Subsections


The game turn

The game is played in turns, each consisting of the following phases in order:
  1. Draw Action cards
  2. Place VPs
  3. Events
  4. War
  5. Business

Draw Action Cards

The players may discard any unwanted cards. After that, each of them draws cards until the number of cards he holds equals the number of VPs he controls. If he has more cards than VPs at the beginning of this phase, he need not discard any.

A player who wants to draw more cards can do so with extra effort, adding the bonus to the number of VPs he has. This decision has to be announced before cards are drawn.


Place VPs

All players take those VPs from the game board which they want to place somewhere else. Beginning with the starting player and going clockwise around the table, each player has to place one VP on the board if able. The last player places all of his VPs and the other players follow counterclockwise. No VP may be held back, but it is legal to send VPs straight to the VIP Lounge.

To place a VP in a region, the player announces whether he uses Corruption or Crime to do so. His company's score has to be at least as high as that of the region in question. For the Media circus, the same rule applies w.r.t. the Media score.

Players may not remove their VPs from any region with a war counter on it, nor can they send more VPs there.


Battle of Goodwill

If a player wants to place a VP into a region or Media square that is already occupied by VPs of other players, each of them has to decide if he wants to keep the newcomer out. All players who decide to do so pay an amount (even 0) of Goodwill to the bank.

The challenged player can now choose to place his VP in the VIP Lounge or to pay more Goodwill then the other players combined. In the latter case, all opposing VPs are sent to the VIP Lounge and the newcomer enters the desired square. VPs of players who did not participate in the battle of Goodwill are not affected.

Note: The loser of a battle of Goodwill has no VPs left in the region (or Media square) in question. In particular, if a player is prevented from entering a region (or Media square) the VPs he placed there previously are sent to the VIP Lounge, too

Benefits of the Peace Nobel Prize

The holder of the Peace Nobel Prize may freely send or remove VPs to resp. from a region at war. Additionally, he needs neither Crime nor Corruption to enter a region and can not be kept from entering by a battle of Goodwill. However, if he tries to keep somebody else out, his VPs still have to leave if he loses.

The Peace Nobel Prize grants no advantage in the Media Circus.

Events

The starting player turns over the topmost Event card and carries out the instructions. If a new war breaks out, he places a war counter in the respective region. If the One $uperpower attacks the Rogue State, mark only the latter one.

If all Event cards have been used, the starting player reshuffles the deck before revealing the new event.

War

The starting player decides the order in which any ongoing wars are resolved. He rolls a die for each region with a war counter and adds the Stuff score of the respective region. Look the result up on the war table on the game board.

In most cases, the region at war loses Stuff and may be subject to an intervention (see p.[*]). A war in the Rogue State also causes the One $uperpower to lose the indicated amount of Stuff. Nuclear Apocalypse ends the game and all players lose (except if someone has a bunker).

If a 1 or 6 is rolled for the war outcome, remove the war counter after resolving the effects. For now, this war is over.

Business

All Business Opportunity cards on the table become available again. To show this, the relevant cards are turned upright. Now, one player after the other performs one action each. The starting player begins and the others follow clockwise. This phase lasts until all players pass for one round. After that, the player to the left of the starting player becomes the new starting player, and the next game turn begins with drawing cards.

The following actions can be taken during the business phase:

VPs in a war region may not undertake actions that require them to leave the region - except if their owner has a Peace Nobel Prize!

Play an Action card

An Action card that says ``Play as an action during business phase'' can be played now.

Use a Business Opportunity

To use a Business Opportunity, you have to play a card from your hand or use a card already played by you. Each Business Opportunity requires a minimum score in an appropriate attribute and one or two VPs in certain regions. If you meet these requirements, place the given Income on all involved VPs. Turn the card sideways to show that it has been used and may not be used again before the next game turn.

A business that requires two VPs can be done as a joint venture by two players. The owner of the Business Opportunity card has to provide one VP and meet all other requirements. His partner only provides the second VP (regardless of other requirements) and gets his share of the profit.

Launder money

Collect the black money from one of your VPs and add it to your reserve. The VP goes to the VIP Lounge. Money laundering is not easy: you need to beat the region's Corruption or Crime value to succeed.

Sell Stuff

To sell Stuff in a region, your company has to have a Tech value equal to or greater than the printed requirement. Place your VP in the VIP Lounge and collect the given Income. Increase the Stuff level of the region by one.

If a region has a Stuff level of 6, you cannot sell them any more Stuff. As soon as the Stuff marker enters the gray area, selling Stuff is illegal and can be prevented by investigative journalism (see p.[*]).

Media campaign

You can use a VP committed to the Media circus to earn 1 Goodwill. If there is a war, natural disaster or famine somewhere in the world, a VP on ``Charity Scam'' is worth 2 of Goodwill. In any case, place the VP in the VIP Lounge.

Buy a VP

A new VP costs 12 Billions and begins play in the VIP Lounge.

Buy the Peace Nobel Prize

The Peace Nobel Prize costs 10 Goodwill. Put that halo on your head.

Pass

If you pass, you can still take actions later in the phase. However, if all players pass in turn, the business phase is over.