Ludexv2026.11.01-65114139World OrderOfficial rulebook ↗

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Tips & Strategy

How to teach World Order, what to expect from a first game, advice for each power and the player counts — from tutorials, reviews and the designers.

About this page

Everything here is advice, not rules. It comes from published video tutorials, playthroughs, reviews and the designers’ own posts (listed under Sources), paraphrased. Where a video teaches a rule differently from the v1.0 rulebook, the rulebook wins — the differences are listed under Videos vs the rulebook.

How to teach it

Use the Teach the Game script. Framings from the videos that help:

Host game

Teach the card turn before the Preparation checklist: round 1 begins with Actions. For turns 1–3, ask players to state their action’s target, payment and exhausted Country before moving pieces. Rehearse one Build a Base action with an Army from the Player board; then show the separate Move action, which can reposition an Army already on the map. The distinction prevents a promising plan from depending on an unavailable supply Army (rulebook pp. 14–15).

Point out the permanent Influence slots before the first scoring race. Ask “will this Region actually score?” rather than choosing a Region for the player. The card-first structure pairs with How to play World Order + Visuals — Peaky Boardgamer; the printed rulebook governs costs and prerequisites.

Your first game

Playing each power

United States

Starts with the most money and good Base options. Its scoring ability punishes leading in fewer than 4 Regions at each scoring (−12 to −2 VPs), so it has to spread out across the map rather than dominate one corner.

European Union

Starts with 5 allies and strong Diplomacy and Services; its deck leans diplomatic, with few military cards. NATO means the USA’s Armies never cost it points — build on diplomacy and trade rather than an early military.

Russia

Lots of Energy, little money (15). Sell Energy to fund Armies and Bases, and keep the most Armies in the Regions of its zone of interest: each one pays 2 VPs at every scoring, whether that Region scores or not.

China

The trading power: 3 exports and 3 imports per Trade. Its end-game bonus counts the number of different Regions with a Chinese FDI token, so spread investments across the map instead of stacking them in one or two Regions.

Player counts

Videos vs the rulebook

Some videos were made with prototypes or contain slips. Follow the v1.0 rulebook:

Sources

YouTube: How to play World Order + Visuals, by Peaky Boardgamer. BGG: the designers’ World Order FAQs and Clarifications discuss community rules questions; answers are also linked by thread in the FAQ. The v1.0 rulebook governs rules.

Rules

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