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

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A Round, Phase by Phase

Hegemony's five rounds and five phases: preparation, the Action Phase with Main and Free Actions, production, wages, feeding and taxes, elections and scoring — plus the shared rules for Workers, Companies, buying and selling.

The five rounds

Hegemony lasts 5 rounds (Round track on the main board). Each round has five phases, always in this order. Every phase has steps for each class; the class pages give the details: Working Class, Middle Class, Capitalist Class, State.

PhaseOrder of playWhat happens
PreparationEach class its own stepsNew round set up (skipped in round 1)
ActionWorking → Middle → Capitalist → State5 turns each
ProductionState → Capitalist → Middle → WorkingWages and production, Food, IMF check, taxes
ElectionsWorking → Middle → Capitalist → StateBag refill, a vote for every proposed Bill
Scoring—Round points, State Event penalties

Roles not in play (2 and 3 players) are skipped. If timing matters inside a phase, the General Player Aid lists the exact order of every step.

Preparation Phase

Skipped in round 1. Move the Round marker on, then each class does its steps:

Action Phase

Each class takes 5 turns, in the order Working, Middle, Capitalist, State. After 5 turns each, 2 cards stay in each hand for the next round.

Main Action

On your turn choose one card from your hand and either:

When a card’s effect tells you to take a Basic Action, that action’s normal rules apply unless the card changes them.

Free Action

You may also take one Free Action, before or after your Main Action. Each class has its own list (on its Player Aid).

Legitimacy symbols on cards

Many Action cards show class symbols with a number at the bottom. In 4-player games only, when the card is played for its effect, the State moves the matching Legitimacy markers on its board by that much (+1/3 means +1 for every 3 of what the card moved). Ignore them with fewer players, and whenever the card is discarded for a Basic Action.

Production Phase

Four steps, each done by all classes in reverse order (State, Capitalist, Middle, Working) before moving to the next step.

Produce Goods and Services

Every class that owns Companies (State, Capitalist, Middle) pays the Wage shown for each operational Company to whoever controls its Workers — one Wage per Company, not per Worker — then takes the Company’s production into its storage. Committed Workers stand up again once their Company has produced.

In 2- and 3-player games the Public Companies still produce: pay their Wages from the State Treasury and put their services in Public Services. Each Public Service holds at most the total production of the State’s Companies of that kind (open or not) plus 6; any excess is lost.

Cover Needs

The Working and Middle Classes must feed their people: Food equal to their Population. Use Food you already have first, then buy the rest from any sources. If nobody sells Food you must import it; if you cannot pay, you must take a Loan.

Check IMF

If the State has more Loans than Fiscal Policy allows, it may pay them off at 55 each; if it still has too many, the IMF intervenes.

Pay Taxes

Each class pays its taxes, by the current Taxation Policy, to the State Treasury (never back to the supply): Working, Middle, Capitalist.

Elections Phase

Skipped if nobody proposed a Bill. Otherwise the bag is refilled and every proposed Bill is voted on, Policy 1 first: see Bills and Elections.

Scoring Phase

The State first applies the penalty of each Event still on the board. Then each class scores its round points: Working Class Trade Unions, Middle Class free Prosperity, Capitalist Wealth, State Legitimacy and Political Agenda (see each class page).

After round 5, go to Game End and Scoring.

Workers and Companies

These rules are shared by everyone who moves Workers.

Committed Workers

Assigned Workers are laid down: they are committed until their Company produces. A committed Worker cannot be moved, its Wage cannot be lowered and its Company cannot be sold. Raising a Wage (Adjust Wages, Give Bonus) also commits the Workers there; a Policy change does not. A Company other than a Middle Class one cannot mix committed and uncommitted Workers: if that happens, all are uncommitted.

Wages

Each Company shows three Wage levels: L3 (high), L2, L1 (low). The owner chooses, but never below the minimum set by Labor Market.

Buying goods and services

The Buy Goods & Services action (Working and Middle Class) buys one kind of resource from up to 2 sources, at most your Population from each source.

SourceFoodLuxuryHealthEducationInfluence
Capitalist Class (its prices)yesyesyesyes—
Middle Class (its prices)yesyesyesyes—
Foreign Market (board price + tariff)yesyes———
State (Policies 4 and 5)sometimessometimesyesyesyes, 10 each

Foreign Market prices are printed under the Import area (Food 10, Luxury 6); the tariff from Policy 6 goes to the State, the price to the supply. Bought resources go to your Goods & Services area.

Selling to the Foreign Market

The current Export card lists 8 transactions (two for each of Food, Luxury, Health and Education). A Sell to the Foreign Market action may do any of them, each at most once per action: spend the goods shown, take the money. The card stays for the whole round and every class may use all 8 transactions again on their own later actions. Influence is never exported.

Component limits

You are limited to the pieces in the box, except money. With no Voting cubes left you cannot add more; with no Influence left nobody can gain it. If a needed skilled Worker colour has run out, take an unskilled one; if an unskilled one is needed and none is left, take a skilled one of your choice.

Rules

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