Bills and Elections
How Hegemony's politics work: proposing a Bill, calling an Immediate Vote, refilling the bag, drawing 5 cubes, spending Influence in secret, who scores, and the 2-player rules.
Proposing a Bill
Every class has the Basic Action Propose Bill and 3 Bill markers.
- Put one of your Bill markers on a Policy, in the section next to the one in effect (from A you may only propose B, never C).
- A Policy that already has someone’s Bill on it cannot get another one this round — not even for the other neighbouring section.
- Normally nothing more happens now: the Bill is voted on in the Elections Phase.
- With 3 markers you can propose at most 3 Bills a round, unless Immediate Votes give markers back.
Immediate Vote
Right after proposing a Bill you may spend 1
Influence to hold its election
at once, with the normal election rules. If it passes, move the Policy marker and score at once —
the new Policy is in effect immediately. Win or lose, your Bill marker comes back to you.
The bag is not refilled for an Immediate Vote; cubes are only added when the bag runs empty.
Refill the bag
At the start of the Elections Phase (only if at least one Bill is waiting), each class adds Voting cubes of its colour:
| Class | Cubes added |
|---|---|
| Working Class | Half its Population, rounded up |
| Capitalist Class | Half its operational Companies (with Workers, or automated), rounded up |
| Middle Class | The higher of half its own Population or half its own operational Companies, rounded up |
| State | None — it gains Personal Influence instead (State) |
With 2 players the Middle Class is not played but still adds 5 cubes. If the bag is ever empty when you must draw, refill it twice (the State gets no Influence for this) and draw.
Carrying out an election
Hold an election for each Policy with a Bill on it, Policy 1 first.
- State your side. In player order (Working, Middle, Capitalist, State) each player says in favour or against — no abstaining — and turns their Vote token. The proposer is always in favour.
- Draw 5 cubes from the bag; each is one vote for the side its owner chose. Put them on the Vote Results spaces.
- Influence, in secret. Everyone announces how much Influence they have, then hides in a fist the amount they spend; all reveal together. Each Influence is one more vote for that player’s side.
- Count. In favour wins ties: if In favour has as many votes as Against or more, the Bill passes — move the Policy marker and apply the change at once (Public Companies, Wages, Tax Multiplier, prices…). Otherwise nothing changes.
- Clean up. All spent Influence is discarded. The cubes on the winning side are discarded; the losing side’s cubes go back in the bag. The Bill marker returns to its owner.
If everyone states the same side, the Bill passes, but you still draw 5 cubes and discard them.
Who scores
Points are only given when a Bill passes:
- the proposer gets 3
, even without any cube or Influence of their own; - every other player in favour gets 1
only if they added at least one vote — a
drawn cube of theirs, or Influence.
Two-player elections
With 2 players, Middle Class cubes drawn count among the 5 but are discarded at once: they vote for neither side. If all 5 are yellow and nobody spends Influence, the Bill passes.
Election example
Jim (Working Class) proposed a Bill for Education 5A. Claire (Middle) is in favour; Mike (Capitalist) and Anna (State) are against. The bag gives 2 red, 1 yellow, 2 blue: 3 to 2. Jim spends 1 Influence, Mike 1 and Anna 1: 4 to 4 — a tie, so the Bill passes. Jim scores 3, Claire 1 (her cube was drawn). The 3 Influence and the red and yellow cubes are discarded; Mike’s 2 blue cubes go back in the bag. Had Claire’s cube not come out, she would have scored nothing.