Subsections


Basic rules

These rules are essential for understanding the game turn as outlined in the next section:


Trade and agreements

Players are allowed to trade and make agreements at any time. The only resource that may be exchanged directly is money. Goodwill, cards etc. may not be given to other players. However, you can pay another player to use an action card at a specific moment.

Note: Agreements are only binding if they resolve immediately. A player who agrees to do something at later time can still reconsider his promise. Whether it is a good idea to cheat on your former allies is another question entirely.


Money and Goodwill

Goodwill is harder to earn than money but more useful. Instead of paying with Billions, you can always pay an equal amount of Goodwill (or any combination of the two). Some actions are even possible only with Goodwill.

The only disadvantage of Goodwill is that it may not be given to other players. Exchanging Goodwill for money is not permissible!


Black money

As long as a VP sits on a region of the pyramid, he may collect black money. This kind of money is not accessible to his company, as it is of dubious origin. To symbolize this, black money is stacked on top of the VP. If a VP has to leave a region for whatever reason, the black money he has accumulated is lost and returns to the bank.

During the Business Phase, you can launder black money and add it to your company's regular funds.


Extra effort

A company's abilities are often insufficient to do what its owner wants without extra effort. To temporarily raise the Crime, Corruption, etc. of his company, a player has to spend an appropriate amount of money.

A table on the game board tells you the price of extra effort based on the desired bonus. This increase applies to the next action only, but it may be bought as often as you like (and can afford).


Journalism

If a player is about to do something illegal, he can be prevented from doing so by a VP in the appropriate section of the Media circus. For example a VP on ``Report on Crime'' can cancel every action that requires Crime. Illegal actions for this purpose are... To cancel an illegal action, the player with a VP on the Media Circus announces his decision and places the VP in the VIP Lounge. The player he caught moves all involved VPs to the VIP Lounge and discards any Action cards he used. The action is canceled and has no effect.

What's worse, the accused has to pay 2 Goodwill to the player who revealed his illegal activities. If he cannot pay, he loses all Goodwill and must wear the Ba$tard$ Inc. sign around his neck from now on (see below).

Note: If the player being caught holds the Peace Nobel Price, he loses the price even if he does not become Ba$tard$ Inc.

Canceling Business Opportunities

If a Business Opportunity is canceled by journalism, the card has to be discarded. In case of a joint venture, both business partners must pay 2 points of Goodwill to the journalist.

If a player cancels a joint venture in which he participated himself, his partner pays 2 points of Goodwill to the bank while the betrayer gets away free.


Intervention

If things get ugly in some part of the world, the Rest will often decide to intervene by sending troops, development aid, or at least a condolatory note. Clearly, this is an opportunity to earn some money.

Whenever there is an intervention in a region...

If an intervention happens because the One $uperpower is at war with the Rogue State, only the VPs in the Rogue State collect money.

The Peace Nobel Prize

Nothing is better for a company's reputation than having a spokesman with the Peace Nobel Prize. The prize can be bought for 10 points of Goodwill during the business phase. The current holder has to wear the halo.

Having the prize has two important advantages:

Unfortunately, the Peace Nobel Prize is hard to keep: if the current holder is caught doing something illegal, the prize is gone (see ``Journalism'', p.[*]). As nobody cares for yesterday's celebrities, the same holds if another player buys it.

Ba$tard$ Inc.

If a player is caught doing something illegal and cannot pay the required Goodwill, he becomes Ba$tard$ Inc. and has to put the sign around his neck. His reputation has been destroyed, the media use him as scapegoat, everything, and nobody likes him anymore!

The player wearing the sign cannot gain Goodwill in any way. He may still engage in investigative journalism, but his victims now pay their 2 Goodwill to the bank. Any other action that would yield Goodwill grants him the same amount of Billions instead.

The only way to lose the Ba$tard$ Inc. sign is for somebody else to ``earn'' it.

Timing issues

If several players want to influence the same event, or are subject to the same effect, the starting player takes precedence. If he is not involved, the player next to him in clockwise direction does.

Note that this isn't necessarily an advantage: if two players are caught in a joint venture and both are short on Goodwill (see ``Journalism'', p.[*]), then the one sitting closer to the starting player gets the Ba$tard$ Inc. sign.

Note: If a player wants to use journalism to prevent some other player from entering a region, this happens before the battle of Goodwill (see p.[*]).