Company: HospitalHospital — Healthcare, cost 20 . Workers: skilled Health + 1 any. Produces 7 Health. Wages 30 / 20 / 10.
Capitalist Company: CollegeCollege — Education, cost 16 . Workers: skilled Education + 1 any. Produces 6 Education, +2 with a Machinery token Machinery token. Wages 30 / 20 / 10.
Capitalist Company: Institute of TechnologyInstitute of Technology — Education, cost 20 . Workers: skilled Education + 2 any. Produces 8 Education, +3 with a Machinery token Machinery token. Wages 40 / 30 / 20.
Capitalist Company: UniversityUniversity — Education, cost 24 . Workers: skilled Education + 2 any. Produces 9 Education, +2 with a Machinery token Machinery token. Wages 40 / 30 / 20.
Capitalist Company: AcademyAcademy — Education, cost 20 . Workers: skilled Education + 1 any. Produces 7 Education. Wages 30 / 20 / 10.
Capitalist Company: TV StationTV Station — Media, cost 24 . Workers: skilled Media + 2 any. Produces 4 Influence. Wages 40 / 30 / 20.
Capitalist Company: Publishing HousePublishing House — Media, cost 12 . Workers: 3 any. Produces 3 Influence. Wages 30 / 25 / 20.
Capitalist Company: Lobbying FirmLobbying Firm — Media, cost 16 . Workers: skilled Media + 1 any. Produces 3 Influence. Wages 30 / 20 / 10.
Capitalist Company: Radio StationRadio Station — Media, cost 8 . Workers: 2 any. Produces 2 Influence. Wages 20 / 15 / 10.

Middle Class Companies

17 cards (Middle Class Companies). The coloured Worker is the Middle Class Worker the Company needs.

PictureDescription
Middle Class Company: Convenience Store (starting)Convenience Store (starting) — Agriculture, cost 14 . Run by 1 skilled Agriculture Middle Class Worker; produces 2 Food. Optional Working Class employee (unskilled): +1 Food, Wage 10 / 8 / 6. Starting Company (dot).
Middle Class Company: Doctor's Office (starting)Doctor’s Office (starting) — Healthcare, cost 12 . Run by 1 skilled Healthcare Middle Class Worker; produces 2 Health. Optional Working Class employee (unskilled): +2 Health, Wage 10 / 8 / 6. Starting Company (dot).
Middle Class Company: Convenience StoreConvenience Store — Agriculture, cost 14 . Run by 1 skilled Agriculture Middle Class Worker; produces 2 Food. Optional Working Class employee (unskilled): +1 Food, Wage 10 / 8 / 6.
Middle Class Company: Organic FarmOrganic Farm — Agriculture, cost 20 . Run by 1 skilled Agriculture Middle Class Worker; produces 2 Food. Optional Working Class employee (skilled Agriculture): +2 Food, Wage 15 / 12 / 9.
Middle Class Company: Fast Food RestaurantFast Food Restaurant — Agriculture, cost 20 . Run by 2 Middle Class Workers (one skilled Agriculture). Produces 3 Food, no Wages.
Middle Class Company: Game StoreGame Store — Luxury, cost 12 . Run by 1 skilled Luxury Middle Class Worker; produces 2 Luxury. Optional Working Class employee (unskilled): +2 Luxury, Wage 10 / 8 / 6.
Middle Class Company: Electronics StoreElectronics Store — Luxury, cost 20 . Run by 1 skilled Luxury Middle Class Worker; produces 2 Luxury. Optional Working Class employee (skilled Luxury): +4 Luxury, Wage 15 / 12 / 9.
Middle Class Company: Jewelry StoreJewelry Store — Luxury, cost 16 . Run by 2 Middle Class Workers (one skilled Luxury). Produces 4 Luxury, no Wages.
Middle Class Company: Doctor's OfficeDoctor’s Office — Healthcare, cost 12 . Run by 1 skilled Healthcare Middle Class Worker; produces 2 Health. Optional Working Class employee (unskilled): +2 Health, Wage 10 / 8 / 6.
Middle Class Company: Medical LaboratoryMedical Laboratory — Healthcare, cost 20 . Run by 1 skilled Healthcare Middle Class Worker; produces 2 Health. Optional Working Class employee (skilled Health): +4 Health, Wage 15 / 12 / 9.
Middle Class Company: PharmacyPharmacy — Healthcare, cost 16 . Run by 2 Middle Class Workers (one skilled Healthcare). Produces 4 Health, no Wages.
Middle Class Company: Tutoring CompanyTutoring Company — Education, cost 12 . Run by 1 skilled Education Middle Class Worker; produces 2 Education. Optional Working Class employee (unskilled): +2 Education, Wage 10 / 8 / 6.
Middle Class Company: Private SchoolPrivate School — Education, cost 20 . Run by 1 skilled Education Middle Class Worker; produces 2 Education. Optional Working Class employee (skilled Education): +4 Education, Wage 15 / 12 / 9.
Middle Class Company: Training CenterTraining Center — Education, cost 16 . Run by 2 Middle Class Workers (one skilled Education). Produces 4 Education, no Wages.
Middle Class Company: Local NewspaperLocal Newspaper — Media, cost 14 . Run by 1 skilled Media Middle Class Worker; produces 2 Influence. Optional Working Class employee (unskilled): +1 Influence, Wage 10 / 8 / 6.
Middle Class Company: Regional Radio StationRegional Radio Station — Media, cost 20 . Run by 1 skilled Media Middle Class Worker; produces 2 Influence. Optional Working Class employee (skilled Media): +2 Influence, Wage 15 / 12 / 9.
Middle Class Company: PR AgencyPR Agency — Media, cost 20 . Run by 2 Middle Class Workers (one skilled Media). Produces 3 Influence, no Wages.

Public Companies

12 cards: 3 for 2-player starts, 3 for 3–4-player starts, 2 of each other type (Fiscal Policy).

PictureDescription
Public Company: Public Hospital (2-player start)Public Hospital (2-player start) — Healthcare, cost 20 . Workers: skilled Health + 1 any. Produces 4 Health. Wages 25 / 20 / 15. Two diamonds: starting Company with 2 players.
Public Company: Public University (2-player start)Public University (2-player start) — Education, cost 20 . Workers: skilled Education + 1 any. Produces 4 Education. Wages 25 / 20 / 15. Two diamonds.
Public Company: Regional TV Station (2-player start)Regional TV Station (2-player start) — Media, cost 20 . Workers: skilled Media + 1 any. Produces 3 Influence. Wages 25 / 20 / 15. Two diamonds.
Public Company: University Hospital (3–4-player start)University Hospital (3–4-player start) — Healthcare, cost 30 . Workers: skilled Health + 2 any. Produces 6 Health. Wages 35 / 30 / 25. Three diamonds: starting Company with 3–4 players.
Public Company: Technical University (3–4-player start)Technical University (3–4-player start) — Education, cost 30 . Workers: skilled Education + 2 any. Produces 6 Education. Wages 35 / 30 / 25. Three diamonds.
Public Company: National Public Broadcasting (3–4-player start)National Public Broadcasting (3–4-player start) — Media, cost 30 . Workers: skilled Media + 2 any. Produces 4 Influence. Wages 35 / 30 / 25. Three diamonds.
Public Company: Public HospitalPublic Hospital — Healthcare, cost 20 . Workers: skilled Health + 1 any. Produces 4 Health. Wages 25 / 20 / 15. Two copies.
Public Company: Public UniversityPublic University — Education, cost 20 . Workers: skilled Education + 1 any. Produces 4 Education. Wages 25 / 20 / 15. Two copies.
Public Company: Regional TV StationRegional TV Station — Media, cost 20 . Workers: skilled Media + 1 any. Produces 3 Influence. Wages 25 / 20 / 15. Two copies.

Cooperative Farm

PictureDescription
Cooperative Farm cardCooperative Farm ×2 — built only by Working Class cards. 3 unskilled slots, produces 2 Food, no Wages; kept beside the Working Class board, counts as a private Agricultural Company (Cooperative Farm card). Its Workers count toward an Agricultural Trade Union even though they need not be skilled. FAQ

Export cards

16 cards; one is face up each round (Selling to the Foreign Market). Each pair is “quantity → money”.

Rulings that apply to every row below: Once one player has done a transaction on the Export card, is it gone for the round?.

PictureDescription
Export card 1Export 1. Food 2→20, 6→55 · Luxury 4→30, 8→55 · Health 3→25, 5→40 · Education 3→15, 7→35. The card remains available for the whole round; each player can use each transaction once per Sell action.
Export card 2Export 2. Food 3→30, 7→70 · Luxury 4→30, 6→40 · Health 3→20, 5→35 · Education 2→15, 6→35. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 3Export 3. Food 4→50, 8→95 · Luxury 3→20, 5→30 · Health 3→15, 7→35 · Education 2→15, 6→40. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 4Export 4. Food 3→35, 7→80 · Luxury 3→15, 5→25 · Health 4→20, 8→40 · Education 2→15, 6→45. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 5Export 5. Food 4→45, 7→80 · Luxury 3→20, 5→30 · Health 2→15, 6→40 · Education 3→20, 7→50. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 6Export 6. Food 3→25, 7→55 · Luxury 4→25, 8→45 · Health 2→10, 6→35 · Education 3→20, 5→35. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 7Export 7. Food 2→25, 6→65 · Luxury 4→20, 7→35 · Health 3→20, 7→40 · Education 3→25, 6→45. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 8Export 8. Food 3→25, 6→50 · Luxury 3→20, 7→50 · Health 3→20, 7→40 · Education 2→15, 7→55. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 9Export 9. Food 3→30, 5→50 · Luxury 3→25, 7→55 · Health 3→20, 6→50 · Education 3→20, 7→50. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 10Export 10. Food 2→15, 6→45 · Luxury 3→20, 7→50 · Health 3→20, 5→30 · Education 4→25, 8→45. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 11Export 11. Food 3→35, 7→75 · Luxury 2→10, 6→35 · Health 3→20, 5→35 · Education 4→25, 7→40. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 12Export 12. Food 4→45, 8→85 · Luxury 2→15, 6→40 · Health 3→15, 5→25 · Education 3→15, 7→35. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 13Export 13. Food 2→15, 6→50 · Luxury 3→25, 5→40 · Health 4→25, 8→45 · Education 3→15, 7→35. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 14Export 14. Food 2→15, 6→50 · Luxury 3→15, 7→35 · Health 4→30, 7→50 · Education 3→20, 5→35. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 15Export 15. Food 3→30, 5→50 · Luxury 2→10, 6→35 · Health 3→25, 7→55 · Education 4→25, 8→45. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.
Export card 16Export 16. Food 4→40, 7→70 · Luxury 3→25, 6→50 · Health 2→15, 7→50 · Education 3→20, 5→30. The shared card remains available for the whole round; each transaction can be used once per player per Sell action.

Business Deal cards

20 cards, 10 faces ×2 (Make Business Deal). Tariffs go to the State unless everything goes into the Free Trade Zone.

PictureDescription
Business Deal 1Business Deal 1 ×2 — 7 Food for 50 . Tariff +14 under 6A, +7 under 6B, none under 6C.
Business Deal 2Business Deal 2 ×2 — 12 Luxury for 50 . Tariff +24 under 6A, +12 under 6B, none under 6C.
Business Deal 3Business Deal 3 ×2 — 10 Luxury for 40 . Tariff +20 under 6A, +10 under 6B, none under 6C.
Business Deal 4Business Deal 4 ×2 — 5 Food + 6 Luxury for 60 . Tariff +22 under 6A, +11 under 6B, none under 6C.
Business Deal 5Business Deal 5 ×2 — 8 Food + 4 Luxury for 75 . Tariff +24 under 6A, +12 under 6B, none under 6C.
Business Deal 6Business Deal 6 ×2 — 6 Food for 40 . Tariff +12 under 6A, +6 under 6B, none under 6C.
Business Deal 7Business Deal 7 ×2 — 8 Food for 55 . Tariff +16 under 6A, +8 under 6B, none under 6C.
Business Deal 8Business Deal 8 ×2 — 8 Luxury for 30 . Tariff +16 under 6A, +8 under 6B, none under 6C.
Business Deal 9Business Deal 9 ×2 — 4 Food + 8 Luxury for 60 . Tariff +24 under 6A, +12 under 6B, none under 6C.
Business Deal 10Business Deal 10 ×2 — 7 Food + 5 Luxury for 70 . Tariff +24 under 6A, +12 under 6B, none under 6C.

Immigration cards

25 cards, 10 faces (Immigration). Left: the Working Class immigrant; right: the Middle Class one. Each class reads only its own figure.

PictureDescription
Immigration cardWorking Class skilled Health (white) Worker; Middle Class unskilled. ×2
Immigration cardWorking Class skilled Education (orange) Worker; Middle Class unskilled. ×2
Immigration cardWorking Class skilled Luxury (blue) Worker; Middle Class unskilled. ×2
Immigration cardWorking Class skilled Agriculture (green) Worker; Middle Class unskilled. ×2
Immigration cardWorking Class skilled Media (purple) Worker; Middle Class unskilled. ×2
Immigration cardWorking Class unskilled; Middle Class skilled Education (orange) Worker. ×3
Immigration cardWorking Class unskilled; Middle Class skilled Luxury (blue) Worker. ×3
Immigration cardWorking Class unskilled; Middle Class skilled Health (white) Worker. ×3
Immigration cardWorking Class unskilled; Middle Class skilled Media (purple) Worker. ×3
Immigration cardWorking Class unskilled; Middle Class skilled Agriculture (green) Worker. ×3

Political Agenda cards

10 cards, used by the State (4 players) (Scoring Phase): 1 victory points per matching Policy.

PictureDescription
Political Agenda 1Political Agenda 1: 1B 2A 3C 4A 5C.
Political Agenda 2Political Agenda 2: 1C 2B 3A 4B 5C.
Political Agenda 3Political Agenda 3: 1A 2C 3B 4C 5A.
Political Agenda 4Political Agenda 4: 1C 2B 3B 4B 5A.
Political Agenda 5Political Agenda 5: 1B 2C 3A 4B 5A.
Political Agenda 6Political Agenda 6: 1C 2A 3A 4C 5B.
Political Agenda 7Political Agenda 7: 1B 2A 3C 4C 5A.
Political Agenda 8Political Agenda 8: 1A 2B 3C 4B 5C.
Political Agenda 9Political Agenda 9: 1C 2B 3B 4A 5B.
Political Agenda 10Political Agenda 10: 1B 2C 3B 4A 5B.

Event cards

25 cards, 4 players only (Event Action). “No action” is the Scoring Phase penalty if the State leaves the Event on the board; Legitimacy rewards are for the class chosen. An Event purchase is limited by the State’s available Storage. FAQ

PictureDescription
Event: Political ScandalPolitical Scandal. Task: Spend 25 and provide up to 3 Media Influence to the classes in any combination. No action: any two classes −1. Reward: Working, Middle or Capitalist: +1 Legitimacy for each Influence it received.
Event: Neighbors at WarNeighbors at War. Task: Spend up to 6 Health. No action: any two classes −1. Reward: 1 victory points per Health spent.
Event: PandemicPandemic. Task: Buy Health from the other players, in any mix, up to the number of Public Companies. No action: Middle −1, Capitalist −1. Reward: Middle / Capitalist: +1 per 3 Health bought from that class.
Event: Strike at the PortStrike at the Port. Task: Provide 2 Media Influence to a class. No action: Working −1, Capitalist −1. Reward: Working or Capitalist: a Legitimacy token Legitimacy token for that class.
Event: Low Education IndexLow Education Index. Task: Provide Education to a class equal to half its Population (rounded up). No action: Working −1, Middle −1. Reward: Working or Middle: +1.
Event: Need for Sustainability InitiativeNeed for Sustainability Initiative. Task: Choose 2 classes and provide 25 to each. No action: any two classes −1. Reward: A Legitimacy token Legitimacy token for each chosen class.
Event: Fear of DeflationFear of Deflation. Task: Spend 15, 30 or 45 . No action: any two classes −1. Reward: 2 victory points per 15 spent.
Event: Declining Birth RateDeclining Birth Rate. Task: Provide Health to a class equal to half its Population (rounded up). No action: Working −1, Middle −1. Reward: Working or Middle: +1.
Event: Need for Stimulus PackageNeed for Stimulus Package. Task: Provide 10 or 15 to each class. No action: any two classes −1. Reward: 10 each: 3 victory points; 15 each: +1 with every class.
Event: Demand for Thirteen Month PayDemand for Thirteen Month Pay. Task: Provide 5 to a class per Worker of theirs employed in the Public Sector. No action: Working −1, Middle −1. Reward: Working: a token Legitimacy token per 25 ; Middle: +1 per 15 provided.
Event: Companies Demand Better InternetCompanies Demand Better Internet. Task: Provide Luxury to a class equal to half its operational Companies (rounded up). No action: Middle −1, Capitalist −1. Reward: Middle or Capitalist: +1 per 2 Luxury.
Event: DroughtDrought. Task: Provide Food to a class equal to half its Population or half its operational Companies (rounded up). No action: Working −1, Capitalist −1. Reward: Working or Capitalist: a token Legitimacy token.
Event: Local Industries in TurmoilLocal Industries in Turmoil. Task: Provide 5 to a class per operational Company it owns. No action: Middle −1, Capitalist −1. Reward: Middle: a token Legitimacy token per 20 ; Capitalist: 2 victory points per 15 provided.
Event: Technological IlliteracyTechnological Illiteracy. Task: Provide Luxury and Education to a class, in total half its Population or half its operational Companies (rounded up, at least 1 of each). No action: Working −1, Capitalist −1. Reward: Working or Capitalist: +1 per 2 items.
Event: Demand for Higher Welfare StandardsDemand for Higher Welfare Standards. Task: Provide Health and Education to a class, in total half its Population (rounded up, at least 1 of each). No action: Working −1, Middle −1. Reward: Working or Middle: +1.
Event: Developing Countries in NeedDeveloping Countries in Need. Task: Spend up to 6 Education. No action: any two classes −1. Reward: 1 victory points per Education spent.
Event: Infant Industry Requires HelpInfant Industry Requires Help. Task: Pay for and build a Company costing 15 or more for another class (from its Market). No action: Middle −1, Capitalist −1. Reward: Middle or Capitalist: a token Legitimacy token. The State selects a Company from the recipient’s Market; that class makes the staffing choices. FAQ
Event: Outdated Public Sector InfrastructureOutdated Public Sector Infrastructure. Task: Buy Luxury from the other players, in any mix, up to the number of Public Companies. No action: Middle −1, Capitalist −1. Reward: Middle / Capitalist: +1 per 3 Luxury bought from that class.
Event: EarthquakeEarthquake. Task: Provide Food and Health to a class, in total half its Population (rounded up, at least 1 of each). No action: Working −1, Middle −1. Reward: Working or Middle: +1 per 2 items.
Event: Demand for Pension ReformDemand for Pension Reform. Task: Provide money to a class equal to 5 × its Population. No action: Working −1, Middle −1. Reward: Working: 2 victory points per 15 ; Middle: a token Legitimacy token per 20 provided.
Event: Political PolarizationPolitical Polarization. Task: Spend 30 and provide 4 Voting cubes to the classes in any combination. No action: Working −1, Capitalist −1. Reward: Working / Capitalist: +1 per 2 cubes it received.
Event: Civil UnrestCivil Unrest. Task: Propose a Bill of another player’s choice (with your own Bill marker). No action: Working −1, Capitalist −1. Reward: Working or Capitalist (whoever chose): +2. The chosen class names the Bill, but the State proposes it and decides whether to spend its own Influence on an Immediate Vote. FAQ
Event: Unfair RepresentationUnfair Representation. Task: Provide 1 Personal Influence and 2 Voting cubes to a class. No action: any two classes −1. Reward: The chosen class: +1. The cost is Personal Influence; Media Influence cannot pay it. FAQ
Event: Low University RatingsLow University Ratings. Task: Buy Education from the other players, in any mix, up to the number of Public Companies. No action: Middle −1, Capitalist −1. Reward: Middle / Capitalist: +1 per 3 Education bought from that class.
Event: Global Supply Chain CrisisGlobal Supply Chain Crisis. Task: Provide Food and Luxury to a class, in total half its Population (rounded up, at least 1 of each). No action: Working −1, Middle −1. Reward: Working: +1 per 2 items; Middle: 1 victory points per item.

Loans

PictureDescription
Loan cardLoan ×10 — taken only when forced to pay: +50 ; 5 interest each Preparation Phase; repaid with 50 (Loans). At game end, non-Capitalists may repay in 5-Vardis steps; the Capitalist instead loses 5 VP per unpaid Loan. FAQ

Player aids

Front and back of each class aid and the general aid.

PictureDescription
Working Class player aid, frontWorking Class aid, front — Basic and Free Actions and the round steps of the class.
Working Class player aid, backWorking Class aid, back — scoring and taxes.
Middle Class player aid, frontMiddle Class aid, front — Basic and Free Actions and the round steps of the class.
Middle Class player aid, backMiddle Class aid, back — scoring and taxes.
Capitalist Class player aid, frontCapitalist Class aid, front — Basic and Free Actions and the round steps of the class.
Capitalist Class player aid, backCapitalist Class aid, back — scoring and taxes.
State player aid, frontState aid, front — Basic and Free Actions and the round steps of the class.
State player aid, backState aid, back — scoring and taxes.
General player aid, frontGeneral aid, front — the round overview and every step in order.
General player aid, backGeneral aid, back — taxes, IMF intervention and the end of the game.

Crisis and Control cards

Crisis & Control Action cards

5 per class (New Action cards); the four shared cards differ only in class colour.

PictureDescription
Crisis & Control Action card: Rising COVID-19 Cases (Working Class)Rising COVID-19 Cases (Working Class). Take free Health from the State, up to half your Population (rounded up); then buy Health from any number of sources, up to your Population from each. Legitimacy: +1 Working Class Legitimacy.
Crisis & Control Action card: COVID-19 Stimulus Package (Middle Class)COVID-19 Stimulus Package (Middle Class). The State gives you 2 per Worker in Public and Capitalist Companies and 4 per Company you own. Legitimacy: +1 Middle Class Legitimacy per 15 .
Crisis & Control Action card: COVID-19 Vaccine R&D Funding (Capitalist Class)COVID-19 Vaccine R&D Funding (Capitalist Class). The State gives you 15 per operational Healthcare Company you own.
Crisis & Control Action card: COVID-19 Vaccination Program (State)COVID-19 Vaccination Program (State). Buy Health from the Foreign Market for 5 each, up to your storage space; then provide Health to a class equal to its Population: +1 Legitimacy per 3 provided.
Momentum for Change (Working)Momentum for Change (Working). 1 Influence per Bill marker of yours on the Politics table; then propose a Bill, no Immediate Vote.
Momentum for Change (Middle)Momentum for Change (Middle). 1 Influence per Bill marker of yours on the Politics table; then propose a Bill, no Immediate Vote.
Momentum for Change (Capitalist)Momentum for Change (Capitalist). 1 Influence per Bill marker of yours on the Politics table; then propose a Bill, no Immediate Vote.
Momentum for Change (State)Momentum for Change (State). 1 Influence per Bill marker of yours on the Politics table; then propose a Bill, no Immediate Vote.
Protect the Status Quo (Working)Protect the Status Quo (Working). Choose a Policy: no Bills on it for the rest of the round (mark it with one of your Bill markers); then 1 Influence.
Protect the Status Quo (Middle)Protect the Status Quo (Middle). Choose a Policy: no Bills on it for the rest of the round (mark it with one of your Bill markers); then 1 Influence.
Protect the Status Quo (Capitalist)Protect the Status Quo (Capitalist). Choose a Policy: no Bills on it for the rest of the round (mark it with one of your Bill markers); then 1 Influence.
Protect the Status Quo (State)Protect the Status Quo (State). Choose a Policy: no Bills on it for the rest of the round (mark it with one of your Bill markers); then 1 Influence.
Change of Government Agenda (Working)Change of Government Agenda (Working). With 3 or fewer Bills proposed, discard another player’s Bill; then you and that player may each propose a Bill, you first.
Change of Government Agenda (Middle)Change of Government Agenda (Middle). With 3 or fewer Bills proposed, discard another player’s Bill; then you and that player may each propose a Bill, you first.
Change of Government Agenda (Capitalist)Change of Government Agenda (Capitalist). With 3 or fewer Bills proposed, discard another player’s Bill; then you and that player may each propose a Bill, you first.
Change of Government Agenda (State)Change of Government Agenda (State). With 3 or fewer Bills proposed, discard another player’s Bill; then you and that player may each propose a Bill, you first.
Reveal Political Scandal (Working)Reveal Political Scandal (Working). Take 2 Influence from another player.
Reveal Political Scandal (Middle)Reveal Political Scandal (Middle). Take 2 Influence from another player.
Reveal Political Scandal (Capitalist)Reveal Political Scandal (Capitalist). Take 2 Influence from another player.
Reveal Political Scandal (State)Reveal Political Scandal (State). Take 2 Influence from another player.

Crisis Response cards

10 cards (Crisis Response).

PictureDescription
Crisis Response: Washington ConsensusWashington Consensus. Bills discarded: all. Policies: 1C 2C 3C 4C 5C 6C 7B. Working Class: get Influence equal to half its Population (rounded up), add 2 cubes per Trade Union, remove 2 unemployed Workers. Middle Class: get 2 Influence, add 2 cubes per Public and Capitalist Company employing its Workers, remove 2 unemployed Workers. Legitimacy: Working −3, Middle −2.
Crisis Response: Failed IMF NegotiationsFailed IMF Negotiations. Bills discarded: only on Policies 2 and 7. Policies: 2C 7A. Each class pays 10 to the State, repeated until the State can pay off its Loans. Legitimacy: −1 with each class per 10 it paid.
Crisis Response: Moderate IMF InterventionModerate IMF Intervention. Bills discarded: all. Policies: 1C 2C 3B 4B 5B 6C (locked) 7B. Policy 6 is locked until the next Check IMF. Working Class removes 2 unemployed Workers. Legitimacy: −2 with each class.
Crisis Response: Japanese ModelJapanese Model. Bills discarded: all. Policies: 1C 2B 3B 4B 5B 6C 7A. The State gets 40 . Legitimacy: −1 with each class.
Crisis Response: Basic IMF InterventionBasic IMF Intervention. Bills discarded: all. Policies: 1C (locked) 2C 3A (locked) 4B 5C 6B 7B. Policies 1 and 3 are locked until the next Check IMF. Legitimacy: Halve every track (round up).
Crisis Response: US Stimulus PackageUS Stimulus Package. Bills discarded: all. Policies: 1C 2C 3B 4C 5C 6B 7B. The State gets 60 . Working and Middle Class each get 10 and 2 Health (if able) from the State; the Capitalist Class gets 15 . Legitimacy: Halve Working and Middle tracks.
Crisis Response: IMF Intervention with ResistanceIMF Intervention with Resistance. Bills discarded: all except Policies 4 and 5. Policies: 1C (locked) 2C 3B 6B 7A. Policy 1 is locked until the next Check IMF. Working Class places 3 Strike tokens. Legitimacy: −2 with each class.
Crisis Response: New Government Bond ProgramNew Government Bond Program. Bills discarded: none. Policies: none. In round 5, draw another card instead. Each class, in reverse order, may lend 30 or 50 . Not enough to clear the Loans: return the money and draw another card. Enough: the State pays off its Loans and must repay 40 / 70 to each lender by the end of next round’s Action Phase. Legitimacy: none.
Crisis Response: EU Austerity MeasuresEU Austerity Measures. Bills discarded: all. Policies: 1C 2C 3A 4B 5B 6B 7B. Working, Middle and Capitalist each pay 10 to the State. Legitimacy: Halve every track.
Crisis Response: Failed IMF Intervention: RevolutionFailed IMF Intervention: Revolution. Bills discarded: all. Policies: 1A 2C 3A 4A 5A 6A 7A. With fewer than 2 Trade Unions, draw another card instead. The State does not pay for new Public Companies this round. Working pays 10 to the State; Capitalist pays 35 and gets 1 Influence per 2 Companies; Middle pays 20 and gets 1 Influence per 2 Companies. Legitimacy: Capitalist −3, Middle −2.

Alternative Event cards

Benefits come from the general supply unless the card names another source. FAQ

25 cards, 4 players (Alternative Events). Rewards are Legitimacy for the class chosen (“token” = a Legitimacy token); the class receiving the card keeps the Benefit or discards it for 1 victory points.

PictureDescription
Alternative Event: Low Global Innovation Index RankingLow Global Innovation Index Ranking. Task: Spend 4 Education (8 for each one you lack), then choose a class. No action: Working −1, Capitalist −1. Reward: Working +2 / Capitalist +2. Benefit: Preparation Phase: get 1 Education and 1 Luxury.
Alternative Event: Demand for Better Public EducationDemand for Better Public Education. Task: Choose a class with an operational Education Company. No action: Middle −1, Capitalist −1. Reward: Middle +1 / Capitalist +1. Benefit: Production Phase: sell up to 2 Education to the State for 10 each; if you do, the State gets 1 victory points.
Alternative Event: Demand for Subsidies by Dairy FarmersDemand for Subsidies by Dairy Farmers. Task: Spend 30 , then choose a class. No action: Working −1, Capitalist −1. Reward: Working +2 / Capitalist token Legitimacy token. Benefit: Production Phase: get 10 .
Alternative Event: Demand for Administrative UpgradeDemand for Administrative Upgrade. Task: Choose a class with an operational Luxury Company. No action: Middle −1, Capitalist −1. Reward: Middle +1 / Capitalist +1. Benefit: Production Phase: sell up to 2 Luxury to the State for 10 each; if you do, the State gets 1 victory points.
Alternative Event: High Illiteracy RateHigh Illiteracy Rate. Task: Spend 4 Education or 30 , then choose a class. No action: Working −1, Middle −1. Reward: Working +2 / Middle +2. Benefit: Preparation Phase: get 2 Education.
Alternative Event: Low Vaccination RatesLow Vaccination Rates. Task: Spend 4 Health or 30 , then choose a class. No action: Working −1, Middle −1. Reward: Working +2 / Middle +2. Benefit: Preparation Phase: get 2 Health.
Alternative Event: Political PressurePolitical Pressure. Task: Spend 1 Influence (Media or Personal) per Policy not matching your Political Agenda, then choose a class. No action: Working −1, Capitalist −1. Reward: Working +2 / Capitalist token Legitimacy token. Benefit: Elections Phase: add 2 Voting cubes to the bag.
Alternative Event: Demand for Energy SubsidyDemand for Energy Subsidy. Task: Spend 1 Media Influence, then choose a class. No action: any two −1. Reward: Working, Middle or Capitalist: token Legitimacy token. Benefit: Production Phase: the State pays you 10 .
Alternative Event: Smear CampaignSmear Campaign. Task: Spend 1 Personal Influence and 15 , then choose a class. No action: any two −1. Reward: Working +2 / Middle +2 / Capitalist +2. Benefit: Elections Phase: get 1 Influence.
Alternative Event: Demand for Economic StimulusDemand for Economic Stimulus. Task: Spend 30 , then choose a class. No action: Middle −1, Capitalist −1. Reward: Middle +2 / Capitalist 3 victory points. Benefit: Production Phase: get 5 ; you may assign Workers to one of your Companies before it produces.
Alternative Event: Public PressurePublic Pressure. Task: Choose a class. No action: Working −1, Capitalist −1. Reward: Working +2 / Capitalist +2. Benefit: Elections Phase: discard this card before a vote; the State backs that Bill with as much Influence as it can, up to 2.
Alternative Event: HurricaneHurricane. Task: Buy up to 5 Food, then choose a class. No action: Working −1, Middle −1. Reward: Working token Legitimacy token / Middle token Legitimacy token. Benefit: Production Phase: at Cover Needs the State gives you 1 Food; if it cannot, it loses 1 victory points.
Alternative Event: Rising Traffic AccidentsRising Traffic Accidents. Task: Spend 2 Health and 2 Education, or 3 of one and 1 of the other, then choose a class. No action: Working −1, Middle −1. Reward: Working 3 victory points / Middle 3 victory points. Benefit: Preparation Phase: get 1 Health and 1 Education.
Alternative Event: Tax ReturnsTax Returns. Task: Choose a class. No action: any two −1. Reward: Working, Middle or Capitalist: token Legitimacy token. Benefit: Production Phase: pay 10 less at Pay Taxes.
Alternative Event: Fear of RecessionFear of Recession. Task: Spend 1 Personal Influence and 15 , then choose a class. No action: any two −1. Reward: Working +2 / Middle token Legitimacy token / Capitalist 3 victory points. Benefit: Production Phase: get 1 Food.
Alternative Event: Student ProtestStudent Protest. Task: Spend 1 Personal Influence and 2 Education, then choose a class. No action: any two −1. Reward: Working 3 victory points / Middle +2 / Capitalist token Legitimacy token. Benefit: Preparation Phase: get 2 Education.
Alternative Event: Rising Flu InfectionsRising Flu Infections. Task: Choose a class with an operational Healthcare Company. No action: Middle −1, Capitalist −1. Reward: Middle +1 / Capitalist +1. Benefit: Production Phase: sell up to 2 Health to the State for 10 each; if you do, the State gets 1 victory points.
Alternative Event: Low Political EngagementLow Political Engagement. Task: Choose a class with at least 1 Bill marker left; spend 1 Influence (Media or Personal) per available Bill marker it has. No action: Working −1, Capitalist −1. Reward: Working 3 victory points / Capitalist +2. Benefit: Elections Phase: add 2 Voting cubes to the bag.
Alternative Event: Demand for Digital TransformationDemand for Digital Transformation. Task: Spend 30 , then choose a class with an operational Luxury Company. No action: Middle −1, Capitalist −1. Reward: Middle +2 / Capitalist +2. Benefit: Production Phase: your Luxury Companies each produce 1 more this phase.
Alternative Event: Rising Economic InequalityRising Economic Inequality. Task: Spend 30 , then choose a class. No action: Working −1, Middle −1. Reward: Working +2 / Middle token Legitimacy token. Benefit: Production Phase: get 10 .
Alternative Event: Healthcare ScandalHealthcare Scandal. Task: Spend 1 Personal Influence and 2 Health, then choose a class. No action: any two −1. Reward: Working token Legitimacy token / Middle 3 victory points / Capitalist +2. Benefit: Preparation Phase: get 2 Health.
Alternative Event: Public Sector Union NegotiationsPublic Sector Union Negotiations. Task: Choose a class with Workers in a Public Company. No action: Working −1, Middle −1. Reward: Working token Legitimacy token / Middle 2 victory points. Benefit: Production Phase: when you get Wages, the State pays you 5 more per Public Company with your Workers, and then gets 1 victory points.
Alternative Event: Demand for Startup SupportDemand for Startup Support. Task: Choose a class. No action: Middle −1, Capitalist −1. Reward: Middle +1 / Capitalist +1. Benefit: Action Phase: whenever you build a Company, the State pays 10 of its cost and gets 1 victory points.
Alternative Event: GerrymanderingGerrymandering. Task: Spend 2 Personal Influence, then choose a class. No action: any two −1. Reward: Working +2 / Middle +2 / Capitalist +2. Benefit: Elections Phase: add 2 Voting cubes to the bag.
Alternative Event: Demand for State InterventionDemand for State Intervention. Task: Spend 20 , then choose a class. No action: Working −1, Capitalist −1. Reward: Working 2 victory points / Capitalist 2 victory points. Benefit: Production Phase: for this phase only, raise or lower by one level the Wage of a private Company you own or have Workers in, ignoring the Labor Market Policy.

Hidden Agenda cards

20 cards, 5 per class (Hidden Agendas).

PictureDescription
Hidden Agenda: LeviathanLeviathan (State). Perform the task of at least 10 Events. Anytime: 8 victory points.
Hidden Agenda: Expert BudgeterExpert Budgeter (State). Finish without ever taking a Loan (discard it if you take one). Game End: 4 victory points.
Hidden Agenda: According to PlanAccording to Plan (State). At least 4 Policies match your current Political Agenda. Scoring Phase: 5 victory points.
Hidden Agenda: Strong Welfare StateStrong Welfare State (State). At least 150 , with Policies 4 and 5 in section A. Anytime: 10 victory points.
Hidden Agenda: State-Led EconomyState-Led Economy (State). Policy 1 in section A and at least 6 operational Public Companies. Anytime: 8 victory points.
Hidden Agenda: EntrepreneurEntrepreneur (Middle Class). At least 8 Food, 8 Luxury, 8 Health and 8 Education in your Storages. Anytime: 8 victory points.
Hidden Agenda: Successful StartupSuccessful Startup (Middle Class). At least 5 fully operational Companies by the end of round 3. Anytime, before round 4: 8 victory points.
Hidden Agenda: Growing Middle ClassGrowing Middle Class (Middle Class). 8 fully operational Companies and Workers in at least 5 Public and/or Capitalist Companies. Anytime: 10 victory points.
Hidden Agenda: Golden CompromiseGolden Compromise (Middle Class). Policies 1–5 all in section B. Anytime: 4 victory points.
Hidden Agenda: We Work, We ThriveWe Work, We Thrive (Middle Class). No unemployed Workers. Game End: 5 victory points.
Hidden Agenda: Rally the MassesRally the Masses (Working Class). At least 6 Influence. Anytime: 4 victory points.
Hidden Agenda: Workers, Unite!Workers, Unite! (Working Class). At least 4 Trade Unions. Anytime: 8 victory points.
Hidden Agenda: Working Class PushWorking Class Push (Working Class). Pass 3 Bills you proposed in the same Elections Phase. Elections Phase: 10 victory points.
Hidden Agenda: Small Labor ForceSmall Labor Force (Working Class). A Population of 7 or less. Game End: 5 victory points.
Hidden Agenda: The Surplus Value is Ours!The Surplus Value is Ours! (Working Class). At least 240 in Wages in one Production Phase. Production Phase: 8 victory points.
Hidden Agenda: Corporate EmpireCorporate Empire (Capitalist Class). 12 Companies, at least 11 of them operational. Anytime: 10 victory points.
Hidden Agenda: Toward a Neoliberal StateToward a Neoliberal State (Capitalist Class). At least 3 Policies 1–5 in section C. Anytime, after round 1: 4 victory points.
Hidden Agenda: Export TycoonExport Tycoon (Capitalist Class). At least 240 from one Sell to the Foreign Market action. Action Phase: 8 victory points.
Hidden Agenda: Diversified PortfolioDiversified Portfolio (Capitalist Class). At least 2 Companies in every industry. Game End: 8 victory points.
Hidden Agenda: Venture CapitalistVenture Capitalist (Capitalist Class). At least 320 in your Capital. Game End: 5 victory points.

Bond cards

PictureDescription
Bond card, 30 sideBond, 30 side ×3 — the class lent 30 to the State and gets 40 back (Bond cards).
Bond card, 50 sideBond, 50 side — lent 50, gets 70 back.

Automa cards

For the three Automas of Crisis & Control (Solo: the Automas). AI cards: the 4 symbols on top are the actions (Simple Mode) or checks (Advanced Mode), left to right; then the Policies for its Bills, the bonus for the first action, the Special Action and, in the bottom-left corner of some cards, the Influence symbol used for “Draw” decisions.

Working Class Automa AI cards

PictureDescription
Working Class Automa AI cardWorking Class AI card. Bills: Fiscal Policy or Labor Market. Bonus: 2B / 2C: you may assign up to 4 unemployed Workers; each Company owner pays you 4 per Worker. Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Foreign Trade. Bonus: If you Propose a Bill this turn, place it on your Desired Policy even if not adjacent (Immediate Vote only if it is adjacent). Special Action: Add Voting cubes equal to your Population.
Working Class Automa AI cardWorking Class AI card. Bills: Immigration or Labor Market. Bonus: 2B / 2C: if you Buy Goods & Services, the State first gives you 1 per employed Worker. Special Action: Get 15 from the player whose Companies employ most of your Workers.
Working Class Automa AI cardWorking Class AI card. Bills: Foreign Trade or Immigration. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Working Class Automa AI cardWorking Class AI card. Bills: Healthcare or Foreign Trade. Bonus: If you Assign Workers this turn: 2B any number of unemployed Workers, 2C any number of Workers. Special Action: If able, give 20 to the Capitalist Class for 5 victory points.
Working Class Automa AI cardWorking Class AI card. Bills: Education or Fiscal Policy. Bonus: Health is sold by the State at half price this turn (rounded up). Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Working Class Automa AI cardWorking Class AI card. Bills: Foreign Trade or Fiscal Policy. Bonus: 1A / 1B: the State pays half (rounded down) of the Luxury you buy from other players this turn. Special Action: Add Voting cubes equal to your Population.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Foreign Trade. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending Influence. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Working Class Automa AI cardWorking Class AI card. Bills: Education or Healthcare. Bonus: If you Propose a Bill this turn, propose 2 if able. Special Action: Get 15 from the player whose Companies employ most of your Workers.
Working Class Automa AI cardWorking Class AI card. Bills: Education or Immigration. Bonus: 2B / 2C: you may assign up to 4 unemployed Workers; each Company owner pays you 4 per Worker. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Education. Bonus: If you Assign Workers this turn: 2B any number of unemployed Workers, 2C any number of Workers. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Taxation. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending Influence. Special Action: If able, give 20 to the Capitalist Class for 5 victory points.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Taxation. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Get 15 from the player whose Companies employ most of your Workers.
Working Class Automa AI cardWorking Class AI card. Bills: Fiscal Policy or Labor Market. Bonus: Education is sold by the State at half price this turn (rounded up). Special Action: Add Voting cubes equal to your Population.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Healthcare. Bonus: If you Buy Goods & Services, a Public Education Company with your Workers produces first. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Working Class Automa AI cardWorking Class AI card. Bills: Foreign Trade or Labor Market. Bonus: If you Propose a Bill this turn, propose 2 if able. Special Action: If able, give 20 to the Capitalist Class for 5 victory points.
Working Class Automa AI cardWorking Class AI card. Bills: Healthcare or Education. Bonus: If you Propose a Bill this turn, place it on your Desired Policy even if not adjacent (Immediate Vote only if it is adjacent). Special Action: Get 15 from the player whose Companies employ most of your Workers.
Working Class Automa AI cardWorking Class AI card. Bills: Healthcare or Taxation. Bonus: Education is sold by the State at half price this turn (rounded up). Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Working Class Automa AI cardWorking Class AI card. Bills: Healthcare or Fiscal Policy. Bonus: 1A / 1B: the State pays half (rounded down) of the Luxury you buy from other players this turn. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Working Class Automa AI cardWorking Class AI card. Bills: Healthcare or Immigration. Bonus: 7B / 7C: if you Assign Workers this turn, first take a skilled Worker from the supply. Special Action: Add Voting cubes equal to your Population.
Working Class Automa AI cardWorking Class AI card. Bills: Taxation or Fiscal Policy. Bonus: If you Assign Workers this turn, first build a Cooperative Farm and staff it if able. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Working Class Automa AI cardWorking Class AI card. Bills: Healthcare or Labor Market. Bonus: If you Buy Goods & Services, a Public Healthcare Company with your Workers produces first. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Immigration. Bonus: If you Assign Workers this turn, first build a Cooperative Farm and staff it if able. Special Action: If able, give 20 to the Capitalist Class for 5 victory points.
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Healthcare. Bonus: 7B / 7C: if you Assign Workers this turn, first take a skilled Worker from the supply. Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Working Class Automa AI cardWorking Class AI card. Bills: Fiscal Policy or Immigration. Bonus: 4A / 4B: buy only from Public Services this turn; if you do, the State first gives you 5 per unemployed Worker. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Working Class Automa AI cardWorking Class AI card. Bills: Education or Foreign Trade. Bonus: 4A / 4B: buy only from Public Services this turn; if you do, the State first gives you 5 per unemployed Worker. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Working Class Automa AI cardWorking Class AI card. Bills: Education or Taxation. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Working Class Automa AI cardWorking Class AI card. Bills: Foreign Trade or Taxation. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Working Class Automa AI cardWorking Class AI card. Bills: Labor Market or Education. Bonus: Health is sold by the State at half price this turn (rounded up). Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Working Class Automa AI cardWorking Class AI card. Bills: Education or Labor Market. Bonus: 2B / 2C: if you Buy Goods & Services, the State first gives you 1 per employed Worker. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .

Middle Class Automa AI cards

PictureDescription
Middle Class Automa AI cardMiddle Class AI card. Bills: Immigration or Taxation. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Perform an Extra Shift.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: Education is sold by the State at half price this turn (rounded up). Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Middle Class Automa AI cardMiddle Class AI card. Bills: Fiscal Policy or Foreign Trade. Bonus: Health is sold by the State at half price this turn (rounded up). Special Action: Perform an Extra Shift.
Middle Class Automa AI cardMiddle Class AI card. Bills: Immigration or Education. Bonus: If you Buy Goods & Services, a Public Education Company with your Workers produces first. Special Action: Sell up to 6 Education to the State for 10 each.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: If you Buy Goods & Services, a Public Healthcare Company with your Workers produces first. Special Action: Sell up to 6 Health to the State for 10 each.
Middle Class Automa AI cardMiddle Class AI card. Bills: Taxation or Education. Bonus: If you Buy Goods & Services this turn, buy from every available source (yourself included), up to your Population from each. Special Action: If able, pay 6 per Population for 1 Prosperity.
Middle Class Automa AI cardMiddle Class AI card. Bills: Labor Market or Healthcare. Bonus: 7B / 7C: if you Assign Workers this turn, first take a skilled Worker from the supply. Special Action: Add Voting cubes equal to 2 plus the Public and Capitalist Companies employing your Workers.
Middle Class Automa AI cardMiddle Class AI card. Bills: Fiscal Policy or Education. Bonus: If you Build a non-Media Company this turn, pay 4 less and get a Storage for its resource. Special Action: Sell up to 6 Education to the State for 10 each.
Middle Class Automa AI cardMiddle Class AI card. Bills: Immigration or Healthcare. Bonus: 2B / 2C: if you Buy Goods & Services, the State first gives you 2 per Worker in Public or Capitalist Companies. Special Action: Add Voting cubes equal to 2 plus the Public and Capitalist Companies employing your Workers.
Middle Class Automa AI cardMiddle Class AI card. Bills: Labor Market or Foreign Trade. Bonus: 6A / 6B: if you Buy Goods & Services, pay no tariffs on Food or Luxury from the Foreign Market. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Middle Class Automa AI cardMiddle Class AI card. Bills: Education or Labor Market. Bonus: 1A / 1B: if you Sell to the Foreign Market, the State gives you 5 per transaction. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Middle Class Automa AI cardMiddle Class AI card. Bills: Taxation or Immigration. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending Influence. Special Action: Get 5 from the State per Company of yours with a Working Class employee, then Extra Shift one of them.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: With at least 4 unemployed Workers: Special Action +1 per unemployed Worker. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: 7B / 7C: if you Build a Company this turn, use a skilled Middle Class Worker of your choice from the supply. Special Action: Sell up to 6 Health to the State for 10 each.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: 1A / 1B: if you Build a Company this turn, the State pays its cost. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Middle Class Automa AI cardMiddle Class AI card. Bills: Foreign Trade or Taxation. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Add Voting cubes equal to 2 plus the Public and Capitalist Companies employing your Workers.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: If you Sell to the Foreign Market, get 5 more per transaction. Special Action: Assign up to 3 unemployed Working Class Workers to your Companies; 5 from the State each.
Middle Class Automa AI cardMiddle Class AI card. Bills: Healthcare or Taxation. Bonus: If you Buy Goods & Services this turn, buy from every available source (yourself included), up to your Population from each. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Middle Class Automa AI cardMiddle Class AI card. Bills: Taxation or Fiscal Policy. Bonus: 7B / 7C: if you Assign Workers this turn, first take a skilled Worker from the supply. Special Action: Get 5 from the State per Company of yours with a Working Class employee, then Extra Shift one of them.
Middle Class Automa AI cardMiddle Class AI card. Bills: Foreign Trade or Healthcare. Bonus: 1A / 1B: if you Build a Company this turn, the State pays its cost. Special Action: Assign up to 3 unemployed Working Class Workers to your Companies; 5 from the State each.
Middle Class Automa AI cardMiddle Class AI card. Bills: Foreign Trade or Fiscal Policy. Bonus: With at least 4 unemployed Workers: Special Action +1 per unemployed Worker. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: If you Sell to the Foreign Market, get 5 more per transaction. Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: If you Assign Workers this turn: 2B any number of unemployed Workers, 2C any number of Workers. Special Action: Buy 3 Influence from the State for 5 each; add 2 cubes for each one you cannot buy.
Middle Class Automa AI cardMiddle Class AI card. Bills: Healthcare or Immigration. Bonus: With at least 4 unemployed Workers: Special Action +1 per unemployed Worker. Special Action: With at least 4 unemployed Workers, remove 2 (unskilled first) and get 10 .
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: If you Assign Workers this turn: 2B any number of unemployed Workers, 2C any number of Workers. Special Action: If able, pay 6 per Population for 1 Prosperity.
Middle Class Automa AI cardMiddle Class AI card. Bills: Immigration or Labor Market. Bonus: If you Build a non-Media Company this turn, pay 4 less and get a Storage for its resource. Special Action: Perform an Extra Shift.
Middle Class Automa AI cardMiddle Class AI card. Bills: Immigration or Fiscal Policy. Bonus: 1A / 1B: if you Sell to the Foreign Market, the State gives you 5 per transaction. Special Action: Perform an Extra Shift.
Middle Class Automa AI cardMiddle Class AI card. Bills: Education or Taxation. Bonus: 7B / 7C: if you Build a Company this turn, use a skilled Middle Class Worker of your choice from the supply. Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Middle Class Automa AI cardMiddle Class AI card. Bills: Taxation or Foreign Trade. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending Influence. Special Action: Assign up to 3 unemployed Working Class Workers to your Companies; 5 from the State each.
Middle Class Automa AI cardMiddle Class AI card. No Policies. Bonus: 2B / 2C: if you Buy Goods & Services, the State first gives you 2 per Worker in Public or Capitalist Companies. Special Action: Get 5 from the State per Company of yours with a Working Class employee, then Extra Shift one of them.

Capitalist Class Automa AI cards

PictureDescription
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Fiscal Policy or Foreign Trade. Bonus: If you have Companies that could take Machinery token: Special Action +1 per such Company, +1 more with 2 or more Production Phases left. Special Action: If not the final round, pay 20 for a Machinery token; if able, 25 more for a second.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Healthcare or Foreign Trade. Bonus: If you Build a Company this turn, build 2 if able, then add 2 new Companies to the Market. Special Action: 4A / 4B: assign unemployed Workers to a non-operational Company; 5 from the State per Worker.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Labor Market or Fiscal Policy. Bonus: If you Build a Company this turn, build 2 if able, then add 2 new Companies to the Market. Special Action: 1A / 1B: get 5 from the State per Company you own.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Immigration or Taxation. Bonus: If you Sell to the Foreign Market, first sell up to 4 Food for 15 each (an extra transaction). Special Action: Add 3 Voting cubes; if able, pay 15 for 3 more.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Labor Market. Bonus: 1A / 1B: if you build a Luxury or Agricultural Company this turn, the State pays half its cost (rounded down). Special Action: Pay 50 from Capital to the State for 7 victory points.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Taxation. Bonus: If you Sell to the Foreign Market, first sell up to 6 Luxury for 10 each (an extra transaction). Special Action: Add 3 Voting cubes; if able, pay 15 for 3 more.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Healthcare or Immigration. Bonus: With at least 150 in Revenue: Special Action +1 per 100 ; +2 more in 3A, +1 in 3B. Special Action: With at least 150 in Revenue, move half of it (rounded down) to Capital.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Fiscal Policy or Taxation. Bonus: If you sell a Company without a Machinery symbol this turn, get twice its cost. Special Action: Choose a non-automated Company: pay its Wages and produce.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Taxation or Labor Market. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending Influence. Special Action: Make a Business Deal.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Foreign Trade or Fiscal Policy. Bonus: If you Sell to the Foreign Market, first sell up to 4 Food for 15 each. Special Action: 2B / 2C: if an operational Public Company holds exactly the Workers one of your non-operational Companies needs, move them over and set that Wage to L3.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Taxation or Foreign Trade. Bonus: If you Propose a Bill this turn, pay 25 , if able, to propose 2. Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Healthcare or Labor Market. Bonus: If you Sell to the Foreign Market, first sell up to 6 Luxury for 10 each. Special Action: 1A / 1B: get 5 from the State per Company you own.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Labor Market or Taxation. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending Influence. Special Action: Make a Business Deal.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Taxation. Bonus: If you Build a Company this turn, pay 10 less. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Foreign Trade or Immigration. Bonus: With at least 150 in Revenue: Special Action +1 per 100 ; +2 more in 3A, +1 in 3B. Special Action: With at least 150 in Revenue, move half of it (rounded down) to Capital.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Immigration or Fiscal Policy. Bonus: With at least 3 Luxury: Special Action +1 per 3 Luxury; +1 more with no Influence. Special Action: Sell up to 6 Luxury to the State for 10 each, then get 1 Influence.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Taxation or Healthcare. Bonus: If you sell a Company without a Machinery symbol this turn, get twice its cost. Special Action: Sell up to 9 Health to the State for 10 each.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Taxation or Labor Market. Bonus: If you Propose a Bill this turn, pay 25 , if able, to propose 2. Special Action: Choose a non-automated Company: pay its Wages and produce.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Foreign Trade or Taxation. Bonus: If you Propose a Bill this turn, place it on your Desired Policy even if not adjacent (Immediate Vote only if it is adjacent). Special Action: Sell up to 9 Health to the State for 10 each.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Labor Market. Bonus: If you have Companies that could take Machinery token: Special Action +1 per such Company, +1 more with 2 or more Production Phases left. Special Action: If not the final round, pay 20 for a Machinery token; if able, 25 more for a second.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Taxation. Bonus: If you Sell to the Foreign Market, get 5 more per transaction. Special Action: 2B / 2C: if an operational Public Company holds exactly the Workers one of your non-operational Companies needs, move them over and set that Wage to L3.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Taxation or Foreign Trade. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Sell up to 9 Education to the State for 10 each.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Healthcare or Taxation. Bonus: 6B / 6C: if you Sell to the Foreign Market, first make a Business Deal if able. Special Action: Reveal cubes until 3 of other classes appear; replace them with your own; return all to the bag.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Taxation or Fiscal Policy. Bonus: 6B / 6C: if you Sell to the Foreign Market, first make a Business Deal if able. Special Action: 4A / 4B: assign unemployed Workers to a non-operational Company; 5 from the State per Worker.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Immigration. Bonus: 6A / 6B: Special Action +1 with any Agricultural Company; 6A: +1 more with any Luxury Company. Special Action: 6A / 6B: add 2 cubes per Agricultural Company you own (with 6A also Luxury).
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Healthcare or Taxation. Bonus: 1A / 1B: if you build a Luxury or Agricultural Company this turn, the State pays half its cost (rounded down). Special Action: Sell up to 9 Education to the State for 10 each.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Labor Market or Immigration. Bonus: If you Build a Company this turn, pay 10 less. Special Action: 7B / 7C: pay 10 and fill a non-operational Company with matching Workers from the supply.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Education or Foreign Trade. Bonus: If you Sell to the Foreign Market, get 5 more per transaction. Special Action: 7B / 7C: pay 10 and fill a non-operational Company with matching Workers from the supply.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Labor Market or Foreign Trade. Bonus: If you Propose a Bill this turn, place it on your Desired Policy even if not adjacent (Immediate Vote only if it is adjacent). Special Action: Make a Business Deal.
Capitalist Class Automa AI cardCapitalist Class AI card. Bills: Healthcare or Labor Market. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Draw 6 cubes: return your own class’s cubes to the bag, remove the rest.

Instruction cards

PictureDescription
Automa Instruction cardCheck Companies (Advanced): raises Build Company for affordable Market Companies it can staff or that are automated, more with a Demonstration; raises Sell Company for idle Companies worth 20 or more.
Automa Instruction cardSell Company criteria: highest cost, then one whose sale would break a Trade Union, then fewest matching unemployed Workers; never an operational Company.
Automa Instruction cardCheck Policies: its Desired Policies are 1C 2C 3C 4C 5C 6A 7C; raises Propose Bill and the Policy card by how far each listed Policy is from them (+1 more for Taxation).
Automa Instruction cardCheck Foreign Market: Sell to the Foreign Market +1 per transaction if it can make at least 2; otherwise Special Action +1.
Automa Instruction cardAction Criteria: when Propose Bill, Lobby (only if its Influence is below everyone else’s) and the Special Action (Simple Mode: first bonus condition met) are possible.
Automa Instruction cardAssign Workers criteria, for effects that let it staff its own Companies: no other operational Company in that industry, no Trade Union created, then Media, Healthcare/Education, Agriculture, Luxury, at random.
Automa Instruction cardResponse to Strike: draw 2 AI cards for a struck Company with Machinery or alone in its industry, otherwise 1; an Influence symbol raises its Wage to L3 until next round.
Automa Instruction cardBuilding Company criteria: can be staffed now, automated, industry with fewest operational Companies, no Trade Union created, then by industry order, highest production, at random. Prefers Middle Class Workers unless a Demonstration is on.
Automa Instruction cardPlace Machinery criteria: no other Machinery in that industry, then Agriculture, Luxury, Healthcare/Education, highest production, at random.
Automa Instruction cardAction Criteria: Build Company (an affordable Company and an empty space; Simple Mode also needs Workers or automation, else Sell Company) and Sell to the Foreign Market (at least 2 transactions).
Automa Instruction cardCheck Influence: with a Bill proposed, raises Lobby by how much more Influence the others will have than it after the Elections; otherwise Special Action +1.
Automa Instruction cardCheck Workers: swaps skilled Workers into place, then raises Assign Workers +1 per Worker it could employ (at least 2) and +2 per Trade Union it could form; otherwise Special Action +1.
Automa Instruction cardSkilled Worker criteria: a colour that would form a Trade Union, then one that meets a Union’s requirement, then most open slots in Companies, then in unbuilt Market Companies.
Automa Instruction cardCheck Policies: Desired Policies 1A 2A 3A 4A 5A 6C 7B; raises Propose Bill and the Policy card by distance.
Automa Instruction cardCheck Strike: with 2B and at least 2 Trade Unions, Strike +1 per 3 eligible Companies; with 2C, +1 per 2; Labor Market Policy card +1.
Automa Instruction cardAction Criteria: when Propose Bill and Strike (Labor Market 2C, or 2B with 2 Trade Unions) are possible.
Automa Instruction cardCheck Goods & Services: raises Buy Goods & Services for each of Health, Education and Luxury it can afford in its Population’s quantity, more if free or cheap; otherwise Special Action +1.
Automa Instruction cardStrike token placement: up to Trade Unions + 2 tokens, never on free Public Companies; prefers Companies with Machinery, the only one in their industry, and so on.
Automa Instruction cardBuy Goods & Services criteria: free first, then (with 3+ unemployed unskilled Workers) cheapest including two-source mixes, avoiding Health that would raise its Population, then Public Services.
Automa Instruction cardAction Criteria: Assign Workers (at least 2 Workers or 1 Trade Union; Simple Mode falls back to Demonstration) and Buy Goods & Services (one of the three resources in Prosperity quantity).
Automa Instruction cardAssign Workers criteria: forming a Trade Union, most Workers employed, meeting a Union requirement, highest Wages, then Public, Capitalist, Healthcare/Education Companies.
Automa Instruction cardAssign Working Class Workers criteria (for its own Companies): production below storage, no other Company of that industry, no Trade Union created for the Working Class, and so on.
Automa Instruction cardCheck Goods & Services: as the Working Class Automa, counting what it can take from itself.
Automa Instruction cardBuilding Company criteria: a Working Class employee is available, Middle-Class-only Companies, fewest operational in the industry, Healthcare/Education, and so on.
Automa Instruction cardCheck Companies: Build Company +1 per affordable Company it can staff with 2+ Production Phases left, +2 with an employee available, +2 for a resource it lacks.
Automa Instruction cardSkilled Worker criteria: needed by its Market Companies (unless it already has 2 Companies of that industry), and so on; ignores colours already unemployed.
Automa Instruction cardBuy Goods & Services criteria: free, then cheapest (including itself), then Public Services, then the rest.
Automa Instruction cardAction Criteria: Buy Goods & Services, Build Company and Assign Workers — when each is possible.
Automa Instruction cardAssign Middle Class Workers criteria: most unemployed Workers placed, highest Wages, Public, Capitalist, Healthcare/Education Companies.
Automa Instruction cardAction Criteria: Propose Bill and Sell to the Foreign Market (at least 2 transactions).
Automa Instruction cardCheck Workers: swaps skilled Workers into place; Assign Workers +1 per Worker it could employ (at least 2); otherwise Special Action +1.
Automa Instruction cardExtra Shift criteria: storage space for the output, 2 Middle Class Workers, an uncommitted employee, then Agriculture, Healthcare/Education; never Media.
Automa Instruction cardCheck Foreign Market: Sell to the Foreign Market +1 per transaction (at least 2), +1 more with 15 or less; otherwise Special Action +1.
Automa Instruction cardCheck Policies: Desired Policies 1B 2B 3B 4B 5B 6B 7A; raises Propose Bill and the Policy card by distance.
Automa Instruction cardDesired Policies: the Policy sections every Automa assumes each other class (and the State) wants, used to guess how they will vote. See Assumed voting preferences for all seven Policies per class.
Automa Instruction cardSpending Influence when winning: spend nothing, or draw cards to decide, depending on how much Influence the other side has compared with what it needs to win.
Automa Instruction cardSpending Influence when losing, with allies who have Influence: spend all, spend what is needed, or draw cards, depending on the other side’s Influence.
Automa Instruction cardSpending Influence when losing alone: spend all, spend what is needed then draw, or draw 1 to spend all.

Additional production criteria

CardUse
Additional Production Criteria cardCapitalist Automa: selects among its operational Companies when an effect grants additional Production. Apply the preferences below in order, narrowing the choices until one remains. See Capitalist Class Automa.
  1. Prefer a Company whose output fits in the available storage room.
  2. Prefer one with a Machinery token Machinery token.
  3. Prefer Agriculture, then Luxury.
  4. Between Healthcare and Education, prefer the one whose corresponding Public Service is not being produced; next prefer the resource with the higher price; if still tied, choose randomly.

Card art: Hegemonic Project Games, Additional Production Criteria.

Assumed voting preferences

The Desired Policies card estimates which side each other class will take when an Automa considers an Immediate Vote in a 3- or 4-player game. Moving a Policy closer to a listed section means it assumes that class votes in favour; moving it farther away means it assumes opposition. Human players choose their own votes; these are assumptions, not compulsory voting instructions. The State row estimates a human State player’s vote; its Political Agenda stays separate. There is no State Automa.

ClassPolicy sections on the card
Working Class1A 2A 3A 4A 5A 6C 7B
Capitalist Class1C 2C 3C 4C 5C 6A 7C
Middle Class1B 2B 3B 4B 5B 6B 7A
State1B 2C 3A 4B 5B 6B 7C

Priority cards

Action priority cards (6 per Automa) and Policy priority cards (7 per Automa, the same faces for all three) for Advanced Mode.

PictureDescription
Priority card: Working: Buy Goods & Services (BGS)Working: Buy Goods & Services (BGS).
Priority card: Working: Demonstration (DEM)Working: Demonstration (DEM).
Priority card: Working: Special Action (SA)Working: Special Action (SA).
Priority card: Working: Assign Workers (AW)Working: Assign Workers (AW).
Priority card: Working: Propose Bill (PB)Working: Propose Bill (PB).
Priority card: Working: Strike (STR)Working: Strike (STR).
Priority card: Middle: Assign Workers (AW)Middle: Assign Workers (AW).
Priority card: Middle: Build Company (BC)Middle: Build Company (BC).
Priority card: Middle: Special Action (SA)Middle: Special Action (SA).
Priority card: Middle: Buy Goods & Services (BGS)Middle: Buy Goods & Services (BGS).
Priority card: Middle: Propose Bill (PB)Middle: Propose Bill (PB).
Priority card: Middle: Sell to the Foreign Market (SFM)Middle: Sell to the Foreign Market (SFM).
Priority card: Capitalist: Lobby (LOB)Capitalist: Lobby (LOB).
Priority card: Capitalist: Sell to the Foreign Market (SFM)Capitalist: Sell to the Foreign Market (SFM).
Priority card: Capitalist: Propose Bill (PB)Capitalist: Propose Bill (PB).
Priority card: Capitalist: Build Company (BC)Capitalist: Build Company (BC).
Priority card: Capitalist: Sell Company (SC)Capitalist: Sell Company (SC).
Priority card: Capitalist: Special Action (SA)Capitalist: Special Action (SA).
Priority card: Policy 1: Fiscal PolicyPolicy 1: Fiscal Policy.
Priority card: Policy 2: Labor MarketPolicy 2: Labor Market.
Priority card: Policy 3: TaxationPolicy 3: Taxation.
Priority card: Policy 4: Welfare State — Healthcare & BenefitsPolicy 4: Welfare State — Healthcare & Benefits.
Priority card: Policy 5: Welfare State — EducationPolicy 5: Welfare State — Education.
Priority card: Policy 6: Foreign TradePolicy 6: Foreign Trade.
Priority card: Policy 7: ImmigrationPolicy 7: Immigration.

Historical Events

50 cards; one per Period is used (Historical Events). “2 / 3” requirements depend on the player count (2 / 3–4 players). Arrows on a card move a Policy one section; who may trigger is shown by the class symbols on the card.

PictureDescription
Historical Event: French RevolutionFrench Revolution (Early Period, applied at setup). At the end of setup each class, in order, proposes a Bill. The State starts with no Personal Influence.
Historical Event: Industrial RevolutionIndustrial Revolution (Early Period, applied at setup). Working and Middle add 2 cubes each. Capitalist: before drawing, take 2 Technological Progress cards from its deck, then draw 5; get 10 .
Historical Event: Revolutions of 1848Revolutions of 1848 (Early Period, applied at setup). Working: take 2 Need for Change cards before drawing, then draw 5. Middle: add 2 cubes. State: remove 2 Media Influence.
Historical Event: Bismarck Welfare StateBismarck Welfare State (Early Period, applied at setup). Start with Policies 1C 2B 3B 4A 5A 6B 7B. Working removes 2 cubes from the bag; Capitalist gets 2 Influence; State gets a Working Class Legitimacy token.
Historical Event: American RevolutionAmerican Revolution (Early Period, applied at setup). Start with Policies 1C 2B 3B 4B 5C 6A 7B. Working gets 3 Influence; Middle gets 1 Influence; Capitalist adds 4 cubes; State gets a Capitalist Class Legitimacy token.
Historical Event: Foundation of the International Alliance of WomenFoundation of the International Alliance of Women (Period I). End of Action Phase: Working adds 4 cubes, Capitalist 1, Middle 2.
Historical Event: Introduction of the Moving Assembly LineIntroduction of the Moving Assembly Line (Period I). Needs a Company with Machinery; Capitalist, Free Action: its Luxury Companies with Machinery token produce +3 Luxury this round.
Historical Event: World War IWorld War I (Period I). When revealed: Policies 1 and 3 one step toward A, 6 toward A. The State pays half for new Public Companies this round. Working and Middle remove an unemployed Worker. Capitalist sells a Luxury Company to the State for 32 , replacing a non-operational Public Company.
Historical Event: Invention of the Model TInvention of the Model T (Period I). Needs 2 / 3 operational Luxury Companies (by player count); any class, Free Action: Working gets 1 Luxury; Middle and Capitalist Luxury Companies produce +2 Luxury this round; State gets 15 .
Historical Event: Russian RevolutionRussian Revolution (Period I). Needs 2B/2C, 4B/4C and a Trade Union; Working, Basic Action + 2 Influence: Policies to 1A 2C 3A 4A, no more Elections this round, the State pays nothing for new Public Companies. Working builds a Cooperative Farm; Capitalist gives the State one of its Companies (replacing a non-operational Public one) and 20 .
Historical Event: Rise of AuthoritarianismRise of Authoritarianism (Period I). When revealed: no Elections this round. Working, Middle and Capitalist each remove 1 Influence. The State moves 2 Policies one section each, gets 2 Personal Influence and −1 Legitimacy with every class.
Historical Event: Opening of the Panama CanalOpening of the Panama Canal (Period I). When revealed: an extra Business Deal; the State gets 20 . Working and Middle get 1 Food; Capitalist may Sell to the Foreign Market or make a Business Deal.
Historical Event: Spanish FluSpanish Flu (Period I). Needs at most 2 / 3 operational Health Companies; end of Action Phase: Working and Middle each remove a Worker (unemployed if able).
Historical Event: Russo-Japanese WarRusso-Japanese War (Period I). End of Action Phase: Working and Middle remove an unemployed Worker; the State loses 15 .
Historical Event: Rise of ProtectionismRise of Protectionism (Period II). Needs 6B/6C; Capitalist or State, Free Action: Policy 6 to 6A, all Business Deals discarded.
Historical Event: Bengal FamineBengal Famine (Period II). Needs at most 2 / 3 operational Health Companies; end of Action Phase: Working and Middle remove 2 Workers (unemployed if able); the State gets −1 Legitimacy with both.
Historical Event: New DealNew Deal (Period II). Needs 4 / 7 unemployed Workers; Working or Middle, Basic Action: Policies 1 and 2 one step toward A; they assign any number of unemployed Workers to Public and Capitalist Companies; the Capitalist gets 5 from the State per new Worker in its Companies.
Historical Event: Great DepressionGreat Depression (Period II). Needs 2 Loans among the players or a State with 100 or less; when revealed: Policies 2, 4 and 5 one step toward C. Middle and Capitalist each discard an operational Company, set selling prices to the highest and may not adjust them this round; the State loses 30 .
Historical Event: Baby BoomBaby Boom (Period II). Needs 2A/2B and 2 / 3 operational Health Companies; Working or Middle, Free Action: both get 3 unskilled Workers and 1 Prosperity.
Historical Event: Strike in US Automotive IndustryStrike in US Automotive Industry (Period II). Needs 2B/2C and 2 Trade Unions; Working, Free Action: Working gets 1 Influence and strikes, with an extra token per Trade Union; Middle adds cubes equal to the Public and Capitalist Companies employing its Workers.
Historical Event: World War IIWorld War II (Period II). When revealed: Policies 1 and 3 toward A, 6 toward A; the State pays half for new Public Companies. Working and Middle remove 2 unemployed Workers; Capitalist sells a Luxury Company to the State for 32 .
Historical Event: Foundation of GATTFoundation of GATT (Period II). Needs 4 / 6 Agricultural and/or Luxury Companies; Capitalist or State, Free Action: Policy 6 toward C, an extra Business Deal; Capitalist makes a Business Deal; the State gets +1 Legitimacy with each class that sells abroad this round.
Historical Event: India Gains IndependenceIndia Gains Independence (Period II). Working, Free Action: Working adds 4 cubes, Capitalist 1, Middle 1.
Historical Event: Post-War Economic MiraclePost-War Economic Miracle (Period III). When revealed: Working assigns any number of unemployed Workers; this round the Capitalist’s Companies with Machinery token produce 2 more.
Historical Event: Chinese Communist RevolutionChinese Communist Revolution (Period III). Needs 2B/2C, Working Prosperity 3 or less and 2 Trade Unions; Working or State, Basic Action: no more Elections this round; Working moves up to 2 Policies one step; Capitalist pays 40 to the State; the State moves another Policy one step.
Historical Event: Civil Rights MovementCivil Rights Movement (Period III). Needs Working Prosperity 3 or less; Working or Middle, Free Action: Working strikes and adds 4 cubes; Middle adds 2 cubes.
Historical Event: Embargo Against CubaEmbargo Against Cuba (Period III). Needs 2 Socialist Policies; Working or State, Free Action: all Business Deals discarded; nobody sells to or buys from the Foreign Market this round.
Historical Event: Marshall PlanMarshall Plan (Period III). Needs 2 or fewer Socialist Policies; Capitalist or State, Free Action: the State gets 30 ; Capitalist builds a non-automated Company for free.
Historical Event: Post-WWII DecolonizationPost-WWII Decolonization (Period III). Needs 4 / 5 / 7 Influence among the players (State: Personal only); any class, Free Action: Immediate Votes cost no Influence this round; Working adds 3 cubes, Capitalist 1, Middle 2.
Historical Event: Era of KeynesianismEra of Keynesianism (Period III). Needs 4 / 7 unemployed Workers; any class, Basic Action: Policies set to 1B 2B 3B 4A 5B 6B.
Historical Event: Leftist Movements in EuropeLeftist Movements in Europe (Period III). Needs 3 Policies in section B and 2 Trade Unions (3+ players: Middle Population 5+); Working or Middle, Free Action: Working adds 4 cubes; Middle gets 1 Influence; the State gets a Working Class Legitimacy token.
Historical Event: Post-War Rise of ConsumerismPost-War Rise of Consumerism (Period III). Needs 3 operational Luxury Companies; Working or Middle, Free Action: Working may buy Luxury from the Capitalist up to half its Population; Middle up to its Population.
Historical Event: Arab Nationalization of OilArab Nationalization of Oil (Period IV). Needs a Capitalist with 9 Companies (4 players: State with 3 Personal Influence); Working, Middle or State, Free Action: the Capitalist gives the State an operational Company, replacing a Public one; the State gets a Capitalist Legitimacy token.
Historical Event: Chinese Economic ReformChinese Economic Reform (Period IV). Needs 3 Socialist Policies; end of Action Phase: Policies 1 and 3 one step toward C; the State gets 30 .
Historical Event: Asian Tigers Economic MiracleAsian Tigers Economic Miracle (Period IV). Needs 6A/6B; Capitalist, Middle or State, Free Action: this round Capitalist and Middle get 10 from the State per Company built and per export action; the State gets +1 Legitimacy with each class that does so.
Historical Event: Invention of the World Wide WebInvention of the World Wide Web (Period IV). Needs 3 / 5 operational Education Companies; any class, Free Action: Media Companies produce 1 more Influence; Working upgrades a Worker and gets 1 Influence; Capitalist and Middle may Sell to the Foreign Market (2 transactions); the State gets 1 Influence per 2 operational Companies.
Historical Event: End of Mediterranean DictatorshipsEnd of Mediterranean Dictatorships (Period IV). Needs 4 / 5 Influence among the classes; Working, Capitalist or Middle, Free Action: remove 3 Influence from Public Services; those classes get 1 Influence; the State gets +1 Legitimacy with any 2 classes.
Historical Event: Fall of the Berlin WallFall of the Berlin Wall (Period IV). When revealed: Policy 7 to 7C; Working and Middle each reveal an Immigration card and add their Worker.
Historical Event: Latin American Debt CrisisLatin American Debt Crisis (Period IV). Needs a State with under 100 and a Loan; Capitalist or State, Basic Action + 1 Influence: Policies 1, 2 and 4 one step toward C.
Historical Event: Oil CrisisOil Crisis (Period IV). When revealed: imported Food costs 15 and Luxury 9 this round (before tariffs); Middle and Capitalist set their Food and Luxury prices to the highest, no adjusting.
Historical Event: Indian DroughtIndian Drought (Period IV). When revealed: Agricultural Companies produce 1 Food less this round.
Historical Event: Elections in Ex-Soviet CountriesElections in Ex-Soviet Countries (Period V). When revealed: Immediate Votes cost no Influence this round.
Historical Event: EU Emissions Trading SystemEU Emissions Trading System (Period V). Needs 1A/1B and 3A/3B; Working or State, Free Action: Capitalist and Middle pay 10 to the State per operational Luxury Company.
Historical Event: US Financial CrisisUS Financial Crisis (Period V). Needs 2 Loans among the players; when revealed: Policies 2 and 3 one step toward C. Working gets 10 from the State; Capitalist and Middle get 10 and discard an operational Company (with 4 players the State may save a Company by paying half its cost, gaining +1 Legitimacy with its owner); the State gets −1 Legitimacy with any 2 classes.
Historical Event: US-Chinese Trade WarUS-Chinese Trade War (Period V). When revealed: Policy 6 toward A; remove a random Business Deal; Capitalist and Middle set their Luxury price to the highest, no adjusting.
Historical Event: European Debt CrisisEuropean Debt Crisis (Period V). Needs 2 Loans among the players; when revealed: Policies 1 and 2 toward C, 3 toward A, 4 toward C; Capitalist and Middle discard an operational Company; the State gets −1 Legitimacy with every class.
Historical Event: Maastricht TreatyMaastricht Treaty (Period V). Any class, Free Action: one election to move both Policies 6 and 7 to 6C and 7C. If it passes (or they are already there): Working and Middle get 10 , Capitalist 25 , State 2 Personal Influence. Nobody scores points for this election.
Historical Event: Dissolution of the Soviet UnionDissolution of the Soviet Union (Period V). Needs a State with 50 or less, or 3 Socialist Policies; any class, Basic Action: Policies 1, 2 and 3 one step toward C; Working and Middle return their unemployed Workers to the supply; the Capitalist may buy a Public Company at half cost.
Historical Event: Rise of the Middle Class in AsiaRise of the Middle Class in Asia (Period V). Needs Working and Middle Prosperity 5+; Working or Middle, Free Action: each Use Healthcare, Education or Luxury that turn scores 1 more victory points.
Historical Event: First Phase of Yellow Vest ProtestsFirst Phase of Yellow Vest Protests (Period V). Needs 2B/2C and 3A/3B; Working, Capitalist or Middle, Free Action: Policy 2 toward A, Policy 3 toward C.

Tiles

PictureDescription
Storage tileStorage ×6 — doubles one Storage of the Capitalist (Buy Storage, 20) or Middle Class (cards) (Buy Storage).
Free Trade Zone tileFree Trade Zone — Capitalist only: holds 8 Food and 12 Luxury tax-free, for export only (Storages).
Health Welfare tile, 4B sideHealth Welfare tile, B side — Health at 5: the State scores 1 per sale (Selling Health and Education). In section B the State scores 1 VP per purchase; section A gives Legitimacy instead. FAQ
Health Welfare tile, 4A sideHealth Welfare tile, A side — free Health: +1 Legitimacy per 3 taken. In section A the State gains Legitimacy for each 3 Health taken; the VP-per-purchase reward is section B. FAQ
Education Welfare tile, 5B sideEducation Welfare tile, B side — Education at 5: 1 point per sale. In section B the State scores 1 VP per purchase; section A gives Legitimacy instead. FAQ
Education Welfare tile, 5A sideEducation Welfare tile, A side — free Education: +1 Legitimacy per 3. In section A the State gains Legitimacy for each 3 Education taken; the VP-per-purchase reward is section B. FAQ
Lock token[C&C] Lock ×2 — no Bills on that Policy until the next Check IMF (Crisis Response). Historical Events override a Crisis Response lock: the Policy moves and the Lock is removed. FAQ

Tokens & pieces

PictureDescription
Food tokenFood — eaten every round, 1 per Population; values 1, 3, 5 (Cover Needs). Middle Class buys first because Production resolves in reverse player order. FAQ
Luxury tokenLuxury — Use Luxury for Prosperity; values 1, 3, 5. If Prosperity is already at its maximum, the marker stays there and still scores that space. FAQ
Health tokenHealth — Use Healthcare: Prosperity, 2 points and a Worker; values 1, 3, 5. If the Middle Class has no unskilled Workers left, it may take a skilled Worker instead. FAQ
Education tokenEducation — Use Education: Prosperity and a skilled Worker; values 1, 3, 5.
Strike tokenStrike ×7 — a struck Company neither produces nor pays unless it pays L3 (Strike). Workers may leave or the Company may be sold only when its Workers are uncommitted; an empty struck Company loses its token at Production. FAQ FAQ FAQ
Demonstration tokenDemonstration — costs the others points if not answered (Demonstration). An empty slot is not a valid target if no Middle Class Worker is running that Company. FAQ
Machinery tokenMachinery ×6 — extra production on a Capitalist Company (Machinery).
Working Class Legitimacy tokenLegitimacy token, Working Class — +1 at once and every Scoring Phase (Legitimacy).
Middle Class Legitimacy tokenLegitimacy token, Middle Class.
Capitalist Class Legitimacy tokenLegitimacy token, Capitalist Class.
Vote token, Working ClassVote token, Working Class — turned to show in favour or against (Carrying out an election).
Vote token, Middle ClassVote token, Middle Class.
Vote token, Capitalist ClassVote token, Capitalist Class.
Vote token, StateVote token, State.
1 Vardis coinVardis coins — 1, 5, 10, 20, 50 and 100; money is unlimited (Component limits).
5 Vardis coin5 Vardis.
10 Vardis coin10 Vardis.
20 Vardis coin20 Vardis.
50 Vardis note50 Vardis.
100 Vardis note100 Vardis.

Voting, bag refill and Influence questions: FAQ FAQ FAQ FAQ.

Wooden components

231 wooden components with printed category counts

The publisher’s English rulebook v1.2, p. 3 pictures these 231 wooden components. Workers are gray when unskilled; green, blue, white, orange and purple identify skilled Workers. Voting cubes come in red, yellow and blue; Influence cubes are purple. See Setup for placement.

ComponentCount
Working Class Workers48
Middle Class Workers42
Voting cubes75
Influence cubes35
Scoring markers4
Bill markers12
Wealth marker1
Prosperity markers2
Policy markers7
Legitimacy markers3
Round marker1
Tax Multiplier marker1

42 transparent markers

The 42 transparent markers are separate from the 231 wooden components; use them for Wages and prices. The same rulebook page also pictures the cloth bag, used for Voting cubes.

Icons

SymbolMeaning
Working Class Middle Class Capitalist Class the StateThe four roles: Working Class, Middle Class, Capitalist Class, State.
Food Luxury Health Education InfluenceFood, Luxury, Health, Education, Influence.
Working Class Legitimacy Middle Class Legitimacy Capitalist Class LegitimacyLegitimacy with the Working, Middle and Capitalist Class.
Legitimacy point Legitimacy tokenA one-off Legitimacy point; a permanent Legitimacy token.
Working Class Population Middle Class PopulationPopulation of the Working and Middle Class.
Working Class Prosperity Middle Class ProsperityProsperity of the Working and Middle Class.
Public Company Capitalist Class Company Middle Class CompanyA Public, Capitalist or Middle Class Company.
Machinery tokenMachinery token (on a Company: automated or Machinery bonus).
victory pointsVictory point.
minimum allowable WageMinimum allowable Wage (Labor Market).
Tax MultiplierTax Multiplier.
Vardis, the game’s money.
Rules

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