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

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Teach the Game

A script to teach Hegemony at the table — how each of the four classes wins, the main board and all four player boards, a round of five phases, the end, every way to score and what each resource is for.

How you win

“A modern nation in crisis. Each of us leads one part of society — the Working Class, the Middle Class, the Capitalist Class or the State — and wants different things. Five rounds, three hours or more the first time. We play cards to act, our companies produce and pay wages, and every round we vote on bills that change the country’s policies. Most victory points victory points at the end wins.”

Every class scores differently — that is the whole game:

ClassWhat it wantsIts main source of points
Working Class Working Class (red)Jobs, then Health, Education and Luxury for its peopleRaising Prosperity, Trade Unions, passing Bills
Middle Class Middle Class (yellow)A balance of running small companies and looking after its peopleProsperity, selling abroad, Bills
Capitalist Class Capitalist Class (blue)ProfitMoney in its Capital each round (the Wealth table)
the State State (gray, 4 players)Legitimacy with all three classesIts two lowest Legitimacy scores each round, Events, its Political Agenda

The loop: play 5 cards a round (each for its effect or as a Basic Action), then companies produce and pay wages, everyone eats and pays taxes, then Bills go to the vote and the Politics table shifts — which changes wages, taxes, prices and immigration for the next round.

With 2 players only the Working and Capitalist Classes play; with 3 the Middle Class joins; the State is a player only with 4 (setup). Start with 2 players for a first game.

The boards

The main board

The main board with numbered parts

  1. Score track — victory points for all classes, 0–99.
  2. Politics table, Policies 1–5 — section A socialist, C neoliberal.
  3. Policies 6–7 — Foreign Trade and Immigration, A nationalist, C globalist.
  4. Round track — 5 rounds.
  5. Tax Multiplier — multiplies the Middle and Capitalist Classes’ Employment Tax.
  6. Vote results — drawn cubes and Influence go in favour or against.
  7. Events — two issues for the State each round (4 players).
  8. State Benefits — what the State has provided for each class.
  9. Business Deals — cheap bulk imports for the Capitalist Class.
  10. Export — this round’s Export card: what the Foreign Market buys.
  11. Import — Foreign Market prices of Food and Luxury, plus tariffs.
  12. State Treasury — the State’s money; all taxes go here.
  13. Private Sector — up to 12 Capitalist and 8 Middle Class Companies.
  14. Public Services — Health, Education and Media Influence for sale.
  15. Public Sector — Public Companies; how many are open depends on Policy 1.
  16. Capitalist Class part of the Private Sector.
  17. Middle Class part of the Private Sector.
  18. Unemployed Workers — new and jobless Workers wait here.
  19. Immigration — the deck that decides which immigrants arrive.

Working Class board

The Working Class player board with numbered parts

  1. Population track — your Workers, and below it your Population.
  2. Prosperity — your main source of points.
  3. Income — your money.
  4. Trade Unions — one slot per industry: Influence and points each round.
  5. Goods & Services — what you have bought and not yet used.

Middle Class board

The Middle Class player board with numbered parts

  1. Population track — your Workers and your Population.
  2. Prosperity — drops by 2 each round.
  3. Income — your money.
  4. Storages — what your Companies produced, 8 of each at most.
  5. Goods & Services — what you have bought (or bought from yourself) to use.
  6. Price markers — what you charge the other classes.

Capitalist Class board

The Capitalist Class player board with numbered parts

  1. Revenue — this round’s untaxed income; you pay from here.
  2. Capital — taxed money; scores every round.
  3. Wealth table — points for your Capital, plus 3 for each new step.
  4. Food Storage — 8 at most.
  5. Luxury Storage — 12 at most.
  6. Health Storage — 12 at most.
  7. Education Storage — 12 at most.
  8. Influence — no limit; never sold.
  9. Price markers — what you charge for each resource.

State board

The State player board with numbered parts

  1. Legitimacy tracks — one per class; the Influence above the lowest one comes each election.
  2. Welfare reminders — 1 point for selling at 5, Legitimacy for giving away.
  3. Legitimacy scoring — points for your two lowest tracks each round.
  4. Food — goods the State happens to own, for sale at 12.
  5. Luxury — for sale at 8.
  6. Personal Influence — yours to spend; cannot be bought.

A round

The full rules are in A Round, Phase by Phase. Five rounds; each has five phases:

  1. Preparation (skipped in round 1) — pay loan interest, draw back up to 7 cards, new Workers arrive, new Companies, Export and Business Deal cards appear; the State reveals 2 Events and a Political Agenda.
  2. Action — 5 turns each, in the order Working → Middle → Capitalist → State. On a turn, play 1 card: for its effect, or discard it for one of your Basic Actions. Also one Free Action, before or after. 2 cards stay in hand.
  3. Production — in reverse order: companies pay Wages and produce, classes eat Food equal to their Population, the IMF checks the State’s loans, everyone pays taxes to the State.
  4. Elections — each class adds Voting cubes to the bag; every proposed Bill is voted on: 5 cubes drawn plus Influence spent in secret.
  5. Scoring — Trade Unions, Wealth, Middle Class companies, State Legitimacy and Agenda score; unanswered Events cost the State Legitimacy.

How the game ends

After the 5th round’s Scoring Phase. Then: every class except the Capitalists may pay off Loans at 55 each and loses 1 victory points per 5 left unpaid; the Capitalist Class loses 5 victory points per Loan. Each class scores its end bonus (policies in its favourite section, leftover money or goods). Most points wins; ties go to the class with more Policies 1–5 in its section, then the State, then the most Voting cubes (details).

Ways to score

SourceWhoHow and when
Passing a Bill you proposedAll3 victory points when it passes; 1 victory points to each supporter who added a cube or Influence (Elections)
ProsperityWorking, MiddleEach step up scores the new Prosperity value (Working, Middle)
Use HealthcareWorking, Middle+2 victory points on top of the Prosperity step
Trade UnionsWorking2 victory points each, every Scoring Phase
Selling abroadMiddle1 victory points per Export transaction
WealthCapitalistWealth table for its Capital every round, +3 victory points per new step reached
LegitimacyStateSum of its two lowest Legitimacy tracks, every round
Political AgendaState1 victory points per Policy matching this round’s card
Benefits and WelfareState1 victory points when a class takes its Benefits; 1 victory points when it sells Health or Education at 5
Events, cardsAllAs printed
DemonstrationWorking (against others)Others lose victory points equal to unemployed Workers + Trade Unions
End: favourite PoliciesAll but StatePolicies 1–5 in A (Working), B (Middle), C (Capitalist) (table)
End: leftoversAllWorking 1 per 10 money (max 15), Middle 1 per 15 money, goods in storage for Middle, Capitalist and State, State 1 per 30 in the Treasury
Loans at the endAllUnpaid Loans cost points (above)

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Money (Vardis)Everything costs moneyWages (Working/Middle), sales (Middle/Capitalist), taxes (State)Buying goods and services, building, wages, taxes
Food FoodEvery round each Working and Middle Class Worker must eatAgricultural Companies, Foreign MarketCover Needs: Food equal to Population, mandatory
Health HealthProsperity and a new WorkerHealthcare Companies, Public ServicesUse Healthcare: spend Population’s worth
Education EducationProsperity and a skilled WorkerEducation Companies, Public ServicesUse Education: spend Population’s worth, upgrade a Worker
Luxury LuxuryProsperityLuxury Companies, Foreign MarketUse Luxury: spend Population’s worth
Influence InfluenceExtra votes; Immediate VotesMedia Companies, Trade Unions, Public Services, Lobby1 vote each in an election; 1 to call an Immediate Vote
WorkersWages, Trade Unions, running companiesStart, each round, Immigration, Use HealthcareAssign them to Companies
CompaniesProduction (and wages for the workers)Build from your Market (Middle, Capitalist)Produce in the Production Phase
Voting cubesYour share of the 5 drawn cubesRefill each election; Apply Political PressureDrawn in elections
Bill markersChanging the Policies3 per classPropose Bill
Machinery token MachineryMore production without more wagesCapitalist cardsOne per eligible Company
Legitimacy token LegitimacyThe State’s pointsHelping classes, Events, cardsScored every round

Teaching tips

Rules

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