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
.
Boards
Main board

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

The numbered parts are explained in Teach the Game and Working Class board.
Middle Class 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 numbered parts are explained in Teach the Game and Capitalist Class board.
State 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
| Picture | Description |
|---|---|
![]() | Specialization ×2. Requirement 7B / 7C. Put a skilled Worker of your choice from the supply in Unemployed Workers, then assign up to 3 Workers. |
![]() | Highlight Social Issues. Buy 3 |
![]() | Cooperative 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 |
![]() | Healthcare Benefits ×2. Requirement 4B / 4C. Buy |
![]() | Healthcare Movement. Propose a Bill for Welfare State: Healthcare and add 2 Voting cubes to the bag. |
![]() | Need 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 |
![]() | Labor 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 |
![]() | Migration ×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 |
![]() | Workers Movement. Propose a Bill for Labor Market and add 2 Voting cubes to the bag. |
![]() | Workplace 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 |
![]() | Proletarians of the World, Unite! ×2. Add Voting cubes to the bag equal to your Population. |
![]() | Boost Domestic Tourism ×2. Requirement 1A / 1B. Buy |
![]() | Public Opinion Polling. Propose a Bill and reveal 5 cubes from the bag. You may then call an Immediate Vote without paying |
![]() | Student Movement. Propose a Bill for Welfare State: Education and add 2 Voting cubes to the bag. |
![]() | Supplemental Income Program ×2. Requirement 2B / 2C. The State gives you 1 per employed Worker of yours; you may then buy Goods & Services. Legitimacy: +1 |
![]() | Extra 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. |
![]() | Affordable Housing. Give 20 to the Capitalist Class for 5 |
![]() | Immigration Reform. Propose a Bill for Immigration and add 2 Voting cubes to the bag. |
![]() | Signing Bonus ×2. Requirement 2B / 2C. Assign up to 4 unemployed Workers; each owner pays you 4 per Worker placed in their Company. |
![]() | General Strike ×2. Requirement 2B / 2C. Perform a Strike, with 1 extra Strike token per Trade Union you have. |
![]() | Fake News. Draw 6 Voting cubes; remove up to 4 of them from the game, return the rest. |
![]() | State Scholarship ×2. Requirement 5B / 5C. Buy |
![]() | Radical Reforms. Propose a Bill on any section of a Policy, even two steps away; no Immediate Vote on it. |
![]() | Unemployment Benefits ×2. Requirement 4A / 4B. The State gives you 5 per unemployed Worker; you may then buy Goods & Services from the State. Legitimacy: +1 |
![]() | Interest 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).
| Picture | Description |
|---|---|
![]() | Healthcare Benefits. Requirement 4B / 4C. Buy |
![]() | Import Subsidy ×2. Requirement 6A / 6B. Buy |
![]() | Small Business Grant ×2. Requirement 1A / 1B. Build a Company; the State pays its cost. Legitimacy: +1 |
![]() | Land of Opportunity ×2. Requirement 7B / 7C. Build a Company, using a skilled Middle Class Worker of your choice from the supply. |
![]() | Investment Opportunities ×2. Build a Company for 8 less, or search your Company deck for any Company and build it for 8 more. |
![]() | Foreign 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. |
![]() | Employment 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 |
![]() | Public Opinion Polling ×2. Propose a Bill and reveal 5 cubes; you may call an Immediate Vote without paying |
![]() | Migration ×3. With at least 4 unemployed Workers, remove up to 2: 5 per unskilled, 10 per skilled one. |
![]() | Fake News. Draw 6 Voting cubes; remove up to 4, return the rest. |
![]() | Specialization ×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. |
![]() | State Scholarship. Requirement 5B / 5C. Buy |
![]() | Highlight Social Issues. Buy 3 |
![]() | Health Crisis. Sell up to 6 |
![]() | Unemployment 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 |
![]() | Higher Education Program. Sell up to 6 |
![]() | Voice of Middle Class Workers. Add Voting cubes equal to 2 plus the number of Public and Capitalist Companies where your Workers work. |
![]() | New Theme Park. Pay 6 per Population to gain 1 Prosperity. |
![]() | Interest Groups. Reveal cubes until 3 belong to other classes; replace them with yours and return all to the bag. |
![]() | Export Subsidy ×2. Requirement 1A / 1B. Sell to the Foreign Market; the State gives you 5 per transaction. Legitimacy: +1 |
![]() | Labor Market Deregulation. Requirement 2B / 2C. Assign any number of unemployed Workers; with 2C also move any number already working. |
![]() | Personal 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. |
![]() | Immigration Reform. Propose a Bill for Immigration and add 2 Voting cubes to the bag. |
![]() | Growing Business ×2. Take a free Storage for one resource; then you may Build a Company, 4 cheaper if it makes that resource. |
![]() | Public 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. |
![]() | Supplemental 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 |
Capitalist Class Action cards
40 cards, 28 faces (Capitalist Class actions).
| Picture | Description |
|---|---|
![]() | Health Crisis. Sell up to 9 |
![]() | Higher Education Program. Sell up to 9 |
![]() | Push 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 |
![]() | Foreign Recruitment ×2. Requirement 7B / 7C. Pay 10 and fill one of your non-operational Companies with matching Workers from the supply. |
![]() | Competitive 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. |
![]() | Global Branding. Sell to the Foreign Market, and also sell up to 6 |
![]() | Interest Groups. Reveal cubes until 3 belong to other classes; replace them with yours and return all to the bag. |
![]() | Offshore Companies ×2. Move half your Revenue (rounded down) to Capital — untaxed. |
![]() | Foreign Market Insight ×2. Reveal the next 2 Export cards, you may swap one in for the current card; then Sell to the Foreign Market. |
![]() | Unemployment Initiative Program ×2. Requirement 4A / 4B. Fill one of your non-operational Companies with unemployed Workers; the State gives you 5 each. Legitimacy: +1 |
![]() | Foreign Partner ×2. Requirement 6B / 6C. Make a Business Deal, then you may sell |
![]() | Business Expansion ×2. Build 2 Companies and add as many new Companies to your Market. |
![]() | Investment Opportunities ×2. Build a Company for 10 less, or search your deck for any Company and build it for 10 more. |
![]() | Fake News. Draw 6 Voting cubes; remove up to 4, return the rest. |
![]() | Global Food Crisis. Sell to the Foreign Market, and also sell up to 4 |
![]() | Industrialization. Requirement 1A / 1B. Build a Luxury or Agricultural Company for half its cost; the State pays the other half. Legitimacy: +1 |
![]() | Bid Rigging. Sell up to 6 |
![]() | Buy Private Island. Pay 50 from Capital to the State for 7 |
![]() | Exit Strategy ×2. Sell one of your Companies without a Machinery symbol |
![]() | Business Grants. Requirement 1A / 1B. The State gives you 5 per Company you own. Legitimacy: +1 |
![]() | Tap into New Markets. Propose a Bill for Foreign Trade and add 2 Voting cubes. |
![]() | Radical Reforms. Propose a Bill on any section of a Policy; no Immediate Vote on it. |
![]() | Extra 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 |
![]() | Taxed Enough Already!. Propose a Bill for Taxation and add 2 Voting cubes. |
![]() | Endorse Political Campaign. Pay 15 and add 6 Voting cubes to the bag. |
![]() | Technological Progress ×3. Pay 20 for 1 Machinery token |
![]() | Trade Protectionism Lobby. Requirement 6A / 6B. Add 2 Voting cubes per Agricultural Company you own (with 6A, count Luxury Companies too). |
![]() | Public Opinion Polling. Propose a Bill and reveal 5 cubes; you may call an Immediate Vote without paying |
State Action cards
40 cards, 28 faces (State actions).
| Picture | Description |
|---|---|
![]() | Employment Support Scheme. Give 15 to the Working Class and the Middle Class. Legitimacy: +1 |
![]() | Shift 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 |
![]() | Denial of Free Speech. Take up to 2 Media |
![]() | Step for Representation ×2. Provide 1 Personal |
![]() | Immediate 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 |
![]() | Geopolitical Support ×2. Get money by Foreign Trade: 6A 15, 6B 30, 6C 45 . |
![]() | Foreign Students. Requirement 1A / 1B. Sell up to 8 |
![]() | Healthcare Program. Requirement 4A / 4B. Provide |
![]() | Medical Tourism. Requirement 1A / 1B. Sell up to 8 |
![]() | Unemployment Initiative Program. Requirement 4A / 4B. Fill one of your non-operational Public Companies with unemployed Workers. |
![]() | A 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 |
![]() | Emergency 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 |
![]() | Foreign Investment Program ×2. Spend 2 Personal |
![]() | Literacy Program. Requirement 5A / 5B. Provide |
![]() | Growth in Tourism. The State, the Middle Class and the Capitalist Class get 15 each. Legitimacy: +1 |
![]() | Supplemental 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. |
![]() | Allowances and Subsidies ×2. Provide 20 to a class; gain a Legitimacy token for it. Legitimacy: token, any class. |
![]() | Agenda-Setting ×2. Get 1 Personal |
![]() | Pressing Matters ×2. Propose a Bill; you may call an Immediate Vote without paying |
![]() | Radical Reforms. Propose a Bill on any section of a Policy; no Immediate Vote on it. |
![]() | Public Sector Overtime ×2. Choose one of your Companies: pay its Wage and produce now. |
![]() | Construction Boom. The State, the Working Class and the Capitalist Class get 15 each. Legitimacy: +1 |
![]() | Business Grants. Requirement 1A / 1B. Provide 5 to the Capitalist Class per Company it owns. Legitimacy: +1 |
![]() | Higher VAT ×2. Every other player pays 15 to the State; then −1 Legitimacy in 2 classes. Legitimacy: −1 to 2 classes. |
![]() | Nationalization. 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 |
![]() | Quantitative Easing. Get 25 , or 35 if you have a Loan. |
![]() | Privatization. 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 |
![]() | Foreign 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
| Picture | Description |
|---|---|
![]() | Supermarket (starting) — Agriculture, cost 16 . Workers: skilled Agriculture + 1 any. Produces 4 |
![]() | Shopping Mall (starting) — Luxury, cost 16 . Workers: skilled Luxury + 1 any. Produces 6 |
![]() | College (starting) — Education, cost 16 . Workers: skilled Education + 1 any. Produces 6 |
![]() | Clinic (starting) — Healthcare, cost 16 . Workers: skilled Health + 1 any. Produces 6 |
![]() | Supermarket — Agriculture, cost 16 . Workers: skilled Agriculture + 1 any. Produces 4 |
![]() | Fish Farm — Agriculture, cost 20 . Workers: skilled Agriculture + 2 any. Produces 6 |
![]() | Vegetable Farm — Agriculture, cost 15 . Workers: 3 any. Produces 5 |
![]() | Fast Food Chain — Agriculture, cost 8 . Workers: 2 any. Produces 3 |
![]() | Automated Grain Farm — Agriculture, cost 25 . Automated: no Workers, no Wages, always produces 2 |
![]() | Automated Dairy Farm — Agriculture, cost 45 . Automated: no Workers, no Wages, always produces 3 |
![]() | Shopping Mall — Luxury, cost 16 . Workers: skilled Luxury + 1 any. Produces 6 |
![]() | Stadium — Luxury, cost 20 . Workers: skilled Luxury + 2 any. Produces 8 |
![]() | Hotel — Luxury, cost 15 . Workers: 3 any. Produces 7 |
![]() | Fashion Company — Luxury, cost 8 . Workers: 2 any. Produces 4 |
![]() | Electronics Manufacturer — Luxury, cost 25 . Automated: no Workers, no Wages, always produces 3 |
![]() | Car Manufacturer — Luxury, cost 45 . Automated: no Workers, no Wages, always produces 5 |
![]() | Clinic — Healthcare, cost 16 . Workers: skilled Health + 1 any. Produces 6 |
![]() | Pharmaceutical Company — Healthcare, cost 20 . Workers: skilled Health + 2 any. Produces 8 |
![]() | Medical Village — Healthcare, cost 24 . Workers: skilled Health + 2 any. Produces 9 |
![]() | Hospital — Healthcare, cost 20 . Workers: skilled Health + 1 any. Produces 7 |
![]() | College — Education, cost 16 . Workers: skilled Education + 1 any. Produces 6 |
![]() | Institute of Technology — Education, cost 20 . Workers: skilled Education + 2 any. Produces 8 |
![]() | University — Education, cost 24 . Workers: skilled Education + 2 any. Produces 9 |
![]() | Academy — Education, cost 20 . Workers: skilled Education + 1 any. Produces 7 |
![]() | TV Station — Media, cost 24 . Workers: skilled Media + 2 any. Produces 4 |
![]() | Publishing House — Media, cost 12 . Workers: 3 any. Produces 3 |
![]() | Lobbying Firm — Media, cost 16 . Workers: skilled Media + 1 any. Produces 3 |
![]() | Radio Station — Media, cost 8 . Workers: 2 any. Produces 2 |
Middle Class Companies
17 cards (Middle Class Companies). The coloured Worker is the Middle Class Worker the Company needs.
| Picture | Description |
|---|---|
![]() | Convenience Store (starting) — Agriculture, cost 14 . Run by 1 skilled Agriculture Middle Class Worker; produces 2 |
![]() | Doctor’s Office (starting) — Healthcare, cost 12 . Run by 1 skilled Healthcare Middle Class Worker; produces 2 |
![]() | Convenience Store — Agriculture, cost 14 . Run by 1 skilled Agriculture Middle Class Worker; produces 2 |
![]() | Organic Farm — Agriculture, cost 20 . Run by 1 skilled Agriculture Middle Class Worker; produces 2 |
![]() | Fast Food Restaurant — Agriculture, cost 20 . Run by 2 Middle Class Workers (one skilled Agriculture). Produces 3 |
![]() | Game Store — Luxury, cost 12 . Run by 1 skilled Luxury Middle Class Worker; produces 2 |
![]() | Electronics Store — Luxury, cost 20 . Run by 1 skilled Luxury Middle Class Worker; produces 2 |
![]() | Jewelry Store — Luxury, cost 16 . Run by 2 Middle Class Workers (one skilled Luxury). Produces 4 |
![]() | Doctor’s Office — Healthcare, cost 12 . Run by 1 skilled Healthcare Middle Class Worker; produces 2 |
![]() | Medical Laboratory — Healthcare, cost 20 . Run by 1 skilled Healthcare Middle Class Worker; produces 2 |
![]() | Pharmacy — Healthcare, cost 16 . Run by 2 Middle Class Workers (one skilled Healthcare). Produces 4 |
![]() | Tutoring Company — Education, cost 12 . Run by 1 skilled Education Middle Class Worker; produces 2 |
![]() | Private School — Education, cost 20 . Run by 1 skilled Education Middle Class Worker; produces 2 |
![]() | Training Center — Education, cost 16 . Run by 2 Middle Class Workers (one skilled Education). Produces 4 |
![]() | Local Newspaper — Media, cost 14 . Run by 1 skilled Media Middle Class Worker; produces 2 |
![]() | Regional Radio Station — Media, cost 20 . Run by 1 skilled Media Middle Class Worker; produces 2 |
![]() | PR Agency — Media, cost 20 . Run by 2 Middle Class Workers (one skilled Media). Produces 3 |
Public Companies
12 cards: 3 for 2-player starts, 3 for 3–4-player starts, 2 of each other type (Fiscal Policy).
| Picture | Description |
|---|---|
![]() | Public Hospital (2-player start) — Healthcare, cost 20 . Workers: skilled Health + 1 any. Produces 4 |
![]() | Public University (2-player start) — Education, cost 20 . Workers: skilled Education + 1 any. Produces 4 |
![]() | Regional TV Station (2-player start) — Media, cost 20 . Workers: skilled Media + 1 any. Produces 3 |
![]() | University Hospital (3–4-player start) — Healthcare, cost 30 . Workers: skilled Health + 2 any. Produces 6 |
![]() | Technical University (3–4-player start) — Education, cost 30 . Workers: skilled Education + 2 any. Produces 6 |
![]() | National Public Broadcasting (3–4-player start) — Media, cost 30 . Workers: skilled Media + 2 any. Produces 4 |
![]() | Public Hospital — Healthcare, cost 20 . Workers: skilled Health + 1 any. Produces 4 |
![]() | Public University — Education, cost 20 . Workers: skilled Education + 1 any. Produces 4 |
![]() | Regional TV Station — Media, cost 20 . Workers: skilled Media + 1 any. Produces 3 |
Cooperative Farm
| Picture | Description |
|---|---|
![]() | Cooperative Farm ×2 — built only by Working Class cards. 3 unskilled slots, produces 2 |
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?.
| Picture | Description |
|---|---|
![]() | Export 1. |
![]() | Export 2. |
![]() | Export 3. |
![]() | Export 4. |
![]() | Export 5. |
![]() | Export 6. |
![]() | Export 7. |
![]() | Export 8. |
![]() | Export 9. |
![]() | Export 10. |
![]() | Export 11. |
![]() | Export 12. |
![]() | Export 13. |
![]() | Export 14. |
![]() | Export 15. |
![]() | Export 16. |
Business Deal cards
20 cards, 10 faces ×2 (Make Business Deal). Tariffs go to the State unless everything goes into the Free Trade Zone.
| Picture | Description |
|---|---|
![]() | Business Deal 1 ×2 — 7 |
![]() | Business Deal 2 ×2 — 12 |
![]() | Business Deal 3 ×2 — 10 |
![]() | Business Deal 4 ×2 — 5 |
![]() | Business Deal 5 ×2 — 8 |
![]() | Business Deal 6 ×2 — 6 |
![]() | Business Deal 7 ×2 — 8 |
![]() | Business Deal 8 ×2 — 8 |
![]() | Business Deal 9 ×2 — 4 |
![]() | Business Deal 10 ×2 — 7 |
Immigration cards
25 cards, 10 faces (Immigration). Left: the Working Class immigrant; right: the Middle Class one. Each class reads only its own figure.
| Picture | Description |
|---|---|
![]() | Working Class skilled Health (white) Worker; Middle Class unskilled. ×2 |
![]() | Working Class skilled Education (orange) Worker; Middle Class unskilled. ×2 |
![]() | Working Class skilled Luxury (blue) Worker; Middle Class unskilled. ×2 |
![]() | Working Class skilled Agriculture (green) Worker; Middle Class unskilled. ×2 |
![]() | Working Class skilled Media (purple) Worker; Middle Class unskilled. ×2 |
![]() | Working Class unskilled; Middle Class skilled Education (orange) Worker. ×3 |
![]() | Working Class unskilled; Middle Class skilled Luxury (blue) Worker. ×3 |
![]() | Working Class unskilled; Middle Class skilled Health (white) Worker. ×3 |
![]() | Working Class unskilled; Middle Class skilled Media (purple) Worker. ×3 |
![]() | Working Class unskilled; Middle Class skilled Agriculture (green) Worker. ×3 |
Political Agenda cards
10 cards, used by the State (4 players) (Scoring Phase): 1
per matching Policy.
| Picture | Description |
|---|---|
![]() | Political Agenda 1: 1B 2A 3C 4A 5C. |
![]() | Political Agenda 2: 1C 2B 3A 4B 5C. |
![]() | Political Agenda 3: 1A 2C 3B 4C 5A. |
![]() | Political Agenda 4: 1C 2B 3B 4B 5A. |
![]() | Political Agenda 5: 1B 2C 3A 4B 5A. |
![]() | Political Agenda 6: 1C 2A 3A 4C 5B. |
![]() | Political Agenda 7: 1B 2A 3C 4C 5A. |
![]() | Political Agenda 8: 1A 2B 3C 4B 5C. |
![]() | Political Agenda 9: 1C 2B 3B 4A 5B. |
![]() | Political 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
| Picture | Description |
|---|---|
![]() | Political Scandal. Task: Spend 25 and provide up to 3 Media |
![]() | Neighbors at War. Task: Spend up to 6 |
![]() | Pandemic. Task: Buy |
![]() | Strike at the Port. Task: Provide 2 Media |
![]() | Low Education Index. Task: Provide |
![]() | Need for Sustainability Initiative. Task: Choose 2 classes and provide 25 to each. No action: any two classes −1. Reward: A Legitimacy token |
![]() | Fear of Deflation. Task: Spend 15, 30 or 45 . No action: any two classes −1. Reward: 2 |
![]() | Declining Birth Rate. Task: Provide |
![]() | Need for Stimulus Package. Task: Provide 10 or 15 to each class. No action: any two classes −1. Reward: 10 each: 3 |
![]() | Demand 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 |
![]() | Companies Demand Better Internet. Task: Provide |
![]() | Drought. Task: Provide |
![]() | Local Industries in Turmoil. Task: Provide 5 to a class per operational Company it owns. No action: Middle −1, Capitalist −1. Reward: Middle: a token |
![]() | Technological Illiteracy. Task: Provide |
![]() | Demand for Higher Welfare Standards. Task: Provide |
![]() | Developing Countries in Need. Task: Spend up to 6 |
![]() | Infant 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 |
![]() | Outdated Public Sector Infrastructure. Task: Buy |
![]() | Earthquake. Task: Provide |
![]() | Demand for Pension Reform. Task: Provide money to a class equal to 5 × its Population. No action: Working −1, Middle −1. Reward: Working: 2 |
![]() | Political 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. |
![]() | Civil 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 |
![]() | Unfair Representation. Task: Provide 1 Personal |
![]() | Low University Ratings. Task: Buy |
![]() | Global Supply Chain Crisis. Task: Provide |
Loans
| Picture | Description |
|---|---|
![]() | Loan ×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.
| Picture | Description |
|---|---|
![]() | Working Class aid, front — Basic and Free Actions and the round steps of the class. |
![]() | Working Class aid, back — scoring and taxes. |
![]() | Middle Class aid, front — Basic and Free Actions and the round steps of the class. |
![]() | Middle Class aid, back — scoring and taxes. |
![]() | Capitalist Class aid, front — Basic and Free Actions and the round steps of the class. |
![]() | Capitalist Class aid, back — scoring and taxes. |
![]() | State aid, front — Basic and Free Actions and the round steps of the class. |
![]() | State aid, back — scoring and taxes. |
![]() | General aid, front — the round overview and every step in order. |
![]() | General 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.
| Picture | Description |
|---|---|
![]() | Rising COVID-19 Cases (Working Class). Take free |
![]() | 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 |
![]() | COVID-19 Vaccine R&D Funding (Capitalist Class). The State gives you 15 per operational Healthcare Company you own. |
![]() | COVID-19 Vaccination Program (State). Buy |
![]() | Momentum for Change (Working). 1 |
![]() | Momentum for Change (Middle). 1 |
![]() | Momentum for Change (Capitalist). 1 |
![]() | Momentum for Change (State). 1 |
![]() | 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 |
![]() | 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 |
![]() | 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 |
![]() | 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 |
![]() | 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). 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). 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). 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). Take 2 |
![]() | Reveal Political Scandal (Middle). Take 2 |
![]() | Reveal Political Scandal (Capitalist). Take 2 |
![]() | Reveal Political Scandal (State). Take 2 |
Crisis Response cards
10 cards (Crisis Response).
| Picture | Description |
|---|---|
![]() | Washington Consensus. Bills discarded: all. Policies: 1C 2C 3C 4C 5C 6C 7B. Working Class: get |
![]() | Failed 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. |
![]() | Moderate 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. |
![]() | Japanese Model. Bills discarded: all. Policies: 1C 2B 3B 4B 5B 6C 7A. The State gets 40 . Legitimacy: −1 with each class. |
![]() | Basic 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). |
![]() | US 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 |
![]() | IMF 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. |
![]() | New 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. |
![]() | EU 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. |
![]() | Failed 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 |
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
.
| Picture | Description |
|---|---|
![]() | Low Global Innovation Index Ranking. Task: Spend 4 |
![]() | Demand 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 |
![]() | Demand for Subsidies by Dairy Farmers. Task: Spend 30 , then choose a class. No action: Working −1, Capitalist −1. Reward: Working +2 / Capitalist token |
![]() | Demand 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 |
![]() | High Illiteracy Rate. Task: Spend 4 |
![]() | Low Vaccination Rates. Task: Spend 4 |
![]() | Political Pressure. Task: Spend 1 |
![]() | Demand for Energy Subsidy. Task: Spend 1 Media |
![]() | Smear Campaign. Task: Spend 1 Personal |
![]() | Demand for Economic Stimulus. Task: Spend 30 , then choose a class. No action: Middle −1, Capitalist −1. Reward: Middle +2 / Capitalist 3 |
![]() | Public 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 |
![]() | Hurricane. Task: Buy up to 5 |
![]() | Rising Traffic Accidents. Task: Spend 2 |
![]() | Tax Returns. Task: Choose a class. No action: any two −1. Reward: Working, Middle or Capitalist: token |
![]() | Fear of Recession. Task: Spend 1 Personal |
![]() | Student Protest. Task: Spend 1 Personal |
![]() | Rising 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 |
![]() | Low Political Engagement. Task: Choose a class with at least 1 Bill marker left; spend 1 |
![]() | Demand 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. |
![]() | Rising Economic Inequality. Task: Spend 30 , then choose a class. No action: Working −1, Middle −1. Reward: Working +2 / Middle token |
![]() | Healthcare Scandal. Task: Spend 1 Personal |
![]() | Public Sector Union Negotiations. Task: Choose a class with Workers in a Public Company. No action: Working −1, Middle −1. Reward: Working token |
![]() | Demand 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 |
![]() | Gerrymandering. Task: Spend 2 Personal |
![]() | Demand for State Intervention. Task: Spend 20 , then choose a class. No action: Working −1, Capitalist −1. Reward: Working 2 |
Hidden Agenda cards
20 cards, 5 per class (Hidden Agendas).
| Picture | Description |
|---|---|
![]() | Leviathan (State). Perform the task of at least 10 Events. Anytime: 8 |
![]() | Expert Budgeter (State). Finish without ever taking a Loan (discard it if you take one). Game End: 4 |
![]() | According to Plan (State). At least 4 Policies match your current Political Agenda. Scoring Phase: 5 |
![]() | Strong Welfare State (State). At least 150 , with Policies 4 and 5 in section A. Anytime: 10 |
![]() | State-Led Economy (State). Policy 1 in section A and at least 6 operational Public Companies. Anytime: 8 |
![]() | Entrepreneur (Middle Class). At least 8 |
![]() | Successful Startup (Middle Class). At least 5 fully operational Companies by the end of round 3. Anytime, before round 4: 8 |
![]() | Growing Middle Class (Middle Class). 8 fully operational Companies and Workers in at least 5 Public and/or Capitalist Companies. Anytime: 10 |
![]() | Golden Compromise (Middle Class). Policies 1–5 all in section B. Anytime: 4 |
![]() | We Work, We Thrive (Middle Class). No unemployed Workers. Game End: 5 |
![]() | Rally the Masses (Working Class). At least 6 |
![]() | Workers, Unite! (Working Class). At least 4 Trade Unions. Anytime: 8 |
![]() | Working Class Push (Working Class). Pass 3 Bills you proposed in the same Elections Phase. Elections Phase: 10 |
![]() | Small Labor Force (Working Class). A Population of 7 or less. Game End: 5 |
![]() | The Surplus Value is Ours! (Working Class). At least 240 in Wages in one Production Phase. Production Phase: 8 |
![]() | Corporate Empire (Capitalist Class). 12 Companies, at least 11 of them operational. Anytime: 10 |
![]() | Toward a Neoliberal State (Capitalist Class). At least 3 Policies 1–5 in section C. Anytime, after round 1: 4 |
![]() | Export Tycoon (Capitalist Class). At least 240 from one Sell to the Foreign Market action. Action Phase: 8 |
![]() | Diversified Portfolio (Capitalist Class). At least 2 Companies in every industry. Game End: 8 |
![]() | Venture Capitalist (Capitalist Class). At least 320 in your Capital. Game End: 5 |
Bond cards
| Picture | Description |
|---|---|
![]() | Bond, 30 side ×3 — the class lent 30 to the State and gets 40 back (Bond cards). |
![]() | Bond, 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
| Picture | Description |
|---|---|
![]() | Working 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 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 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 AI card. Bills: Foreign Trade or Immigration. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Buy 3 |
![]() | Working 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 |
![]() | Working Class AI card. Bills: Education or Fiscal Policy. Bonus: |
![]() | Working Class AI card. Bills: Foreign Trade or Fiscal Policy. Bonus: 1A / 1B: the State pays half (rounded down) of the |
![]() | Working Class AI card. Bills: Labor Market or Foreign Trade. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending |
![]() | Working 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 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 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 AI card. Bills: Labor Market or Taxation. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending |
![]() | Working 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 AI card. Bills: Fiscal Policy or Labor Market. Bonus: |
![]() | Working 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 |
![]() | Working 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 |
![]() | Working 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 AI card. Bills: Healthcare or Taxation. Bonus: |
![]() | Working Class AI card. Bills: Healthcare or Fiscal Policy. Bonus: 1A / 1B: the State pays half (rounded down) of the |
![]() | Working 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 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 |
![]() | Working 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 |
![]() | Working 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 |
![]() | Working 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 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 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 AI card. Bills: Education or Taxation. Bonus: If you Propose a Bill this turn, add 2 Voting cubes first. Special Action: Buy 3 |
![]() | Working 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 AI card. Bills: Labor Market or Education. Bonus: |
![]() | Working 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
| Picture | Description |
|---|---|
![]() | Middle 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 AI card. No Policies. Bonus: |
![]() | Middle Class AI card. Bills: Fiscal Policy or Foreign Trade. Bonus: |
![]() | Middle 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 |
![]() | Middle 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 |
![]() | Middle 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 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 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 |
![]() | Middle 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 AI card. Bills: Labor Market or Foreign Trade. Bonus: 6A / 6B: if you Buy Goods & Services, pay no tariffs on |
![]() | Middle 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 AI card. Bills: Taxation or Immigration. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending |
![]() | Middle 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 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 |
![]() | Middle 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 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 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 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 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 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 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 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 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 |
![]() | Middle 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 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 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 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 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 AI card. Bills: Taxation or Foreign Trade. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending |
![]() | Middle 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
| Picture | Description |
|---|---|
![]() | Capitalist Class AI card. Bills: Fiscal Policy or Foreign Trade. Bonus: If you have Companies that could take |
![]() | Capitalist 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 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 AI card. Bills: Immigration or Taxation. Bonus: If you Sell to the Foreign Market, first sell up to 4 |
![]() | Capitalist 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 |
![]() | Capitalist Class AI card. Bills: Education or Taxation. Bonus: If you Sell to the Foreign Market, first sell up to 6 |
![]() | Capitalist 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 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 AI card. Bills: Taxation or Labor Market. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending |
![]() | Capitalist Class AI card. Bills: Foreign Trade or Fiscal Policy. Bonus: If you Sell to the Foreign Market, first sell up to 4 |
![]() | Capitalist 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 AI card. Bills: Healthcare or Labor Market. Bonus: If you Sell to the Foreign Market, first sell up to 6 |
![]() | Capitalist Class AI card. Bills: Labor Market or Taxation. Bonus: If you Propose a Bill this turn, call the Immediate Vote without spending |
![]() | Capitalist 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 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 AI card. Bills: Immigration or Fiscal Policy. Bonus: With at least 3 |
![]() | Capitalist 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 |
![]() | Capitalist 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 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 |
![]() | Capitalist Class AI card. Bills: Education or Labor Market. Bonus: If you have Companies that could take |
![]() | Capitalist 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 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 |
![]() | Capitalist 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 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 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 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 |
![]() | Capitalist 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 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 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 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
| Picture | Description |
|---|---|
![]() | Check 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. |
![]() | Sell Company criteria: highest cost, then one whose sale would break a Trade Union, then fewest matching unemployed Workers; never an operational Company. |
![]() | Check 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). |
![]() | Check Foreign Market: Sell to the Foreign Market +1 per transaction if it can make at least 2; otherwise Special Action +1. |
![]() | Action 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. |
![]() | Assign 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. |
![]() | Response 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. |
![]() | Building 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. |
![]() | Place Machinery criteria: no other Machinery in that industry, then Agriculture, Luxury, Healthcare/Education, highest production, at random. |
![]() | Action 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). |
![]() | Check 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. |
![]() | Check 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. |
![]() | Skilled 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. |
![]() | Check Policies: Desired Policies 1A 2A 3A 4A 5A 6C 7B; raises Propose Bill and the Policy card by distance. |
![]() | Check 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. |
![]() | Action Criteria: when Propose Bill and Strike (Labor Market 2C, or 2B with 2 Trade Unions) are possible. |
![]() | Check 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. |
![]() | Strike 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. |
![]() | Buy 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. |
![]() | Action 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). |
![]() | Assign Workers criteria: forming a Trade Union, most Workers employed, meeting a Union requirement, highest Wages, then Public, Capitalist, Healthcare/Education Companies. |
![]() | Assign 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. |
![]() | Check Goods & Services: as the Working Class Automa, counting what it can take from itself. |
![]() | Building Company criteria: a Working Class employee is available, Middle-Class-only Companies, fewest operational in the industry, Healthcare/Education, and so on. |
![]() | Check 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. |
![]() | Skilled Worker criteria: needed by its Market Companies (unless it already has 2 Companies of that industry), and so on; ignores colours already unemployed. |
![]() | Buy Goods & Services criteria: free, then cheapest (including itself), then Public Services, then the rest. |
![]() | Action Criteria: Buy Goods & Services, Build Company and Assign Workers — when each is possible. |
![]() | Assign Middle Class Workers criteria: most unemployed Workers placed, highest Wages, Public, Capitalist, Healthcare/Education Companies. |
![]() | Action Criteria: Propose Bill and Sell to the Foreign Market (at least 2 transactions). |
![]() | Check Workers: swaps skilled Workers into place; Assign Workers +1 per Worker it could employ (at least 2); otherwise Special Action +1. |
![]() | Extra Shift criteria: storage space for the output, 2 Middle Class Workers, an uncommitted employee, then Agriculture, Healthcare/Education; never Media. |
![]() | Check Foreign Market: Sell to the Foreign Market +1 per transaction (at least 2), +1 more with 15 or less; otherwise Special Action +1. |
![]() | Check Policies: Desired Policies 1B 2B 3B 4B 5B 6B 7A; raises Propose Bill and the Policy card by distance. |
![]() | Desired 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. |
![]() | Spending 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. |
![]() | Spending Influence when losing, with allies who have Influence: spend all, spend what is needed, or draw cards, depending on the other side’s Influence. |
![]() | Spending Influence when losing alone: spend all, spend what is needed then draw, or draw 1 to spend all. |
Additional production criteria
| Card | Use |
|---|---|
![]() | Capitalist 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. |
- Prefer a Company whose output fits in the available storage room.
- Prefer one with a
Machinery token. - Prefer Agriculture, then Luxury.
- 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.
| Class | Policy sections on the card |
|---|---|
| Working Class | 1A 2A 3A 4A 5A 6C 7B |
| Capitalist Class | 1C 2C 3C 4C 5C 6A 7C |
| Middle Class | 1B 2B 3B 4B 5B 6B 7A |
| State | 1B 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.
| Picture | Description |
|---|---|
![]() | Working: Buy Goods & Services (BGS). |
![]() | Working: Demonstration (DEM). |
![]() | Working: Special Action (SA). |
![]() | Working: Assign Workers (AW). |
![]() | Working: Propose Bill (PB). |
![]() | Working: Strike (STR). |
![]() | Middle: Assign Workers (AW). |
![]() | Middle: Build Company (BC). |
![]() | Middle: Special Action (SA). |
![]() | Middle: Buy Goods & Services (BGS). |
![]() | Middle: Propose Bill (PB). |
![]() | Middle: Sell to the Foreign Market (SFM). |
![]() | Capitalist: Lobby (LOB). |
![]() | Capitalist: Sell to the Foreign Market (SFM). |
![]() | Capitalist: Propose Bill (PB). |
![]() | Capitalist: Build Company (BC). |
![]() | Capitalist: Sell Company (SC). |
![]() | Capitalist: Special Action (SA). |
![]() | Policy 1: Fiscal Policy. |
![]() | Policy 2: Labor Market. |
![]() | Policy 3: Taxation. |
![]() | Policy 4: Welfare State — Healthcare & Benefits. |
![]() | Policy 5: Welfare State — Education. |
![]() | Policy 6: Foreign Trade. |
![]() | Policy 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.
| Picture | Description |
|---|---|
![]() | French 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. |
![]() | Industrial 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 . |
![]() | Revolutions 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. |
![]() | Bismarck 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 |
![]() | American Revolution (Early Period, applied at setup). Start with Policies 1C 2B 3B 4B 5C 6A 7B. Working gets 3 |
![]() | Foundation of the International Alliance of Women (Period I). End of Action Phase: Working adds 4 cubes, Capitalist 1, Middle 2. |
![]() | Introduction of the Moving Assembly Line (Period I). Needs a Company with Machinery; Capitalist, Free Action: its Luxury Companies with |
![]() | World 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. |
![]() | Invention of the Model T (Period I). Needs 2 / 3 operational Luxury Companies (by player count); any class, Free Action: Working gets 1 |
![]() | Russian Revolution (Period I). Needs 2B/2C, 4B/4C and a Trade Union; Working, Basic Action + 2 |
![]() | Rise of Authoritarianism (Period I). When revealed: no Elections this round. Working, Middle and Capitalist each remove 1 |
![]() | Opening of the Panama Canal (Period I). When revealed: an extra Business Deal; the State gets 20 . Working and Middle get 1 |
![]() | Spanish 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). |
![]() | Russo-Japanese War (Period I). End of Action Phase: Working and Middle remove an unemployed Worker; the State loses 15 . |
![]() | Rise of Protectionism (Period II). Needs 6B/6C; Capitalist or State, Free Action: Policy 6 to 6A, all Business Deals discarded. |
![]() | Bengal 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. |
![]() | New 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. |
![]() | Great 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 . |
![]() | Baby 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. |
![]() | Strike in US Automotive Industry (Period II). Needs 2B/2C and 2 Trade Unions; Working, Free Action: Working gets 1 |
![]() | World 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 . |
![]() | Foundation 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. |
![]() | India Gains Independence (Period II). Working, Free Action: Working adds 4 cubes, Capitalist 1, Middle 1. |
![]() | Post-War Economic Miracle (Period III). When revealed: Working assigns any number of unemployed Workers; this round the Capitalist’s Companies with |
![]() | Chinese 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. |
![]() | Civil 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. |
![]() | Embargo 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. |
![]() | Marshall 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. |
![]() | Post-WWII Decolonization (Period III). Needs 4 / 5 / 7 Influence among the players (State: Personal only); any class, Free Action: Immediate Votes cost no |
![]() | Era of Keynesianism (Period III). Needs 4 / 7 unemployed Workers; any class, Basic Action: Policies set to 1B 2B 3B 4A 5B 6B. |
![]() | Leftist 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 |
![]() | Post-War Rise of Consumerism (Period III). Needs 3 operational Luxury Companies; Working or Middle, Free Action: Working may buy |
![]() | Arab Nationalization of Oil (Period IV). Needs a Capitalist with 9 Companies (4 players: State with 3 Personal |
![]() | Chinese Economic Reform (Period IV). Needs 3 Socialist Policies; end of Action Phase: Policies 1 and 3 one step toward C; the State gets 30 . |
![]() | Asian 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. |
![]() | Invention of the World Wide Web (Period IV). Needs 3 / 5 operational Education Companies; any class, Free Action: Media Companies produce 1 more |
![]() | End of Mediterranean Dictatorships (Period IV). Needs 4 / 5 Influence among the classes; Working, Capitalist or Middle, Free Action: remove 3 |
![]() | Fall of the Berlin Wall (Period IV). When revealed: Policy 7 to 7C; Working and Middle each reveal an Immigration card and add their Worker. |
![]() | Latin American Debt Crisis (Period IV). Needs a State with under 100 and a Loan; Capitalist or State, Basic Action + 1 |
![]() | Oil Crisis (Period IV). When revealed: imported |
![]() | Indian Drought (Period IV). When revealed: Agricultural Companies produce 1 |
![]() | Elections in Ex-Soviet Countries (Period V). When revealed: Immediate Votes cost no |
![]() | EU 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. |
![]() | US 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. |
![]() | US-Chinese Trade War (Period V). When revealed: Policy 6 toward A; remove a random Business Deal; Capitalist and Middle set their |
![]() | European 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. |
![]() | Maastricht 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 |
![]() | Dissolution 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. |
![]() | Rise 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 |
![]() | First 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
| Picture | Description |
|---|---|
![]() | Storage ×6 — doubles one Storage of the Capitalist (Buy Storage, 20) or Middle Class (cards) (Buy Storage). |
![]() | Free Trade Zone — Capitalist only: holds 8 Food and 12 Luxury tax-free, for export only (Storages). |
![]() | Health 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, 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, 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, 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 |
![]() | [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
| Picture | Description |
|---|---|
![]() | Food — 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 — 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 — 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 — Use Education: Prosperity and a skilled Worker; values 1, 3, 5. |
![]() | Strike ×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 — 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 ×6 — extra production on a Capitalist Company (Machinery). |
![]() | Legitimacy token, Working Class — +1 at once and every Scoring Phase (Legitimacy). |
![]() | Legitimacy token, Middle Class. |
![]() | Legitimacy token, Capitalist Class. |
![]() | Vote token, Working Class — turned to show in favour or against (Carrying out an election). |
![]() | Vote token, Middle Class. |
![]() | Vote token, Capitalist Class. |
![]() | Vote token, State. |
![]() | Vardis coins — 1, 5, 10, 20, 50 and 100; money is unlimited (Component limits). |
![]() | 5 Vardis. |
![]() | 10 Vardis. |
![]() | 20 Vardis. |
![]() | 50 Vardis. |
![]() | 100 Vardis. |
Voting, bag refill and Influence questions: FAQ FAQ FAQ FAQ.
Wooden components

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.
| Component | Count |
|---|---|
| Working Class Workers | 48 |
| Middle Class Workers | 42 |
| Voting cubes | 75 |
| Influence cubes | 35 |
| Scoring markers | 4 |
| Bill markers | 12 |
| Wealth marker | 1 |
| Prosperity markers | 2 |
| Policy markers | 7 |
| Legitimacy markers | 3 |
| Round marker | 1 |
| Tax Multiplier marker | 1 |

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
| Symbol | Meaning |
|---|---|
| The four roles: Working Class, Middle Class, Capitalist Class, State. | |
| Food, Luxury, Health, Education, Influence. | |
| Legitimacy with the Working, Middle and Capitalist Class. | |
| A one-off Legitimacy point; a permanent Legitimacy token. | |
| Population of the Working and Middle Class. | |
| Prosperity of the Working and Middle Class. | |
| A Public, Capitalist or Middle Class Company. | |
| Machinery token (on a Company: automated or Machinery bonus). | |
| Victory point. | |
| Minimum allowable Wage (Labor Market). | |
| Tax Multiplier. | |
| Vardis, the game’s money. |







































































































































































































































































































































































































































































































































































