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

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Solo: the Automas

Playing Hegemony alone or with missing players using the three Automas from Crisis & Control: Simple and Advanced Mode, how an Automa takes its turn, votes and spends Influence, and each Automa's own rules.

Short tag: [C&C]. The base game has no solo mode; the Crisis & Control expansion adds three Automas — Working, Middle and Capitalist Class (there is no State Automa). Any mix of humans and Automas works: solo against one or more Automas, or a missing player replaced. Start with a single Automa. Each Automa has 30 AI cards, Instruction cards, 6 Action priority cards, 7 Policy priority cards and 8 priority row markers (pictures in Cards & Components).

Setup

Set up as for the classes in play (setup). Leave an Automa’s Action cards in the box; shuffle its AI cards face down by its board. In a two-class game keep the unused Voting cubes by the bag, by colour, so you can see who has more cubes in the bag.

Simple Mode

Uses the AI cards and the Instruction cards without “CHECK” in their title.

At the start of its turn the Automa does any automatic Free Actions, then reveals an AI card. The card shows 4 actions left to right, a bonus tied to the first one, 2 Policies, a Special Action at the bottom, its number and (sometimes) an Influence symbol in the corner.

Advanced Mode

Uses all Instruction cards plus the priority cards. Lay out the 8 row markers in a column; Action priority cards go to the left, Policy priority cards to the right. Closer to the markers and higher up = more important. The rows are endless upwards.

AutomaSecond row (left, Action)Bottom row (left, Action)Policy cards on the rightSet aside
WorkingPropose Bill, Buy Goods & Services, Assign WorkersDemonstration, Strike, Special Action2nd row: 1, 5 · bottom: 2, 4, 63, 7
CapitalistPropose Bill, Sell to Foreign Market, Build CompanySell Company, Lobby, Special Action2nd row: 3 · bottom: 2, 4, 6, 71, 5
MiddleAssign Workers, Build Company, Buy Goods & ServicesPropose Bill, Sell to Foreign Market, Special Actionbottom: 1, 3, 5, 72, 4, 6

(Cards are listed left to right; the right-most Action card in a row is the one next to the marker.)

A turn: reveal an AI card; each of its 4 symbols is a check with its own Instruction card. Do all 4 checks left to right (the bonus counts for the first): each true condition moves the named priority card up that many rows. A card entering a row goes to the far end of it (left for Action cards, right for Policy cards). Then collapse empty rows downwards. The Automa takes the action whose card is highest, nearest the marker; if impossible, the next one; if that fails too, Apply Political Pressure. The card of the action taken then drops 2 rows. A Special Action card at the top means the AI card’s Special Action.

Bills: it proposes on the highest Policy card. That card is set aside for the round (after an Immediate Vote it returns to the bottom row, or the second row, depending on how far the Policy is from its Desired Policy). Each Preparation Phase set-aside cards come back the same way.

Rules for all Automas

AutomaDesired Policies
Working1A 2A 3A 4A 5A 6C 7B
Middle1B 2B 3B 4B 5B 6B 7A
Capitalist1C 2C 3C 4C 5C 6A 7C

Working Class Automa

Capitalist Class Automa

When an effect grants additional Production, select its operational Company using the Additional Production Criteria card.

Middle Class Automa

Automas with the other expansions

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close