Texto completo do manual

2 WORLD ORDER • TABLE OF CONTENTS
TABLE OF CONTENTS
COMPONENT ANATOMY 6
P
layer Boards
6
A
bility Cards
6
C
ountry Cards
7
S
trategic Asset Cards
7
T
rade Deals & Commerce Cards
7
Gr
owth Cards
7
A
uto-Influence Cards
7
G
AME SETUP
8
HO
W TO PLAY
11
P
REPARATION PHASE
11
Dr
aw Cards
11
R
eveal Country Cards
11
Det
ermine Turn Order
11
Pr
oduce Primary Resources
11
Choose F
ocus
11
A
CTION PHASE
12
A
ctions
12
Improve Relations (Diplomatic) 12
En
gage (Diplomatic)
13
T
rade (Economic)
13
Invest (Economic) 14
Mo
ve (Military)
14
Build a Ba
se (Military)
14
G
et a Growth Card (Domestic)
15
Pr
oduce (Domestic)
15
Im
portant Notes
16
A
dding Influence
16
R
esetting Temporary Influence
16
Dr
awing Cards
16
T
rashing Cards
17
G
aining / Losing VPs
17
R
esearch
17
Add Auto-Influence 18
AF
TERMATH
19
Return on Investments 19
Incr
ease Prosperity
19
R
esolve THREAT
19
S
coring
20
GAME END 21
E
XECUTIVE ORDERS
21
F
AQ
22

---

The year is 2010, and the world is drastically changing in front of our eyes. While the unrivaled influence of
the United States is beginning to wane, other major powers are eagerly stepping onto the stage, ready to
claim their piece of the geopolitical pie. In the East, Beijing is rising to become a global powerhouse.
Simultaneously, Moscow is entangled in an intricate game of chess with Washington, ready to counter its
every move. And amidst these tumultuous forces, the European Union is trying to carve out its identity. The
world undergoes a drastic shift while power is being redistributed on a global scale. But who will take the
lead in this rapidly changing world order?
World Order is an area majority board game for 2–4 players that lets you take control of one of four dominant
global powers of the 2010s: the United States of America, the People’s Republic of China, the Russian
Federation, and the European Union. Utilize your diplomatic finesse, economic strength, and military might
to expand your influence across the globe. Form alliances through sharp negotiation, entice other nations
through clever economic dependencies, or become the military juggernaut no one dares to cross. Join the
race for a global hegemony, and show the other powers that a new era is dawning!

---

GAME COMPONENTS

0-1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19-20-21-22-23-24-25-26-27-28-29-30
99
WORLD
ORDER
A RACE FOR GLOBAL HEGEMONY
98
97
1ST
2ND
3RD
4TH
TURN ORDER
96
95
94
93
92
91
90
ROUND
6
89
5
88
4
87
3
86
2
85
1
84
83
82
81
80-79-78-77-76-75-74-73-72-71-70-69-68-67-66-65-64-63-62-61-60-59-58-57-56-55-54-53-52-51-50
1
Main Board

94
Influence Cubes
(23 Blue, 23 Red,
23 White, 2 Black)

4
Focus Markers
(cylinders in 4 colors:
Blue, Red, Yellow, White)

4
Energy
4
Raw
Materials
4
Food
4
Consumer
Goods
4
Services
4
Diplomacy
24
Resource Markers

1
Round Marker

28
Production Cubes
(7 Blue, 7 Red, 7 Yellow, 7 White)

4
Prosperity Markers
(cylinders in 4 colors:
Blue, Red, Yellow, White)

4
Scoring Markers
(discs in 4 colors:
Blue, Red, Yellow, White)

Player Boards

Player Aids

2 85 1 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 1 Main Board 94 Influence Cubes 23 Blue 23 Red 23 White 2 Black 4 Focus Markers cylinders in 4 colors Blue Red Yellow White 4 Energy 4 Raw Materials 4 Food 4 Consumer Goods 4 Services 4 Diplomacy 24 Resource Markers 1 Round Marker 28 Production Cubes 7 Blue 7 Red 7 Yellow 7 White 4 Prosperity Markers cylinders in 4 colors Blue Red Yellow White 4 Scoring Markers discs in 4 colors Blue Red Yellow White Player Boards Player Aids

PRODUCTION
RUSSIAN
FEDERATION
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
PEOPLE'S REPUBLIC
OF CHINA
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
UNITED STATES
OF AMERICA
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
EUROPEAN
UNION
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
EAST ASIA
PACIFIC
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
MIDDLE EAST
NORTH AFRICA
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
SOUTH ASIA
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
AFRICA
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
AMERICAS
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
EUROPE
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
CENTRAL
ASIA
DIPLOMATIC
FOCUS
MILITARY
FOCUS
PROSPERITY
RESOURCES
PRODUCTION
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WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER WORLD ORDER

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48
Starting Ability Cards
(12 for each player)

66
Market Ability Cards

20
Strategic Asset Cards
(5 for each player)

4
Executive Order Cards
(1 for each player)

17
Starting Country Cards

76
Map Country Cards

9
Commerce Cards

20
Auto-Influence
Cards

20
Growth Cards

4
Trade Deals Cards
(1 for each player)

20
10
5
1
85
Ordis : Coin Tokens
(in 4 denominations)

60
Army Tokens
(17 Blue, 14 Red,
12 Yellow, 17 White)

5-3-1
7-4-2
6-3-1
3
Majority
Tokens

10
Engage Tokens
(3 Blue, 2 Red,
3 Yellow, 2 White)

4
Turn Order
Markers

24
Military
Base
Tokens

24
Foreign
Direct
Investment
(FDI) Tokens

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6 WORLD ORDER • COMPONENT ANATOMY
Player Indicator
Starting
Ability Card
COMPONENT ANATOMY
These cards are the primary way you will be performing your
actions. You start with a deck containing 12 cards (some of them
unique to each power), and throughout the game you will be adding
more cards to it.
The actions that these cards allow you to perform belong to one of
four types, indicated by the color on the card’s side:
Diplomatic Economic Military Domestic
These boards indicate your power’s domestic capabilities. They show the production rate for each resource, and the bottom part tracks the actual resources that you have. Each board also keeps track of your Prosperity level as well as what your power’s Focus is each round (Domestic, Diplomatic, or Military).
Player Boards
Ability Cards
Starting
Money
Prosperity
Track
Resource
Track
Effect
Bonus Section
Suggested
Starting Card
Indicator
Type
Resource
Markers
Focus Marker
Slot
Starting
Production
Resource
Production
Name
Cost
Market
Ability Card

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7COMPONENT ANATOMY • WORLD ORDER
Resources You Can
Import (Buy) From
Other Players
These cards represent Countries
around the world with which you
interact. While placed in front of you,
they are considered allied Countries
and indicate you have good relations
with them.
Allied Countries in front of you can be
in one of two states: When face up,
they are considered ready. When they
are face down, they are considered
exhausted.
These cards represent unique assets that only you can use. Their effect is usually
more powerful than regular Ability cards, and you can only use them once in each
game.
These cards are used during trading. Your Trade Deals card indicates how many
Export and Import transactions you can perform and also which resources you can
Import from other players. The Commerce cards are used to indicate whether you
have resources available for trade.
These cards represent improvements to your infrastructure.
They usually feature ongoing abilities that become available
when you acquire them.
These cards are only included in 2- and 3-player games. They are
used to determine where the nonparticipating players will place
Influence and Armies and which players they will trade with.
Country Cards
Strategic Asset Cards
Trade Deals & Commerce Cards
Growth Cards
Auto-Influence Cards
Value
Cost
to Invest
Country’s
Flag
Name
Name
Effect
Country’s
Name
Country’s
Region
Players Allowed
to Build a Base
Player
Indicator
Starting
Victory
Points
Player
Indicator
Available
Resources
Victory
Points
Ability
Starting Country /
Player Indicator
Players That
Cannot Improve
Relations With
This Country
Resources You Can
Import (Buy)
Exhausted
Card
Resources You Can
Export (Sell)
Level
Cost
Nonparticipating
PlayerImport
Transactions
Export
Transactions
Army
Indicator
Affected
Region
Player
Receiving
Money

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8 WORLD ORDER • GAME SETUP
GAME SETUP
1
2
3
3
4
5
6
7
8
8
17
19
1. Place the Main board in the middle of the table.
2. Separate the Map Country cards by their Region. Shuffle each
Region’s cards separately and place them in a face-up deck on the
left side of the corresponding space on the board. Then, take the
top Country card of each deck and place it to the right of the deck
(creating a second deck), so that 2 cards are visible in each Region.
3. Place Influence cubes in each Region as indicated by the colors of
the slots on the board, and place the Round marker on the 1st space of the Round track.
4.
Place the 3 Majority tokens on the board with the side corresponding
to the number of players face up (the side with the 2-player symbol for 2 players and the other side for 3+ players).
5.
Shuffle the Market Ability cards and place them in a face-down
deck below the board. Reveal the first 6 cards and place them face up in a row next to the Ability deck. These 6 cards will be collectively called the Market.
6.
Separate all the Growth cards into piles by name and place them above the board in numerical order. In a 3-player game, remove one of each Level 1 card. In a 2-player game, remove one of each Level 1–4 card. Note that not all of the piles have the same number of cards in them.
7. Make piles of the coins, Military Base tokens, and FDI tokens, and
place them next to the board where all players can reach them. These will collectively be called the Supply.
8.
Each player chooses one of the available powers (USA, EU, Russia, and China) and takes its corresponding Player board, Starting
Ability cards, Starting Country cards, Trade Deals card, Strategic
Asset cards, Commerce cards, Production cubes, Influence cubes,
Army tokens, Engage tokens, Focus marker, Prosperity marker,
Player Aid, starting money (shown above the resource track, on the right), and one of each Resource marker.
Note there is a restriction in games with 2 players when choosing
powers: One player has to choose between USA and EU, while the

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9GAME SETUP • WORLD ORDER
9
10
11
12
13
13
14
15
16
16
17
18
other player has to choose between Russia and China. In games
with 3 players, there is no restriction.
Then, each of you performs the following:
9. Place your Player board in front of you.
10. Put a Production cube on the starting Production space of each
track (the colored square).
11.
Place your Focus marker in the Domestic Focus space.
12. Place your Prosperity marker in the first space of the Prosperity track.
13. Place the 6 Resource markers on the Resource track, each one on the number equal to its starting Production, and place the appropriate number of starting Army tokens on the top of your Player board (not on the Resource track). Keep your remaining
Army tokens and your Influence cubes nearby.
14. Place the Starting Country cards face up above your Player board;
they are your allied Countries.
15.
Place your Trade Deals card next to your Player board. Then, place
your Commerce cards face up (showing the resource symbols)
next to your Trade Deals card.
16.
Shuffle your Starting Ability cards and form 2 piles of 6 cards at
random. Look at the cards in each pile and choose one as your starting hand. Shuffle the other pile face down and place it to the side. It will be your deck during the game. If this is your first game, see the Starting Hand box below instead.
Starting Hand: If this is the first time you are playing World Order, we suggest that you start with a fixed starting hand. Instead of drawing 6 cards at random, take the 6 Starting Ability cards with an arrow right before their name, as shown in the image. Shuffle the remaining cards and place them in a face-down pile as your deck.
17.
Shuffle your 5 Strategic Asset cards and draw 3 of them at random. Choose 2 to keep and place them face up beneath your Player board. Return all of your remaining Strategic Asset cards back to the box, as they won’t be needed. Then, place your Scoring marker on the space around the board that corresponds to the sum of the starting Victory Points (VPs) listed on your 2 chosen cards.
18. Place your starting money near your Player board.
19. Place the 4 Turn Order markers on the Turn Order track on the board in VP order (the player with the most VP takes the 1st place and so on). In case of a tie, the player with the least starting money goes first.
You are now ready to start the game.

If you are playing with 4 players, return the
Auto-Influence cards to the box as they are not
needed. If playing with less than 4 players, shuffle
the Auto-Influence cards, draw 2 of them, and place
them above the Main board. For every power that is
not taken by an actual player, place Influence cubes
of their color next to the power’s flag as well as Army
tokens if indicated on the cards.

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11PREPARATION PHASE • WORLD ORDER
The game lasts for 6 rounds. Each round is divided into 3 phases:
Preparation Phase, Action Phase, and Aftermath. Through your actions,
you place Influence cubes in various Regions on the board which grant
you VPs. In addition, you gain VPs based on who has the most Influence
in each Region during the game’s 2 scoring intervals. At the end of the
6th round, the player with the most VPs wins!
PREPARATION PHASE
This phase is skipped during the 1st round. If this is the first time you are
reading the rules, it may be better to skip this section and come back
here after you’ve read what happens in the other phases and have a
better understanding of how the game plays.
In the Preparation Phase you perform the following steps. Note that
most of these steps can be performed simultaneously by the players to
save time. If, however, it is important for one or more players to see what
the others are doing, use the regular turn order to perform them, with
each step fully carried out by all players before moving to the next step.
Draw Cards
Draw 6 cards from your deck. If at any moment there are no cards to draw
from, shuffle your discard pile and form a new deck. Continue drawing
cards from the new deck until you’ve drawn a total of 6 cards.
Reveal Country Cards
In each Region, take the top card of the left deck of Country cards and
move it to the top of the right deck. If you end up placing the last card
from the left deck on the right one, move the single deck you now have to
the left side and place the top card to the right side of the deck.
Determine Turn Order
Slide the Turn Order markers slightly downward. Then, the player with
the fewest VPs places their Turn Order marker on the space of their
choice on the track. Continue doing this for all the players in reverse VP
order. In case of a tie, the player with the least money among those tied
chooses first. If there is still a tie, the tied player with the least starting
money chooses first.
Produce Primary Resources
Produce all 3 of your primary Resource types: Energy (
), Raw
Materials ( ), and Food ( ). For each resource type, you gain as many
as your matching Production cube indicates, moving the corresponding marker on the Resource Track accordingly. See the Produce action’s section on page 15 for additional details.
Choose Focus
Choose what you want to focus on this round among the three available options: Domestic Focus, Diplomatic Focus, or Military Focus. Move the
Focus marker on your board accordingly, and then perform the instructions listed there in order.
Some instructions allow you to increase a Production on your player board.
If you choose to do so, spend the cost listed and move the corresponding
Production cube one space to the right. Note that if you increase the
Production of a primary resource type this way (
, , or ), immediately
gain 1 of that resource.
If an instruction tells you to Produce a secondary resource type,
specifically Consumer Goods ( ), Services ( ), Diplomacy ( ), or
Armies ( ), you can produce up to as many of that resource as the
number indicated by its Production cube. However, for each secondary resource that you produce, you need to spend the corresponding requirements listed next to it. For example, for each
produced, you
need to spend 1 and 1 . If your Production cube in the track is in
the 3rd space, it means you can produce up to 3 , spending 3 and
3 if you produce all 3.
Note that the last item in each Focus section (without a bullet) is an ongoing ability that applies during the whole round, not something to be performed in this step. In the first round, all players start with Domestic Focus, and its ongoing ability applies as normal.
HOW TO PLAY
Commerce Cards: Whenever you produce a resource type that is listed on your Commerce cards, turn all of those cards face up again. They represent surplus resources allocated for use in Trade.

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12WORLD ORDER • ACTION PHASE
This is the phase in which most of the game takes place. You play cards
from your hand to affect the board and pursue your agenda. At the end of
this phase, you will also get to add new cards to your deck.
This phase consists of 3 steps. The 1st player on the Turn Order track
goes first in each one.
Actions
Choose one of the Ability cards in your hand. Play that card in front of you
and resolve its effect. If you can’t resolve the full effect listed, resolve as
much of it as you can. The card then stays in front of you. (Do not put it in
your discard pile.)
Instead of playing a card and resolving its effect (or if, for any reason, you
are left without any cards in your hand), you can choose one of the
following options:

Play a Strategic Asset card: Place an Ability card from your hand
face down in front of you (if able), and resolve the effect of one of
your available (face-up) Strategic Asset cards. Then, turn that card
face down.

Pass: Place an Ability card from your hand face down in front of you (if
able) and gain 10 .
After you have resolved your played Ability card (through resolving
either the card’s effect or one of the other available options), your turn is
over. The next player on the Turn Order track gets to play their turn. This
goes on until you have all had 4 turns. As soon as that happens, you
proceed to the Research step.
The following is a description of each action. Note that some of those
actions allow you to add Influence to a Region. See later on for more
details on that.
Improve Relations (Diplomatic)
This action allows you to improve your relations with other countries and form new alliances. You can even use existing alliances to help establish new ones.
Choose an available Country card on the board (the top card of either
deck in a Region). Spend Diplomacy (
) equal to the Country’s value
(the number in the hexagon in the top left corner: ), and place it face
up in front of you. It is now considered an allied Country.
If you have other allied Countries from the same Region, you can exhaust
them (turn them face down) to lower the cost you need to spend. Each
Country you exhaust lowers the cost by an amount equal to its .
Note that each Region should always have 2 Country cards available. If, while Improving Relations, you take the last card from either deck, move the top card of the remaining deck to the empty space.
If you Improve Relations with a Country you already have in
front of you (1 of your Starting Countries), place the new
card face up on top of the previous card, slightly upward so
that both cards’ trade symbols are visible, keeping any
Military Base or FDI tokens it had. If the previous card is
ready (face up) when you do this, you also add 1 Influence
to that Country’s Region. From this point onward, treat
these as a single Country for all intents and purposes (with
the top card’s characteristics—only the trade symbols are
kept from the previous card).
Note that some Countries do not allow for some powers
to Improve Relations with them. If a power’s flag is
crossed out in the upper-right corner of a Country card,
then that player cannot choose that Country for this
action. USA, for example, cannot Improve Relations
with Iran.
ACTION PHASE
The Ability cards in front of you serve as a reminder of how many turns
you’ve taken so far in the round. If, due to an effect, you end up playing
multiple cards within the same turn, place them on top of each other
so that the number of “piles” in front of you remains equal to the
number of turns you have taken so far. To save on space, you can have
these piles slightly overlap one another, leaving only each card’s color
visible to remind you of what you played.
EXAMPLE: Kate, playing China, wants to Improve Relations with
Australia, which has a value of . Normally, she would have to
spend 3 to do so. However, she decides to use her good relations
with Singapore, another Country in the same Region, to her
advantage. She exhausts Singapore’s card and gets a discount of
2 , equal to its value (). Thus, Kate spends just 1 and takes
Australia in front of her.
+ =

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13ACTION PHASE • WORLD ORDER
Engage (Diplomatic)
This action allows you to cement your influence in a region through your
diplomatic ties.
Choose a Region on the board in which you have at least 1 allied Country.
Spend the cost listed on that Region, and add 1 Influence to it. Then,
place one of your Engage tokens on that Region. If you don’t have any available, you can move one of your tokens already on the board.
Similarly to the Improve Relations action, you can exhaust allied
Countries from the same Region (turn them face down) to lower the

cost you need to spend. Each Country you exhaust lowers the cost by
an amount equal to its .
Remember that, if you have Diplomatic Focus, Engage costs 2 less .

EXAMPLE: Anna plays the European Union and wants to Engage in
Middle East—North Africa. She looks at the Region on the board and
sees that the cost to Engage there is 6 . This is more than what she
can spend, but luckily for her, she has Jordan and Qatar among her allied Countries. She decides to exhaust their cards to get a discount. Their values are
and , so she gets a total discount of
3 . She then spends the remaining 3 and adds one of her
Influence to the Region along with one of her Engage tokens.
Trade (Economic)
This action allows you to trade with other countries and players,
generating income and gaining access to resources that you can’t
produce yourself in a sufficient quantity.
Whenever you perform this action, you can perform a number of Export
and Import transactions. The exact number of transactions of each type
you can perform is listed on your Trade Deals card: either 2 or 3.
When you Export, you sell your resources to other Countries. To perform
an Export transaction, choose a resource type and count the number of
times its symbol appears on your allied Countries (regardless if they are
ready or exhausted), in the large section at the bottom of their cards. You
can sell up to that many of that resource.
When you Import, you buy resources from other Countries and other
players. To perform an Import transaction, choose a resource type and
count the number of times its symbol appears on the small section of
your allied Countries (with an arrow pointing toward you) and on your
Trade Deals card (getting it from the other players). You can buy up to
that many of that resource.
Note that each resource type can only be used in one transaction. You
cannot Export or Import the same type of resource twice, nor can you
Export a resource type and then Import it in the same Trade action.
The revenue from or cost of the resources you Export or Import can be seen
in the following table. Note that when Importing from allied Countries, the
amount you pay goes to the supply, but when Importing from another
player, it goes to that player. Also, when Exporting
, you can only sell
that are on your Player board, never from the Main board.
When Importing from another player, that player must have that resource available for you. If the player has a Commerce card showing that resource, turn that card face down and gain the listed resource(s), giving the corresponding amount of money to that player. If the player you’re importing from does not have a face-up Commerce card with that resource, then you can only buy it from them if they have it available on their board in which case they reduce their quantity accordingly. In both cases, the other player cannot deny you the transaction. If a player does not have any of that resource on their board, and has no face-up Commerce cards, you cannot buy it from them.
After you finish importing, if you ended up buying from one or more other
players, you also gain 1
(regardless of the number of transactions or
how many players you bought from). Note that in 2- or 3-player games, you can still buy from powers not controlled by an actual player. In this case, the resources you want to buy are always available; however, you don’t gain any
.
Similarly, when buying or from Russia, who lists 3 of each resource
type on its Commerce cards, you can buy less than 3 resources if you like (flipping the Commerce card as usual), but you won’t gain the
unless
all 3 are bought.

→RESOURCES
YOU EXPORT
RESOURCES
YOU IMPORT
EXPORT GAIN
(amount you earn)
5 5 5 15 15 20
IMPORT COST
(amount you pay)
3 3 3 10 10 —
+ 3x = +

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14WORLD ORDER • ACTION PHASE
Invest (Economic)
This action allows you to finance large-scale projects in foreign countries.
Such projects do not only bring you long term financial gains, they also
help you establish a foothold in the region.
Choose a ready allied Country in front of you. Spend the amount of
money listed on the top of the card (right beneath its
), and exhaust it
(turn it face down). Then, place a Foreign Direct Investment (FDI) token above the Country, and add 1 Influence to that Country’s Region.
Note that, unless stated otherwise, you can only Invest once in each
Country.
Move (Military)
This action allows you to move your army around the world, tipping
the balance to your favor.
Choose one of your Army tokens ( ), either from your Player
board or anywhere on the Main board, and move it to a Region in
your zone of interest (showing your flag in a small circle) or a Region
where you have a Military Base (see Build a Base below). You then
spend 5
.
Build a Base (Military)
This action allows you to build a military base on foreign soil, ensuring a
permanent military presence of yours in the region.
EXAMPLE: Jim plays Russia and is about to perform a Trade action.
He looks at the Export symbols on his allied Countries and decides
he will Export and . There are 5 symbols on the left side of his
allied Countries and 2 symbols, meaning he can sell up to 5 and
2 . (Whether the cards are exhausted or ready, plays no role in
this.) Jim decides to Export 4 and 2 for 5 each, moving the
markers on his Player board accordingly, for a total of 30 .
Then, Jim looks at what he will Import. He cannot Import or
since he just Exported them, so he decides to Import . Out of his
Country cards, only India offers .However, Jim can also Import
from the other players. He decides to get a total of 2 , 1 from India
and 1 from Anna (EU). He pays 10 to the supply and gives another
10 to Anna, who turns one of her Commerce cards face down.
Then, he moves his marker 2 spaces forward. Since he traded
with another player, he also gains 1 , moving that marker 1 space
forward.
EXAMPLE: Kate (China) wants to Invest in Pakistan, one of her
allied Countries. The cost to do so in that Country is 15 . She spends
the amount, exhausts the card, and places an FDI token on top of it. Then, she adds 1 Influence to South Asia.
EXAMPLE: Jim (Russia) wants to put some pressure on the other
players, so he decides to use the Military Reinforcements card, which allows him to Move 2
. He takes 1 from his board
and places it in Europe. Then, he takes his in Central Asia and
moves it to East Asia—Pacific. He can make the move in Europe because it is in his zone of interest, featuring Russia’s flag on the board. East Asia—Pacific, on the other hand, is not in his zone of
interest, but he has built a Base in Vietnam, a country of that Region, which allows him to send
there too. Finally, he pays the cost
for these moves: a total of 10 , 5 for each moved.

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15ACTION PHASE • WORLD ORDER
Choose a ready allied Country in front of you with a Military Base
() symbol and your flag shown beneath it (if your flag is not shown
there, you cannot perform the action). Exhaust the Country card, place a
Military Base token above it, and move an amount of up to that
Country’s (minimum of 1) from your Player board to that Country’s
Region. Spend a total of 5 for the Base and 5 for each moved,
and then add 1 Influence to that Country’s Region (regardless of the amount of
sent).
Note that, if you don’t have any on your board or the money to pay
the cost required, you cannot perform this action. Note also that, unless stated otherwise, you can only Build a Base once in each Country.
Get a Growth Card (Domestic)
This action allows you to tackle the inner workings of your power, improving the way things function and leading to a more efficient form of governance.
Choose one of the available Growth cards, pay its cost, place the card
near your Player board, and gain the VPs listed on the card. The first time
you Get a Growth Card, you take a Level 1 card. Then, each time you
perform the action, you must choose a Growth card exactly 1 level higher
than the previous card you got.
These cards usually provide you with an ongoing ability that you can
make use of for the rest of the game. Note, however, that each ability
becomes active on the round equal to its Level. You may still get a Growth
card in an earlier round (and gain its VPs as normal), but the ability will
only apply when the game reaches the same round as its level. Note also
that the number of each available Growth card is limited and may be less
than the number of players. Once all copies of a card are taken, that
particular ability is no longer available to other players.
Produce (Domestic)
Managing your power’s productions and getting much needed resources are vital in your pursuit of global hegemony.
When an effect instructs you to Produce 1 or more types of resources, you
can choose any of the 7 available types of resources. If you choose a
primary resource type to Produce (
, , or ), you gain as much of that
resource as your Production indicates. If you choose a secondary resource type to Produce (
, , , or ), you gain up to the quantity your
Production allows, spending the necessary requirements for each resource produced, as shown in the Focus section above that resource’s Production track.
Note that, when you Produce multiple types of resources within the
same action, you can choose any combination between primary and
secondary resource types. You are also allowed to spend primary
resources just produced in that action to pay for any secondary resources
you also want to Produce.
Note also that, whenever you Produce a type of resource that is listed on
your Commerce cards, you also turn all those cards face up again. They
represent surplus resources that have been allocated for use in Trade.
When producing
, if you run out of tokens in your color, use any
available items as an equivalent, as they are supposed to be unlimited.
For all resources that use the Resource Track, if you ever have more than
10 of a particular resource type, leave the marker on the 10th space. For
each resource you would gain beyond the 10th, gain money equal to its
Import cost instead (3
for a primary resource and 10 for a secondary
resource). However, in the case of , if you already have 10 and you
gain more, any excess is lost.
EXAMPLE: Kate (China) just played the Growth
Strategy card that allows her to Get a Growth
Card. She already has a Level 1 and a Level 2
Growth card, so she must take a Level 3 card this
time. There are 2 different cards available:
Tactical Flexibility and Diplomatic Opening.
She decides to go for the first one, so she pays its
cost, 3
and 15 , and takes the card in front
of her. She also gains 6 as listed on the card.
Note that she took the last available copy of Tactical Flexibility. If another player goes for a Level 3 Growth card, they will have to get Diplomatic Opening. EXAMPLE: Alex, who plays the United States of America, has 3
on his board and wants to Build a Base in Turkey , one of his
allied Countries that allows him to do so. He starts by exhausting the Country card and placing a Military Base token above it. Turkey has a
value of
, which means he can send all of his 3 along with
that Base, if he likes. He decides to send only 2 of them and keep the remaining 1. He moves his 2
to the Middle East—North Africa
Region (which Turkey belongs to) and spends a total of 15 (5 for
the Base and 10 for the 2 ). Finally, he adds 1 of his Influence to
the Region.
1
2
4
3

States of America has 3 on his board and wants to Build a Base in Turkey one of his allied Countries that allows him to do so He starts by exhausting the Country card and placing a Military Base token above it Turkey has a value of which means he can send all of his 3 along with that Base if he likes He decides to send only 2 of them and keep the remaining 1 He moves his 2 to the Middle East North Africa Region which Turkey belongs to and spends a total of 15 5 for the Base and 10 for the 2 Finally he adds 1 of his Influence to the Region 1 2 4 3

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16WORLD ORDER •ACTION PHASE
IMPORTANT NOTES
Adding Influence
Each region contains slots where Influence can be placed, with each slot
indicating the amount of VPs you immediately gain when doing so. There
are 2 types of such slots: permanent ones and temporary ones.
Whenever you add Influence to a Region, for any reason, you can choose
which of the available types of slots to use.
The slots above the line are permanent Influence slots. Whenever you
place Influence in one of these slots, the Influence placed will remain
there until the end of the game. However, their number is limited, and if
they all become filled, you can no longer place any of your cubes there
unless an effect instructs you otherwise.
The slots beneath the line are temporary Influence slots. Whenever you
place Influence in one of these slots, it has to go in the first available slot
from the left, and you’ll likely gain more VPs than with a permanent
Influence slot. However, when all of these slots are filled and new
Influence needs to be added, the left-most Influence is removed, and the
remaining cubes all move one space to the left. The new cube is then
added to the right-most slot, but you don’t gain any immediate VPs.
Some effects allow you to convert a temporary Influence to a permanent
one. When that happens, move the temporary Influence cube above the
line. If there is an available permanent slot, place it there (without
gaining any VPs). Otherwise, place it next to all the existing permanent
Influence. Then, if there are any temporary Influence cubes to the right
of where the converted one was, move those cubes one space to the left
(again, without anyone gaining any points due to this move).
Note that, when majorities are checked in each Region (see Score Regions
on page 20), all Influence cubes count in determining who has the most,
regardless if they are in temporary or permanent slots. However, for a
Region to score, it needs to have all the permanent Influence slots
covered. If it doesn’t, the Region won’t score any points at all.
Resetting Temporary Influence
Some effects allow you to Reset your temporary Influence. When that happens, remove one of your temporary Influence in a Region, push all the Influence cubes that were to its right one space to the left, and place your Influence back in the first available temporary slot. You do not gain any VPs when you do so. This “protects” your cube from being pushed off the Region by moving it farther to the right. Note that, if there isn’t any other Influence to the right of your cube, the Reset has no effect on it.
Drawing Cards
If any effect instructs you to draw cards during the Action Phase and there are no longer any cards in your deck, shuffle the cards in your discard pile (but not the cards in front of you that you have played this round) and form a new deck to draw from.
EXAMPLE:
1. Jim (Russia) just built a Base in Syria, so
he gets to add 1 Influence in Middle East—
North Africa.
2. All of the slots are available, so he decides
to place his Influence in a temporary slot. The
left-most temporary slot gives him 5 .
3. Alex (USA ) plays after him and Invests in
Saudi Arabia, which also gives him 1 Influence in the Region. He chooses to place it in a permanent slot, gaining just 1
for
now but ensuring his cube will stay there for the rest of the game.
4. Much later in the game, Anna (EU) decides
to Engage in the Region, which will allow her
to add another Influence there.
5. By this point, all the slots (both permanent
and temporary) are filled. Thus, she can only
place her cube in the right-most temporary
slot, pushing all the other cubes in temporary
slots one space to the left.
She doesn’t gain any immediate
at this
time, but at least she got to push one of Jim’s
Influence cubes out of the Region.
EXAMPLE: Anna ( EU) also plays the Growth Strategy
card but chooses the second option on the card, to
Produce 3 resources types. She mainly wants to get
, but even though she has a lot of , she only has
1 , which is the other requirement. Thus, for her first
resource type, she chooses and produces 3 of it, as
her Production indicates. For the second resource
type, she chooses and spends the 4 she now
has, along with 4 , to produce a total of 4 . Finally,
for the third resource type, she chooses . She has a
Production of 4 but decides to Produce only 3,
spending 9 (3 for each ).
1
2
3
4
5

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17ACTION PHASE • WORLD ORDER
Trashing Cards
When you Trash a card, return it back to the box or set it aside. It will no
longer be used.
Gaining / Losing VPs
Whenever you gain or lose VPs, move your Scoring marker on the VP track around the board accordingly. If you ever have more than 100 VPs, flip your Scoring marker to its other side to indicate your first 100 points and continue tracking the remaining points along the board.
Research
After you have all played 4 turns, the Actions step is over. You are now given the opportunity to add new cards to your deck. (Note that in the game’s final round, this step is fully skipped.)
First, place all the Ability cards in front of you in your discard pile. Then,
reveal the remaining cards in your hand. In the beginning, there will be 2
cards left, but some effects in the game may later change that number. For
each revealed card, gain the upper Bonus listed on it (usually
, , or
) and then add up the total amount of Research ( ) shown (the
lower Bonus) on all your revealed cards. You can use that to add new
cards to your deck from the Market.
Market Ability cards list their cost in to the right of their name. To get a
new card, spend as much as it costs from the you just gained. You can
also gain additional by exhausting allied Country cards. Every Country
card exhausted for this will provide you with equal to its . Note that
any unspent is lost; it doesn’t carry over to the next round.
If you don’t like the available cards in the Market, there is a way to change
them: You can spend 2 to discard the 3 right-most cards. You can do
this as many times as you wish.
Whenever a card is discarded from the Market and whenever you get a
new card for your deck, move the cards on the left of where it was one
space to the right and immediately reveal a new card to the left-most
available position. You can get as many new cards as you have
for, with
each such card placed immediately on top of your deck. Discard your revealed Ability cards afterward.
Note that if you have Domestic Focus, you gain 2
more during
this step.
In 3-player games, after everyone has finished getting new cards, discard the right-most card in the Market, move all remaining cards one space to the right and reveal a new card to the left-most space. In 2-player games, discard the 2 right-most cards instead.
EXAMPLE: Everyone finished their actions,and being the 1st player,
Kate (China) begins the Research step. She starts by revealing the
cards in her hand. She has a Growth Strategy and a Foreign Trade.
She checks the Bonuses on those 2 cards and sees that she gets 5 ,
which she takes from the supply. The cards also give her 4 that she
can use to get new cards from the Market. However, she has
Domestic Focus which provides her with an additional 2 for a total
of 6 .
She takes a look at the available cards and decides she wants to take Power Play, costing 5
. She places that card on top of her deck and
slides the remaining cards on its left one slot to the right, revealing a new card, Convincing Arguments.
Kate realizes that the card that was just revealed will fit very well in
her deck, so she wants to get that one too. However, it costs 4
,
and she only has 1 remaining to spend. To cover the remaining
amount, she will use her allied Countries. She decides to exhaust
Singapore ( ) and Tajikistan ( ) for a total of 3 , enough to
reach the 4 she needs to get the Convincing Arguments. She takes
that card and places it on top of her deck as well, revealing a new card for the Market.

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18WORLD ORDER • ACTION PHASE
Add Auto-Influence
If you are playing with 4 players, skip this step. Otherwise, take the
Influence cubes from the 2 revealed Auto-Influence cards (one card at a
time) and place them into the Regions listed next to them. If an

symbol is also shown next to the Region’s name, place an of the same
color in that Region as well. If a circular flag of another power is shown next to the Region’s name, and that power is controlled by an actual player, that player checks if they have any face up Commerce cards next to their board. If they do, they turn one of them face down, and they gain 10
. If
all of their Commerce cards are face down, nothing happens.
When adding Influence to a Region this way, if there is a permanent
Influence slot available, place it in that slot. Otherwise, place it in the first
available temporary slot.
Then, draw 2 new Auto-Influence cards. For every power that is not
taken by an actual player, place Influence cubes of that power’s color on
the cards, next to their flags, as well as
if indicated on the same
row. These indicate where Influence and Armies will be added in the Add Auto-Influence step of the next round.
You then move to the next phase.
EXAMPLE: Alex (USA ) and Kate (China) are playing a 2-player game
and are using the Auto-Influence cards for Russia and the European
Union, which are not controlled by players. It is now the end of the
2nd round’s Action Phase, and they look at the Auto-Influence cards
they had drawn the previous round.
They start by placing a yellow Influence cube (representing EU) in
Europe, along with 1
of the same color. They continue by
placing a white Influence cube (representing Russia) in Africa. There is also a Chinese flag shown on that row, so Kate gains 10

and turns one of her Commerce cards face down.
Then, they add another yellow Influence cube in Middle East—North
Africa and a white Influence cube in Europe, accompanied by a
Russian
. Since there is a USA flag shown in the EU’s row, Alex
would also gain 10 . However, both of his Commerce cards are face
down so he doesn’t gain anything.

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19AFTERMATH • WORLD ORDER
In this phase, you deal with the results of your actions. Your investments
pay off, and your army’s presence has an effect on your opponents. This
is also the phase in which scoring happens.
The Aftermath consists of the following steps.
Return on Investments
For every FDI token you have on an allied Country card, gain 2

multiplied by the card’s .
You can then discard any Engage tokens you have on the board. For each
such token you choose to discard from a Region, gain 5 per allied
Country you have from that Region.
Increase Prosperity
You can spend the amount of Consumer Goods (
) listed next to your
Prosperity marker and move it to the next space. If you do, immediately gain the VPs and money listed on that space. You can only move a single space on the Prosperity track each round, even if you have enough
to
move again.
Resolve THREAT
During this step, each player checks the military presence of their opponents in each Region in their zone of interest. A player’s zone of interest consists of all the Regions that feature their flag in a small circle on the Main board. The number of each player’s
there equals their
THREAT in that Region. The number of your in a Region in your zone
of interest equals your Defense there.
When resolving THREAT, you check each Region in your zone of interest
and lose 2 VPs for every other player who has more THREAT there than
you have Defense. Usually this means you lose 2 VPs for every other
player in that Region with more
than you, but there are some effects
that may change this.
If you have Military Focus, you gain +1 to your THREAT wherever you have
, and +1 Defense in Regions in your zone of interest, (even if
you have no there).
If you have an Engage token in a Region in your zone of interest, you can choose to discard it during this step. If you do, then for this round, you gain +2 Defense in that Region for each allied Country you have from that Region.
Note that USA and EU both have the Member of NATO special ability
which allows them to ignore THREAT from each other.
AFTERMATH
EXAMPLE: It’s the Return on Investments step, and Anna (EU) has 3
Country cards with an FDI token on them. Norway and Jordan both
have a value of , so she gains 2 from each of them. Turkey has
a value of , so she gains 6 from it. In total, she gains 10 from
her FDI tokens during this step.
She also has an Engage token in Africa, which she decides to discard.
Since she has 2 allied Countries from that Region, Nigeria and
Djibouti, she gains 10
from that.
EXAMPLE 1: It’s time to check for THREAT, and there are 3 players with
in Central Asia. Kate (China) has 2, Jim (Russia) has 1,
and Anna (EU) also has 1. Since the Russian and Chinese flags are
the only ones shown in the Region, only Russia and China will check for THREAT here. Jim’s Defense is tied with Anna’s THREAT, so he doesn’t lose any points from her. Kate , however has more
than
him. As a result, her THREAT is higher than Jim’s Defense, and Russia loses 2
. If Anna had 2 in the same Region, there would be 2
players with more than Russia, and Jim would lose 4
instead. Kate doesn’t lose any because there aren’t any other
players with more THREAT than her Defense.

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20WORLD ORDER • AFTERMATH
Scoring
This step takes place only in the 3rd and 6th rounds. In all other rounds,
you skip it entirely.
During scoring, only Regions that have all of their permanent Influence
slots filled get to score. For each such Region, count each player’s
Influence cubes there—they all gain 1 VP per Influence cube they have.
Then, the player with the most Influence cubes gains the 1st majority
bonus listed in the bottom-right corner. The player with the second most
Influence gains the 2nd bonus and so on.
In case of a tie, the VP bonus goes to the player with the most
in that
Region. If there is still a tie, all tied players gain the bonus of the lowest
position among them. For example, if 2 players are tied for most Influence
cubes in a Region and have the same number of
there, they both
gain the VPs corresponding to 2nd place.
Note that 2 Regions start the game with black Influence cubes. These
represent Influence by local powers in the Region. When determining
majorities, they should be treated as belonging to another player,
affecting ties as described above.
Russia also has an ability that applies during this step, called
Secured Sphere of Influence: In each Scoring step, for each
Region in Russia’s zone of interest where Russia has the most
or is tied for most (having at least 1 ), it gains 2 VPs.
China has an ability that applies during this step as well, called Global FDI Network: At the end of the game, count the number of Regions in which China has at least 1 FDI token. Then, China gains the corresponding VPs:
3 4 5 6 7
2 3 4 6 8
USA has an additional ability that applies during this step, called Global Superpower Status: In each Scoring step, count
the number of Regions in which USA has the most Influence or is tied for most. If that number is less than 4, USA receives the
corresponding penalty:
0 1 2 3
-12 -8 -5 -2
EXAMPLE 2: It’s the end of the 6th round, and players check Middle
East—North Africa. Since all the permanent slots are filled, scoring
takes place as normal. Note that, through the use of a card’s ability,
Alex (USA ) was able to add a permanent Influence even though
there was no available slot.
Players start by counting their Influence in the Region, gaining

for each of their cubes. Alex scores 4 , Anna ( EU) and Jim
(Russia) score 3 each, and Kate (China) scores 1 . They then
check who has the majority. Alex has the most cubes (4) so he gets
an additional 10 . Anna and Jim are tied with 3 Influence each, so
they look at their . Since Jim has more (4 compared to
Anna’s 1 ), he takes the 2nd place, gaining an additional
7 , with Anna getting 3rd place’s 4 . Kate’s single Influence is
tied with the starting local Influence, and since she doesn’t have any
in the Region, she ends up in “5th” place, not gaining any
additional at all.
EXAMPLE 1: It’s the end of the 3rd round, and scoring takes place. The Americas
Region is checked, but since the permanent slots are not all filled, no points are given
at all.
EXAMPLE 2: The players are checking for THREAT in Europe in which there are also 3 players with
. Alex (USA) has 3, Jim has 2 and
Anna has 1. On top of that, Jim has Military Focus which gives him +1 THREAT and Defense, and Anna has an Engage token in the Region which she can discard to increase her Defense.
Since the flags of all 3 players appear in
the Region, all of them will check for
THREAT. Alex’s THREAT is 3, equal to his
there. Jim’s THREAT is also 3: 2 from
his and 1 more from his Military
Focus. As a result, neither of them lose any
. Anna has THREAT and Defense equal
to 1 which is lower than both other players’ THREAT. However, she doesn’t lose any

due to Alex’s because they are both
Members of NATO and thus ignore THREAT from each other. Jim’s
THREAT, on the other hand, would normally cause her to lose , but
she decides to discard her Engage token. She has 3 allied Countries from Europe at the moment which gives her +6 in Defense for a total
of 7. As a result, she doesn’t lose any
either.

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21AFTERMATH • WORLD ORDER
After all Regions are checked and VPs are awarded, check the 3 Majority
tokens on the board. They also award VPs to the players based on who
has a majority in 3 key metrics:

Most money
• Most on the Main board (ignoring those on Player boards and
those of nonparticipating players in 2- or 3-player games)

Most allied Countries
In case of a tie in any of these 3 majorities, all tied players gain the points of the lowest position among them.
Note that, in 2-player games, only the player who wins each majority
scores points. The other player doesn’t gain anything. Thus, if the 2
players are tied in one of the 3 metrics, no points are given.
Then, in the final Scoring step of the game, each player gains 2 VPs for
each of their Strategic Assets that they didn’t use during the game.
GAME END
The player with the most VPs at the end is the winner. In case of a tie, the
winner is the player who took the 1st majority bonus in the most Regions
during the final scoring. If there are still tied players, the player among
them with the most Influence cubes on the board in total is the winner. If
there is still a tie, the tied players share the victory.
OPTIONAL MODULE:
EXECUTIVE ORDERS
Executive Orders is an optional module that you can use in your
games, which consists of just 4 cards.
At the beginning of the game, give each player their Executive
Order card (as indicated by their backs). During the game, instead
of resolving an Ability card, you can place a card from your hand
face down and use your Executive Order instead. This allows you to
perform any one of the actions listed on the card. Then, return the
Executive Order card back to the box.
At the end of the game, during the final Scoring step, if you haven’t
used your Executive Order card, gain 3 VPs.
EXAMPLE: After scoring all Regions,
players proceed to score the 3 Majority
tokens. They start with the one for the most
money. Kate (China) finished the game
with 121
, Anna (EU) had 78 , Alex
(USA) 54 , and Jim (Russia) 49 . As a
result, Kate gets 5 , Anna gets 3 , and
Alex gets 1 .
They proceed to check who has the most
on the board. Alex is the clear winner
with 8 , getting 1st place and 6 . Jim
and Kate happen to have 5 each, so
they both gain just 1 , the bonus
corresponding to 3rd place.
Finally, they check who has the most allied Countries. Anna has 10 Countries, so she
gains the 7
for 1st place, while Alex has 9
Countries and gains 4 for 2nd place. Jim
and Kate have 8 Countries each. Since they
are tied for 3rd place, they gain the rewards of “4th” place, which means no points at all.

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22WORLD ORDER • FAQ
Rule Questions
C
Yes, there is no limit to the number of Engage tokens a Region may
have (of any players).
Do I lose/
No. The VPs shown on the card only determine the starting VPs for each player. There are no VPs gained/lost when playing a Strategic Asset card unless mentioned in its effect. However, each Strategic Asset card you did not use during the game provides you with a bonus of 2 VPs during final scoring.
S
even if there is no available slot. If, for whatever reason, it is more preferable to me, can I choose to place a temporary Influence instead?
No. If an effect instructs you to add a permanent Influence, you have to place it above the line, as a permanent Influence, following the effect’s instructions.
S
card. When doing so, does the additional card need to be an Ability card, or can I play a Strategic Asset/Executive Order card if I like?
The additional card you play can be any type of card you can usually play on your turn. This includes Ability cards and Strategic Asset cards, as well as Executive Orders. To play a Strategic Asset or Executive Order card, however, you still need to place an Ability card from your hand face down as normal (unless you don’t have any cards in your hand).
EU’s
the EU player gain those 4 VPs at the start of the game?
No. The number 4 is there in case an effect causes the starting Influence cube to be removed and there is no other temporary Influence in the Region. If that ever happens, the first temporary Influence that is then added in Africa will be placed in that slot, and the player will gain 4 VP as per the normal rules.
Ability Cards Questions
Can I choose a Country card that is not exhausted? Yes, you can. Readying a card that is already ready won’t do anything, so you proceed with the remaining part of the ability (Invest in that Country without exhausting it).
Can I Build a Base in the Country I’ll get if my
power’s flag is not shown on its card, beneath the
Base symbol?
No. You will need to be able to Build a Base in the
Country, as per the normal game’s rules.

When choosing the second option, can I Produce
the same resource type more than once?
No. You must choose different resource types to
Produce.
Strategic Asset Cards Questions
In a 2- or 3-player game in which Russia is
not controlled by an actual player, what
happens when I use this card?
When not controlled by a player, Russia will
always add an Influence cube to the
remaining Region.
Can I increase the same Production more
than once?
No. You must choose 2 or 3 different
Productions to increase.
FAQ

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23FAQ • WORLD ORDER
Growth Cards Questions
Can I increase the same Production twice?
No. You must choose 2 different Productions to
increase.
If I increase the Production of a primary
resource, do I immediately gain 1 of that
resource?
No. This only happens if you increase the
Production of a primary resource when choosing
Focus.
Can I use this ability during the Preparation
Phase? For example, before choosing Focus?
Yes, you can. There is no restriction when
exactly in the round it can be used.
Can I use this ability during the Preparation
Phase? For example, before choosing Focus?
Yes, you can. There is no restriction when
exactly in the round it can be used.
When Improving Relations with the second
Country, can I exhaust an allied Country card
from the same Region to cover the extra 1

I need to spend? No. That extra 1
comes from the ability and
needs to be spent from your board—you can’t “lower” that cost. However, you can exhaust other allied Countries to lower each Country card’s cost as per the normal rules.
If I get this card during my first turn in the
round, do I get to use its ability immediately
and play an additional card?
Yes. Once you get the card (assuming you are
in round 4 or later), its ability immediately
becomes active, so you can use it within that
same turn and thus play an additional card.
Game Design: Varnavas Timotheou, Vangelis Bagiartakis
Game Development: Panagiotis Zinoviadis
Additional Development & Lead Playtester: Dimitris Siakampenis
Main Illustrator: Miłosz Wojtasik
Additional Illustrations: Angga Satriohadi (Gong Studios)
Graphic Design: Katerina Xerovasila
Editor: Jordan Boschman
Academic Advisors: Dr. Zenonas Tziarras, Dr. Moritz S. Graefrath, Dr.
Chris Oates, Dr Russell Foster, Dr. Connor Judge, Dr. Igor Logvienko,
Emmanuel Pietrobon
Playtesters: Gál József, Pásztor Balázs and Kicktester Team,
Theodoros Mavraganis, Thanasis Boros, Stefanos Spanoudakis,
Konstantinos Karagiannis, George Avgouleas, Vasilis Zitros, Lefteris
Giraleas, Constantis Lavrentiadis, Charalampos Zinoviadis, Spyros
Gkiouzepas, Konstantinos Lekkas and the Dracon Rules Design
Studio playtesters, Angela Mavromati, Ioannis Kalemis, Vasilis
Keramidas, George Nikolopoulos, Andreas Rizopoulos, Giannis
Andrikopoulos, Christos Schoinas, Dimitra Issari
Special thanks to: Joe Pilkus, Justin Buckingham, and Alexander
Klein for their feedback with the rulebook.
“Ordis” name based on suggestions by Thodoris Mavraganis, Joseph
Johnson, Patryk Kuczyński, and Victor Gallegos Melon
CREDITS
World Order Rulebook V. 1.0
Copyright © 2025 Hegemonic Project Limited.
World Order is a trademark of Hegemonic Project Limited.
All rights reserved. No part of this book may be reproduced or used in any manner,
electronic or mechanical, including photocopying, recording, or by any information
storage or retrieval system, without the prior written permission of Hegemonic Project
Limited, except as expressly permitted by law.

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