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

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Middle Class

Playing the Middle Class in Hegemony: workers and small companies at once — Build Company, buying from yourself, Extra Shift, selling abroad for points, Prosperity, two kinds of tax and end scoring.

The Middle Class player board

Goal

Middle Class Your Workers take jobs like the Working Class and earn Wages, but you also run your own small Companies (up to 8). Your Companies produce goods and services you can sell, export or keep for your own people. Balance producing, selling and consuming to raise Prosperity. (3 and 4 players only.)

Your favourite Policies are in section B, the centre; you like low Immigration (7A).

Population and Prosperity

Middle Class Population Population track and Population work as for the Working Class (10 Workers, a Population of 3 at the start). Middle Class Prosperity Your Prosperity track scores 0, 1, 2, 3, 4, 5, 5, 6, 6, 7, 7 victory points per step — less per step than the Working Class — and it drops 2 steps each Preparation Phase (no points lost).

Preparation Phase

  1. Pay 5 interest per Loan.
  2. Prosperity −2.
  3. Draw 5 Action cards.
  4. Discard any Companies from your Market, refill it to 3.
  5. New Workers: 1 gray Worker and 1 skilled Worker of your choice (you may wait until the Capitalist Class has revealed its new Companies). Then 7B: 1 Immigration card, 7C: 2; add the Middle Class Worker shown. Draw your own cards, separately from the Working Class.

Your Companies

Two kinds of Middle Class Company:

Companies with only your Workers produce without Wages. For a Working Class employee you pay their Wage and gain the bonus. A Company is fully operational with 2 Workers in it — both yours, or yours plus an employee.

Basic Actions

Propose Bill

See Bills and Elections.

Assign Workers

As for the Working Class: up to 3 of your Workers, including Workers running your own Companies (the Company then stops, and its employee becomes unemployed). You may not pull your Worker out of a Company whose employee is committed.

Build Company

Pick a Company from your Market for which you have the Middle Class Workers it needs — unemployed, or uncommitted Workers working elsewhere. Pay its cost, place it in your part of the Private Sector and put your Workers in, committed. If it has an employee slot, set its Wage (at least the Labor Market minimum); you may then commit an unemployed Working Class Worker there (unskilled first if the slot is gray). No cards left in the Market, or 8 Companies already: you cannot build.

Sell Company

Discard one of your Companies with no committed Workers; its Workers become unemployed; gain its cost.

Sell to the Foreign Market

Do any transactions on the Export card, each once (how), from your Storages only — not from Goods & Services. Gain 1 victory points per transaction.

Buy Goods and Services

As for the Working Class — one resource, up to 2 sources, up to your Population from each — but one source can be yourself: to use what your own Companies made you must “buy” it, moving it free from your Storage to Goods & Services. Buying from yourself still counts as one of the 2 sources.

Extra Shift

Choose one of your Companies with uncommitted Middle Class Workers; commit everyone there and produce at once. With an uncommitted employee you must pay their Wage (and gain the bonus) — if you cannot pay, you cannot choose that Company. If the employee is already committed, they do not help: no Wage, no bonus.

Apply Political Pressure

Add 3 of your Voting cubes to the bag.

Free Actions

Adjust Prices and Wages

Adjust Prices: move the price markers under your Storages — the price other classes pay you. Adjust Wages: move a Company’s Wage marker; raising it commits the employee; you may not lower the Wage of a committed employee or go below the minimum.

Production Phase

You are paid for your Workers in other Companies first, so you can use that money for your own employees’ Wages. Then your Companies produce into your Storages (8 of each at most; extra is lost); Influence Influence goes straight to Goods & Services, without limit. Committed Workers stand up.

Cover Needs: Food equal to your Population, from your Storage or Goods & Services first, the rest bought.

Taxes

Scoring Phase

If your Prosperity is lower than your number of fully operational Companies, gain 1 Prosperity for free (and score it).

Game End

Rules

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