Historical Events
The Historical Events expansion for Hegemony: 50 events from the French Revolution to the yellow vests, one per round, with requirements, triggers and effects.
Short tag: [Historical]. Historical Events has 50 cards, one milestone of modern history each, in six Periods: Early (5 cards, 18th–19th century, marked with an asterisk), and Periods I–V (9 cards each, 1900s–1920s up to 1990s–2020s). Every face is in Cards & Components.
Setup
Sort the cards by Period and shuffle each Period. Take one card at random from each, without looking, and stack them face down: Early Period on top, Period V at the bottom. The rest go back in the box. During game setup reveal the Early Period card and apply its effect.
How to play
At the end of each Preparation Phase — in round 1 too, although that phase is otherwise skipped — reveal the next card (the one for this round) on top of the previous one.
A Historical Event has three parts:
- Requirement — conditions that must be true to trigger it (Policies, Companies, Trade Unions, money…).
- Trigger — when it happens: when revealed, at the end of the Action Phase, or as a player’s action. An action trigger names which classes may use it, whether it costs a Free Action or a Basic Action, and any extra cost (such as Influence).
- Effect — applied in the order written; a class symbol in front limits a part to that class.
Each Historical Event triggers at most once: turn it face down when applied. Early Period cards only have an effect.
Clarifications
- Policy arrows: move that Policy one section in the arrow’s direction, if possible. A Bill
already on it is removed and its owner gains 1
. - No Elections: no Bills may be proposed this round and the Elections Phase is skipped; Bills
already proposed are discarded, 1
each. - State parts: a part of an effect with the State symbol applies only when a player runs the State (4 players); parts without it apply at any player count.
- Player count symbol: what follows applies only at the player counts shown.
- [C&C] A Historical Event moves a Policy even if a Crisis Response Lock is on it, and removes the Lock.