Cards & Components
Every card and token of World Order — Starting and Market Ability cards, Strategic Assets, Growth cards, all 93 Country cards, Trade Deals, Commerce, Executive Orders, the 20 Auto-Influence cards and the pieces — with what each one does.
Every distinct face, grouped by type, with a link to the rule that uses it. Board, token and example-card pictures come from the rulebook. The other card faces come from the card sheets of a public Tabletop Simulator mod, which shows the first printing (the one the rulebook’s examples use), except the Market cards: those are from public BoardGameGeek photos of a later printing, linked under their heading, because the two printings differ on some Market cards. On Ability cards, the Bonus (top left) and the Research value under it pay out only if the card is still in your hand at Research; the cost is what the card costs to take from the Market.
Boards

- VP track — around the edge; flip your Scoring marker past 100.
- Turn Order track — re-chosen each round, fewest VPs first.
- Round track — 6 rounds; Scoring after rounds 3 and 6.
- Region panel — permanent slots above the line, temporary slots
below, the Engage cost in
and the majority bonuses.
- Country card spaces — two face-up decks per Region.
- Zone-of-interest flags — Regions where that power checks THREAT
and can always Move.
- Local powers — the black starting cubes in Middle East–North Africa
and South Asia.
- Majority tokens — most money, most Armies, most allied Countries.

- Primary Production —
, produced every Preparation phase.
- Focus — Domestic, Diplomatic or Military, chosen each round.
- Secondary Production —
, each made from the inputs printed above its track.
- Prosperity track — spend
to climb for VPs and money.
- Resource track — 0 to 10 of each resource.
- Starting money — printed above the track (USA 30, EU 25, Russia 15, China 20).
Cards
Starting Ability cards — USA
Each power’s 12-card starting deck; the number in brackets is how many copies. Playing a card.
| Picture | Description |
|---|
 | New Allies (×3) · Bonus 3 · Research 1 . Improve Relations with a Country on the board. |
 | Diplomatic Engagement · Bonus 1 · Research 2. Engage in a Region. |
 | Foreign Trade · Bonus 3 · Research 1. Trade. |
 | Global Currency (USA only) · Bonus 5 · Research 1. Trade, then gain 5 for each resource type you Imported. |
 | Foreign Direct Investment · Bonus 6 · Research 2. Invest in an allied Country. |
 | Military Pact (USA only) · Bonus 5 · Research 3. Build a Base in an allied Country, then gain 1 . |
 | Military Reinforcements · Bonus 3 · Research 1. Gain 1 , then Move up to 2 . |
 | Foreign Military Presence · Bonus 4 · Research 3. Build a Base in an allied Country. |
 | Growth Strategy (×2) · Bonus 2 · Research 3. Get a Growth Card or Produce 3 different resource types. |
Starting Ability cards — EU
| Picture | Description |
|---|
 | New Allies (×2) · Bonus 3 · Research 1. Improve Relations with a Country on the board. |
 | Humanitarian Aid (EU only) · Bonus 3 · Research 2. Improve Relations; for each the cost asks for, you may pay 3 instead. The FAQ says 4 replaces each , which conflicts with this pictured card’s value. FAQ. |
 | Diplomatic Engagement · Bonus 1 · Research 2. Engage in a Region. |
 | Soft Power (EU only) · Bonus 1 · Research 2. Engage in a Region, paying 1 less in Europe, Middle East–North Africa or Central Asia. |
 | Foreign Trade (×2) · Bonus 3 · Research 1. Trade. |
 | Foreign Direct Investment · Bonus 6 · Research 2. Invest in an allied Country. |
 | Military Reinforcements · Bonus 3 · Research 1. Gain 1 , then Move up to 2 . |
 | Foreign Military Presence · Bonus 4 · Research 3. Build a Base in an allied Country. |
 | Growth Strategy (×2) · Bonus 2 · Research 3. Get a Growth Card or Produce 3 different resource types. |
Starting Ability cards — Russia
| Picture | Description |
|---|
 | New Allies (×2) · Bonus 3 · Research 1. Improve Relations with a Country on the board. |
 | Diplomatic Engagement · Bonus 1 · Research 2. Engage in a Region. |
 | Energy Titan (Russia only) · Bonus 5 · Research 1. Trade, counting either the or the symbols on your allied Countries twice. |
 | Foreign Trade (×2) · Bonus 3 · Research 1. Trade. |
 | Foreign Direct Investment · Bonus 6 · Research 2. Invest in an allied Country. |
 | Strategic Reinforcements (Russia only) · Bonus 3 · Research 1. Gain 1 , then Move up to 3 . |
 | Military Re-Equipment (Russia only) · Bonus 5 · Research 3. Build a Base in an allied Country, then gain 1 . The Army arrives after the Base is built, so it cannot pay that step’s movement requirement. FAQ. |
 | Foreign Military Presence · Bonus 4 · Research 3. Build a Base in an allied Country. |
 | Growth Strategy (×2) · Bonus 2 · Research 3. Get a Growth Card or Produce 3 different resource types. |
Starting Ability cards — China
| Picture | Description |
|---|
 | New Allies (×2) · Bonus 3 · Research 1. Improve Relations with a Country on the board. |
 | Diplomatic Engagement · Bonus 1 · Research 2. Engage in a Region. |
 | Foreign Trade (×2) · Bonus 3 · Research 1. Trade. |
 | The World’s Factory (China only) · Bonus 5 · Research 1. Trade, then Produce up to 2 . |
 | Economic Diplomacy (China only) · Bonus 7 · Research 2. Invest in an allied Country, then gain 1 . |
 | Foreign Direct Investment · Bonus 6 · Research 2. Invest in an allied Country. |
 | Military Reinforcements · Bonus 3 · Research 1. Gain 1 , then Move up to 2 . |
 | Foreign Military Presence · Bonus 4 · Research 3. Build a Base in an allied Country. |
 | Growth Strategy (×2) · Bonus 2 · Research 3. Get a Growth Card or Produce 3 different resource types. |
Market Ability cards
66 cards: 33 faces, two copies each. Six are face up in the Market; you buy them at
Research. “Play another card” means play one more card from your hand in
the same turn (Keywords). Photos:
diplomatic,
economic,
military,
domestic,
two-type. The first printing differs on a few of them: in
the rulebook’s own example, Power Play costs 5.
Diplomatic
| Picture | Description |
|---|
 | Build New Embassy · costs 3 · Bonus 4 · Research 3. Improve Relations paying 1 less, then Reset 1 of your temporary Influence in that Country’s Region. |
 | Dominant Power · costs 4 · Bonus 1 · Research 3. Engage, paying 1 less for each of your in that Region. |
 | Ensure Peace in the Region · costs 4 · Bonus 1 · Research 3. Engage, paying 1 less for each allied Country you have from that Region; those allies need not be ready. FAQ. |
 | Assign New Diplomats · costs 4 · Bonus 6 · Research 3. Improve Relations with 2 Countries on the board; both improvements are required if possible, and unused Diplomacy from the first does not carry over. FAQ, FAQ. |
 | Activation of Allies · costs 5 · Bonus 2 · Research 1. Ready up to 2 allied Country cards, then Engage. |
 | Successful Negotiations · costs 4 · Bonus 1 · Research 3. Ready an allied Country. Then look through one Region’s Country cards, Improve Relations with one of them, shuffle the rest and reveal the first 2 again; the readied ally need not be in that Region or pay for the improvement. FAQ. |
 | Convincing Arguments · costs 4 · Bonus 1 · Research 3. Gain 2 , then Improve Relations or Engage. |
Economic
| Picture | Description |
|---|
 | Establish Trade Routes · costs 3 · Bonus 6 · Research 2. Pick a Region and Trade as if its two available Countries on the board were your allies; then Reset 1 of your temporary Influence there. “Available” means the two face-up Countries, including a card under a stack. FAQ. |
 | Trade Opportunity · costs 3 · Bonus 6 · Research 2. Trade one resource type (Export or Import it), then play another card. |
 | Steady Partnership · costs 4 · Bonus 6 · Research 3. Invest, even in a Country you have invested in once before (only a second time). |
 | Quantitative Easing · costs 4 · Bonus 6 · Research 3. Gain 10 , then Invest. |
 | Return on Investment · costs 4 · Bonus 6 · Research 3. Gain 4 for each FDI token on your allied Countries, then Invest. |
 | Key Economic Partner · costs 4 · Bonus 6 · Research 3. Ready an allied Country, then Invest in it without exhausting it (official FAQ: it may already be ready). |
Military
| Picture | Description |
|---|
 | Military Exercises · costs 3 · Bonus 4 · Research 3. Move up to 3 , then Reset 1 of your temporary Influence in one of the Regions you moved to. |
 | Strengthen Alliance · costs 4 · Bonus 6 · Research 3. Build a Base, even in a Country where you built one before (only a second time). |
 | Global Presence · costs 5 · Bonus 6 · Research 4. Produce , then Move up to 3 . Gain 1 for each Region you moved to where you now have the most or are tied for most. |
 | Well-Laid Plans · costs 5 · Bonus 1 · Research 2. Draw a card, then Build a Base. |
 | Improve Logistics · costs 5 · Bonus 8 · Research 3. Build a Base; send up to 3 to its Region whatever the Country’s value, without paying for them. You need a legal Country where you can build a Base to play this Build a Base action. FAQ. |
 | Covert Military Operation · costs 6 · Bonus 1 · Research 3. Produce , then Build a Base. |
 | Power Play · costs 6 · Bonus 1 · Research 3. Build a Base; the Influence it adds may go in as permanent Influence even with no free slot. |
Domestic
| Picture | Description |
|---|
 | Minimize Bureaucracy · costs 4 · Bonus 4 · Research 4. Trash this card as you play it; take a Market card costing up to 6 for free and play it at once. |
 | Initiate Restructuring · costs 4 · Bonus 4 · Research 4. Draw a card. You may then Trash a card from your hand or discard pile to play another card. |
 | Prosperous Times · costs 5 · Bonus 6 · Research 4. Produce ; then either Increase Prosperity paying 2 less, or play another card. |
 | Re-Examine Agreement · costs 5 · Bonus 6 · Research 4. Reset 1 of your temporary Influence in a Region, then draw a card and play another card. |
 | New Agenda · costs 5 · Bonus 6 · Research 4. Draw 3 cards; you may then discard 2 to play another card. |
 | Optimization Program · costs 5 · Bonus 6 · Research 4. Produce 1 resource type, then Get a Growth Card, paying that card’s cost. FAQ. |
 | Boost Production · costs 6 · Bonus 8 · Research 4. Raise one resource type’s Production by 1 (if you can) and Produce it; then play another card. |
 | Explore Alternatives · costs 6 · Bonus 8 · Research 4. Draw 2 cards, then play another card. |
Two or three types
These count as every type shown on their side stripe.
| Picture | Description |
|---|
 | Re-Evaluate Strategy · costs 6 · Bonus 8 · Research 4. Do any two, in any order: Improve Relations; Trade; Move 2 . |
 | Diplomatic Trip · costs 7 · Bonus 2 · Research 3. Improve Relations, then Engage in that Country’s Region. If Diplomatic Opening grants an extra Improve Relations, that extra Country can be in any Region; this card still Engages only once, in the first Country’s Region. FAQ. |
 | New Strategic Partner · costs 7 · Bonus 1 · Research 4. Improve Relations; then Build a Base in that Country if you can, or Move up to 2 to its Region. |
 | Tap into New Markets · costs 7 · Bonus 10 · Research 4. Improve Relations; then Invest in that Country or Trade. |
 | Economic Expansion · costs 7 · Bonus 10 · Research 4. Trade, then Invest in an allied Country. |
Strategic Asset cards
Five per power; you keep 2 of 3 drawn at setup. The laurel number is the card’s starting VPs;
each card is a one-shot, and each one you never use is worth 2
at the end
(Strategic Asset cards). Each row gives that number as
Laurel.
USA
| Picture | Description |
|---|
 | Arms Export · Laurel 4 — sell 2 for 20 in total and add 1 Influence to any Region. The Armies sold must come from your Player board. FAQ. |
 | Main UN Funding Contributor · Laurel 2 — spend up to 20 , gaining 3 per 10 spent; then Engage in a Region, even with no allied Country there. |
 | U.S. Navy · Laurel 1 — pick up to 2 Regions other than Central Asia, Move 2 to each paying 5 more per Army, then add 1 Influence to each. Armies moved to the first Region cannot continue onward to the second. FAQ. |
 | R&D Champion · Laurel 2 — Produce 2 resource types, then Get a Growth Card. |
 | NATO · Laurel 3 — Move 2 to Europe, Middle East–North Africa or Central Asia (even without a Base there) and add 1 permanent Influence there, even with no free slot; then gain 2 . A Base is not required in the destination Region. FAQ. |
EU
| Picture | Description |
|---|
 | EU Neighbourhood Policy · Laurel 1 — Engage in Europe, Middle East–North Africa or Central Asia (even with no allied Country there); you may then pay 10 to Engage in one of the other two as well. |
 | NATO · Laurel 3 — pay 2 and 10 to place 2 from the supply in Europe, Middle East–North Africa or Central Asia (even without a Base there) and add 1 permanent Influence there, even with no free slot. |
 | Brand Europe · Laurel 4 — pick a Region other than Europe and Trade as if its available Countries were your allies; if you Exported at least 1 and 1 there, add 1 Influence there. |
 | Central European Bank · Laurel 2 — gain 20 , then Get a Growth Card, paying 10 instead of any it asks for. |
 | EU Expansion · Laurel 5 — Improve Relations with a Country in Europe; pay 2 more to add 1 permanent Influence to Europe, even with no free slot. |
Russia
| Picture | Description |
|---|
 | Collective Security Treaty Organization · Laurel 5 — pay 1 to Move up to 2 to Central Asia for free and add 1 permanent Influence there, even with no free slot. |
 | New Energy Markets · Laurel 2 — pick 2 Regions and Trade using only their allied and available Countries, counting each symbol twice; add 1 Influence to each of them where you Exported at least 4 . |
 | Cyber Attacks · Laurel 4 — pick a Region, pay 1 to Reset 1 of your temporary Influence there, then add 1 Influence there. |
 | Arms Export · Laurel 4 — sell 2 for 20 in total and add 1 Influence to any Region. The Armies sold must come from your Player board. FAQ. |
 | Private Military Corporations · Laurel 1 — pay 20 to place 1 from the supply in Europe, Middle East–North Africa, Africa or Central Asia and add 1 Influence there; you may repeat this once in a different Region. |
China
| Picture | Description |
|---|
 | Expansion in the South China Sea · Laurel 5 — Move 1 to 3 to East Asia–Pacific and add 1 permanent Influence there, even with no free slot. |
 | Belt & Road Initiative · Laurel 1 — Invest in an allied Country; you may also Invest in another allied Country from a different Region, paying 10 more. The second investment costs its normal amount plus 10 . FAQ. |
 | BRICS · Laurel 2 — pay 30 to add 1 Influence to 2 of Americas, Africa and South Asia; Russia may then pay 20 (or all it has, if less) to add 1 Influence to the third. Official FAQ: a non-player Russia always adds that cube. A later printing asks Russia for 15 — check your card. |
 | Rapid Industrialization · Laurel 2 — pay 10 / 20 to raise 2 / 3 different Productions by 1 and gain 3 ; then play another card. |
 | Shanghai Cooperation Organization · Laurel 3 — Improve Relations with a Country in Middle East–North Africa, Central Asia, South Asia or East Asia–Pacific; then Invest in it, Build a Base there (if you can) or Engage in its Region. |
Growth cards
20 cards in 10 piles; piles differ in size. With 3 players remove one of each Level 1 card, with 2
players one of each Level 1–4 card (Get a Growth Card). The ability
switches on in the round equal to the card’s level.
| Picture | Description |
|---|
 | Industrial Development · Level 1 · 1 + 10 · 1 . Raise 2 different Productions by 1 — no free primary resource for it (official FAQ). FAQ. |
 | Diplomatic Initiative · Level 1 · 1 + 1 · 2 . Each time you choose Focus, Ready one more Country card. |
 | Reduced Bureaucracy · Level 2 · 2 + 10 · 3 . Once per round, draw a card, then Trash a card from your hand. |
 | Knowledge Transfer · Level 2 · 2 + 1 · 4 . Once per round, draw cards up to the highest value among your ready allied Countries, then discard that many. |
 | Tactical Flexibility · Level 3 · 3 + 15 · 6 . Draw one extra card each round, starting with the round you take it. |
 | Diplomatic Opening · Level 3 · 3 + 2 · 5 . Once per round, when you Improve Relations, you may do it again with another Country, paying 1 more (that extra 1 can’t be discounted). The second improvement still pays its normal cost, with one extra , and may be in any Region. FAQ, FAQ. |
 | Strategic Advantage · Level 4 · 4 + 15 · 7 . On your first turn each round you may play an additional card — usable at once if taken on that turn. |
 | Regional Resilience · Level 4 · 4 + 2 · 8 . Once per round, before or after adding Influence to a Region, turn 1 of your temporary Influence there into permanent, even with no free slot. |
 | Space Program · Level 5 · 5 + 25 · 12 . No ability. |
 | Olympic Games · Level 5 · 5 + 3 · 12 . No ability. |
Starting Country cards
17 cards that start face up in front of their power as allies (Allied Countries).
Each row:
value · Invest cost · Region · who may Build a Base · Export symbols (big
section) and Import symbols (small section, arrow pointing at you). The power’s flag is printed in
the top right corner.
| Picture | Description |
|---|
 | Mexico (USA) · 2 · 15 · Americas · no Base · Exports · Imports  |
 | Iceland (USA) · 1 · 10 · Europe · Base: USA · Exports  |
 | Iraq (USA) · 1 · 10 · Middle East–North Africa · Base: USA · Exports  |
 | Japan (USA) · 2 · 15 · East Asia–Pacific · Base: USA · Exports · Imports  |
 | Canada (EU) · 2 · 15 · Americas · Base: EU · Exports · Imports  |
 | Norway (EU) · 1 · 10 · Europe · Base: EU · Exports  |
 | EU Member States (EU) · 2 · 15 · Europe · Base: EU · no trade symbols |
 | Jordan (EU) · 1 · 10 · Middle East–North Africa · Base: EU · Exports  |
 | Nigeria (EU) · 1 · 10 · Africa · no Base · Exports  |
 | Belarus (Russia) · 1 · 10 · Europe · Base: Russia · Exports  |
 | Armenia (Russia) · 1 · 10 · Central Asia · Base: Russia · Exports  |
 | Syria (Russia) · 1 · 10 · Middle East–North Africa · Base: Russia · Exports  |
 | India (Russia) · 2 · 15 · South Asia · no Base · Exports · Imports  |
 | South Africa (China) · 1 · 10 · Africa · no Base · Exports  |
 | Tajikistan (China) · 1 · 10 · Central Asia · Base: China · Exports  |
 | Laos (China) · 1 · 10 · East Asia–Pacific · Base: China · Exports  |
 | Pakistan (China) · 2 · 15 · South Asia · Base: China · Exports · Imports  |
Map Country cards

76 cards, shuffled by Region into the two face-up decks of each Region
(Reveal Country cards). They follow the layout above: value,
Invest cost, Region, Base flags, crossed-out flags (top right) for powers that may never ally with
it, and trade symbols. Rows as for the Starting Countries; “never allies with” names the crossed-out
flags.
Americas
| Picture | Description |
|---|
 | Argentina · 2 · 15 · no Base · Exports · Imports  |
 | Brazil · 3 · 20 · no Base · Exports · Imports  |
 | Canada · 3 · 20 · Base: USA, EU · Exports · Imports  |
 | Chile · 2 · 15 · no Base · Exports · Imports  |
 | Colombia · 2 · 15 · no Base · Exports · Imports  |
 | Cuba · 1 · 10 · Base: Russia, China · never allies with USA · Exports  |
 | Ecuador · 2 · 15 · no Base · Exports · Imports  |
 | El Salvador · 1 · 10 · Base: USA · Exports  |
 | Honduras · 1 · 10 · Base: USA · Exports  |
 | Mexico · 3 · 20 · no Base · Exports · Imports  |
 | Peru · 2 · 15 · Base: USA · Exports · Imports  |
 | Venezuela · 2 · 15 · Base: Russia, China · Exports · Imports  |
Europe
| Picture | Description |
|---|
 | Albania · 1 · 10 · Base: USA · Exports  |
 | Belarus · 2 · 15 · Base: Russia · never allies with USA or EU · Exports · Imports  |
 | Bosnia-Herzegovina · 1 · 10 · Base: USA, EU · Exports  |
 | Croatia · 1 · 10 · no Base · Exports  |
 | Iceland · 1 · 10 · Base: USA · Exports  |
 | Moldova · 1 · 10 · no Base · never allies with Russia · Exports  |
 | Norway · 2 · 15 · Base: USA, EU · Exports · Imports  |
 | Serbia · 1 · 10 · Base: Russia · Exports  |
 | Switzerland · 3 · 20 · no Base · Exports · Imports  |
 | Ukraine · 2 · 15 · Base: Russia · Exports · Imports  |
Middle East–North Africa
| Picture | Description |
|---|
 | Algeria · 2 · 15 · no Base · Exports · Imports  |
 | Egypt · 2 · 15 · no Base · Exports · Imports  |
 | Iran · 3 · 20 · no Base · never allies with USA · Exports · Imports  |
 | Iraq · 2 · 15 · Base: USA, EU · Exports · Imports  |
 | Israel · 3 · 20 · Base: USA · Exports · Imports  |
 | Jordan · 1 · 10 · Base: USA, EU · Exports  |
 | Libya · 2 · 15 · Base: Russia · Exports · Imports  |
 | Qatar · 2 · 15 · Base: USA, EU · Exports · Imports  |
 | Saudi Arabia · 3 · 20 · Base: USA · Exports · Imports  |
 | Syria · 2 · 15 · Base: Russia · never allies with USA · Exports · Imports  |
 | Turkey · 3 · 20 · Base: USA · Exports · Imports . FAQ. |
 | UAE · 2 · 15 · Base: USA, EU, China · Exports · Imports  |
Africa
| Picture | Description |
|---|
 | Angola · 2 · 15 · Base: China · Exports · Imports  |
 | Burkina Faso · 1 · 10 · Base: EU, Russia · Exports  |
 | Central African Republic · 1 · 10 · Base: EU, Russia · Exports  |
 | Djibouti · 1 · 10 · Base: USA, EU, China · Exports  |
 | Ethiopia · 2 · 15 · no Base · Exports · Imports  |
 | Equatorial Guinea · 1 · 10 · Base: China · Exports  |
 | Kenya · 1 · 10 · Base: USA, EU · Exports  |
 | Mali · 1 · 10 · Base: EU, Russia · Exports  |
 | Niger · 1 · 10 · Base: USA, EU, Russia · Exports  |
 | Nigeria · 2 · 15 · no Base · Exports · Imports  |
 | South Africa · 3 · 20 · no Base · Exports · Imports  |
 | Sudan · 2 · 15 · Base: Russia · Exports · Imports  |
Central Asia
| Picture | Description |
|---|
 | Afghanistan · 1 · 10 · Base: USA, EU · Exports  |
 | Armenia · 1 · 10 · Base: Russia · Exports  |
 | Azerbaijan · 2 · 15 · no Base · Exports · Imports  |
 | Georgia · 1 · 10 · no Base · never allies with Russia · Exports  |
 | Kazakhstan · 2 · 15 · Base: Russia · Exports · Imports  |
 | Kyrgyzstan · 1 · 10 · Base: Russia · Exports  |
 | Mongolia · 1 · 10 · no Base · Exports  |
 | Tajikistan · 1 · 10 · Base: Russia, China · Exports  |
 | Turkmenistan · 1 · 10 · Base: Russia, China · Exports  |
 | Uzbekistan · 1 · 10 · Base: Russia, China · Exports  |
South Asia
| Picture | Description |
|---|
 | Bangladesh · 2 · 15 · no Base · Exports · Imports  |
 | Bhutan · 1 · 10 · no Base · Exports  |
 | India · 3 · 20 · no Base · Exports · Imports . FAQ. |
 | Maldives · 1 · 10 · no Base · Exports  |
 | Myanmar · 1 · 10 · Base: China · never allies with USA or EU · Exports  |
 | Nepal · 1 · 10 · Base: USA, EU · Exports  |
 | Pakistan · 3 · 20 · Base: China · Exports · Imports  |
 | Sri Lanka · 1 · 10 · Base: China · Exports  |
East Asia–Pacific
| Picture | Description |
|---|
 | Australia · 3 · 20 · Base: USA, EU · Exports · Imports  |
 | Cambodia · 1 · 10 · Base: China · Exports  |
 | Indonesia · 3 · 20 · no Base · Exports · Imports  |
 | Japan · 3 · 20 · Base: USA · Exports · Imports  |
 | Laos · 1 · 10 · Base: China · Exports  |
 | North Korea · 2 · 15 · Base: Russia, China · never allies with USA or EU · Exports · Imports  |
 | New Zealand · 2 · 15 · Base: USA · Exports · Imports  |
 | Philippines · 2 · 15 · Base: USA · Exports · Imports  |
 | South Korea · 3 · 20 · Base: USA · Exports · Imports  |
 | Singapore · 2 · 15 · Base: EU · Exports · Imports  |
 | Thailand · 2 · 15 · no Base · Exports · Imports  |
 | Vietnam · 2 · 15 · Base: Russia · Exports · Imports  |
Trade Deals, Commerce and Executive Orders
| Picture | Description |
|---|
 | Trade Deals — USA · 2 Exports, 2 Imports. Buys or from the EU, or from Russia, from China. Trade. The card sets the permitted transactions even when another power is controlled by a player. FAQ. |
 | Trade Deals — EU · 2 Exports, 2 Imports. Buys from the USA, or from Russia, from China. The card sets the permitted transactions even when another power is controlled by a player. FAQ. |
 | Trade Deals — Russia · 3 Exports, 2 Imports. Buys from the USA, or from the EU, from China. The card sets the permitted transactions even when another power is controlled by a player. FAQ. |
 | Trade Deals — China · 3 Exports, 3 Imports. Buys from the USA, or from the EU, or from Russia. The card sets the permitted transactions even when another power is controlled by a player. FAQ. |
 | Commerce — USA (×2) · 1 each. Commerce cards. A used card turns face down until the producing power makes that resource again. FAQ, FAQ, FAQ. |
 | Commerce — EU (×2) · 1 or 1 each. A used card turns face down until the producing power makes that resource again. FAQ, FAQ, FAQ. |
 | Commerce — Russia (×3) · 3 or 3 each; a buyer may take fewer than 3 but then gets no . A used card turns face down until the producing power makes that resource again. FAQ, FAQ, FAQ, FAQ. |
 | Commerce — China (×2) · 1 each. A used card turns face down until the producing power makes that resource again. FAQ, FAQ, FAQ. |
 | Executive Order (one per power, optional module) — once per game, place a card from your hand face down and do one action: Improve Relations; Engage; Trade; Invest; gain 1 then Move up to 2; Build a Base; Get a Growth Card; Produce 3 resource types. The gained Army is free, and you may move it or other Armies. Unused at the end: 3 . Executive Orders, FAQ. |
 | Executive Order — EU: same actions as above, including the free Army in its military option. FAQ. |
 | Executive Order — China: same actions as above, including the free Army in its military option. FAQ. |
 | Executive Order — Russia: same actions as above, including the free Army in its military option. FAQ. |
Auto-Influence cards

20 cards, used only with 2 or 3 players, numbered in the bottom right corner. Each row names a
non-player power and the Region where it adds Influence; +
means it also adds an
Army there, and flag names the power whose player then turns a Commerce card face down for 10
(Add Auto-Influence). Rows for powers a player
controls are ignored.
| Picture | Description |
|---|
 | Card 1 · USA → Americas · EU → Middle East–North Africa (flag: USA) · Russia → Europe + · China → East Asia–Pacific +  |
 | Card 2 · USA → Americas (flag: Russia) · EU → Europe + · Russia → Central Asia (flag: USA) · China → Middle East–North Africa +  |
 | Card 3 · USA → Americas · EU → Central Asia + · Russia → Africa + · China → South Asia (flag: Russia) |
 | Card 4 · USA → Europe (flag: EU) · EU → Africa (flag: Russia) · Russia → Americas + · China → East Asia–Pacific +  |
 | Card 5 · USA → Europe + · EU → Americas · Russia → Middle East–North Africa + · China → Africa |
 | Card 6 · USA → Europe + · EU → Middle East–North Africa + · Russia → Central Asia (flag: EU) · China → South Asia (flag: Russia) |
 | Card 7 · USA → Europe + · EU → East Asia–Pacific (flag: China) · Russia → South Asia (flag: EU) · China → Central Asia +  |
 | Card 8 · USA → Middle East–North Africa + · EU → Europe + · Russia → Africa (flag: China) · China → East Asia–Pacific (flag: Russia) |
 | Card 9 · USA → Middle East–North Africa + · EU → Africa · Russia → Central Asia + · China → South Asia (flag: EU) |
 | Card 10 · USA → Middle East–North Africa + · EU → South Asia (flag: China) · Russia → East Asia–Pacific + · China → Central Asia (flag: Russia) |
 | Card 11 · USA → Africa · EU → Middle East–North Africa (flag: Russia) · Russia → Europe + · China → Americas (flag: USA) |
 | Card 12 · USA → Middle East–North Africa (flag: China) · EU → Europe + · Russia → Central Asia + · China → Americas (flag: USA) |
 | Card 13 · USA → Middle East–North Africa (flag: EU) · EU → East Asia–Pacific + · Russia → Europe (flag: China) · China → South Asia |
 | Card 14 · USA → Central Asia + · EU → Europe (flag: Russia) · Russia → Middle East–North Africa · China → East Asia–Pacific +  |
 | Card 15 · USA → South Asia + · EU → Middle East–North Africa + · Russia → Europe (flag: EU) · China → East Asia–Pacific (flag: Russia) |
 | Card 16 · USA → East Asia–Pacific (flag: Russia) · EU → Middle East–North Africa + · Russia → Europe + · China → Africa +  |
 | Card 17 · USA → East Asia–Pacific + · EU → Europe · Russia → Africa (flag: EU) · China → Central Asia +  |
 | Card 18 · USA → East Asia–Pacific + · EU → Central Asia (flag: Russia) · Russia → South Asia (flag: China) · China → Africa +  |
 | Card 19 · USA → East Asia–Pacific + · EU → Americas (flag: USA) · Russia → Middle East–North Africa + · China → Europe (flag: EU) |
 | Card 20 · USA → East Asia–Pacific (flag: China) · EU → Africa (flag: Russia) · Russia → Middle East–North Africa + · China → Central Asia +  |
Tiles
To be added.
Tokens & pieces
The pieces
| Picture | Description |
|---|
 | Influence cubes — 23 per power plus 2 black local-power cubes. Adding Influence. |
 | Production cubes — 7 per power; mark each Production level on your board. Produce. |
 | Resource markers — Energy, Raw Materials, Food, Consumer Goods, Services, Diplomacy; one of each per player on the Resource track. Resources. |
 | Focus markers — one cylinder per power. Choose Focus. |
 | Prosperity markers — one cylinder per power. Increase Prosperity. |
 | Scoring markers — one disc per power on the VP track. Gaining and losing VPs. |
 | Round marker — on the Round track. Game flow. |
 | Turn Order markers — one flag per power. Determine turn order. |
 | Army tokens — 17 blue, 14 red, 12 yellow, 17 white; unlimited if you run out. Move, Resolve THREAT. |
 | Engage tokens — USA 3, EU 3, Russia 2, China 2. They can be cashed in for Influence and VPs or discarded for defence; returned tokens go back to your supply. You may choose not to move one even when all are already on the board. Engage, Return on investments, FAQ, FAQ, FAQ, FAQ, FAQ. |
 | Military Base tokens — 24, shared. A Base remains on its Country card and normally cannot be moved or removed; its Armies may leave, and each Country holds at most one Base. Build a Base, FAQ, FAQ, FAQ, FAQ, FAQ. |
 | Foreign Direct Investment (FDI) tokens — 24, shared. Invest. |
 | Ordis — 85 coins worth 1, 5, 10 and 20. |
 | Majority token — most money: 5-3-1 VPs (2 players: the other side). Majority tokens. |
 | Majority token — most Armies on the board: 6-3-1 VPs. |
 | Majority token — most allied Countries: 7-4-2 VPs. |
 | Player Aids — one per power: round summary and actions. |
Icons
To be added.