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Objective of the Game
In Wealth of Nations: War Clouds, players are trying to build an empire and engage in conflict. The game combines the revised Second Edition rules of the base Wealth of Nations with new fighting rules from the War Clouds expansion. Players will manage industries, trade commodities, and now, deploy Military Units to invade territories, occupy opponent's Industry tiles, and conquer Flags. The game ends when a player places their last Flag on the map, but the specific victory condition is not detailed in the provided context.
Preparation (Setup)
Setting up Wealth of Nations: War Clouds involves several adjustments to the base game:
- Military Units: Each player starts with one Military Unit of their color. After all tiles are placed, the Starting Player places their Military Unit on one of their own tiles, then players place theirs clockwise.
- Reduced Industry Tiles: Remove tiles from the starting stacks. Begin the game with only 12 Farm Tiles and 7 of each of the other Industries.
- Super Industry Tiles: These new, more efficient tiles are available. Players will need to use the Integrated Economy Tile for Package number 6.
- Reduced Flags: The number of starting Flags is reduced based on the number of players:
- 3-4 Players: 16 Flags
- 5 Players: 15 Flags
- 6 Players: 14 Flags
- Starting Packages: The Starting Packages have been changed to be more balanced and provide more starting money.
- Industry Package 1: 3 Farms, 3 Flags
- Industry Package 2: 2 Generators, 2 Flags, $10
- Industry Package 3: 2 Academies, 2 Flags
- Industry Package 4: 2 Mines, 2 Flags
- Industry Package 5: 2 Factories, 2 Flags
- Industry Package 6: 1 Integrated Economy Tile, 1 Farm, 2 Flags
- Commodity Package 1: 9 Food, 1 Energy, $80
- Commodity Package 2: 3 Food, 2 Energy, 1 Labor, $80
- Commodity Package 3: 3 Labor, 1 Energy, $80
- Commodity Package 4: 1 Labor, 1 Ore, 1 Capital, $80
- Commodity Package 5: 3 Ore, $80
- Commodity Package 6: 2 Capital, 1 Energy, $80
- Impassable Terrain Tiles: This set includes Impassable Terrain tiles that act like the central non-playable space. Their use is optional. No units, Flags, or Industries may be placed on them. These tiles reduce available spaces and accelerate the game end. Several arrangements are illustrated in the manual (e.g., Land of Lakes, The Great Ocean, Mountains and Valleys, Through the Pass, Five Empires, Friends and Enemies).
- Planning Mats: Players will use a Planning Mat to organize activities and cube spending throughout the turn, especially during the Trade Phase to acquire necessary cubes for the entire turn. The mat has specific rows for War Clouds rules in the Develop box.
Fluxo do Jogo
The game proceeds through a series of turns, each with distinct phases. The provided context highlights changes to the turn structure with the addition of War Clouds rules.
Beginning of Each Turn
- Promissory Notes Interest Payments: Players must pay $1 for each Promissory Note they held from the previous turn. If a player cannot pay, they must borrow additional money (without paying interest on the new note). Players cannot conduct trades at this time. Players cannot borrow more than 20 notes; failure to pay interest beyond this limit results in elimination. Eliminated players return all cubes and money to the supply, but their Flags, Military Units, and Industry tiles remain on the board.
Develop Phase
This phase includes new actions related to Military Units:
- Build Military Unit: Players can purchase a Military Unit for 1 Labor and 1 Energy. This counts as a Develop action. Military Units must be placed on a tile you own. You may only build one Military Unit per tile per action. To track which tile has built a unit, twist your Flag 90 degrees. You may have more than one Military Unit on a tile, but a Military Unit does not show control of a tile; you must still keep 1 Flag on each tile.
- Activate Military Units: As a Develop action, you may make up to three Activations at the cost of one Food. These Activations can be divided among one or more Military Units. An Activated Military Unit may make one move on the map and then conduct an Operation (Attack, Conquer, or Settle). An Activated Military Unit may move onto any adjacent hex except the center hex or Impassable Terrain. You may choose not to move a Military Unit or not to conduct an Operation. Each Military Unit must complete its move and Operation before Activating the next Military Unit.
- Transport Military Units: As a Develop action, you may Transport a single Military Unit at the cost of one Ore. A Transported Military Unit can be moved into any empty hex or a hex with one of your pieces, but not into a hex with an opponent's pieces. After Transporting, the Military Unit can conduct the Settle Operation or do nothing.
Produce Phase
This phase includes a new action related to Military Units:
- Occupy Industry: If you have a Military Unit on an opponent’s Bloc during the Produce phase, you can choose to Occupy that Bloc. This costs no resources. You must declare your intention to Occupy at the beginning of the Production phase. For each occupying unit on a Bloc that runs, the owner of the occupying Military Unit may choose to take one resource from the production of that Bloc. You steal one resource for each Military Unit on the Bloc. The owner of the Bloc may choose to run the entire Bloc, a portion, or not run it at all. Occupying players always receive their cubes before the Bloc's owner. If multiple nations have Military Units on the Bloc, each can choose to Occupy, and if production is insufficient, they take turns taking one cube each until all are paid.
Ações e Como Jogar
Players have various actions available, especially during the Develop Phase and Trade Phase, with new options introduced by the War Clouds expansion.
Trade Phase Actions
During the Trade Phase, players use basic rules for prices, bartering, and Promissory Notes, along with four possible Trade actions:
- Buy Commodities: Purchase 1, 2, or 3 Commodity cubes from the Markets. These can be from a single Market or spread among any number of Markets.
- Sell Commodities: Sell 1, 2, or 3 Commodity cubes to the Markets. These can be to a single Market or spread among any number of Markets.
- Barter: Barter any amount of Commodity cubes and/or money with one other player.
- Pass: Do nothing. If you pass on a Trade action, you can still take other Trade actions later in the phase.
- Promissory Notes: You can take out or repay one or more Promissory Notes during the Trade phase.
Develop Phase Actions (War Clouds)
In addition to standard Develop actions, War Clouds introduces:
- Build Military Unit: (See Fluxo do Jogo - Develop Phase)
- Activate Military Units: (See Fluxo do Jogo - Develop Phase)
- Transport Military Units: (See Fluxo do Jogo - Develop Phase)
Operations (Performed by Activated Military Units)
After an Activated Military Unit moves (or chooses not to move), it can conduct one of the following Operations:
- Battle: If your Activated Military Unit is in the same hex as an opponent’s Military Unit, you may choose to Battle that Unit. Both you and your opponent must remove your respective Military Units on a one-for-one basis. You can choose not to Battle and leave your Military Unit with the opponent’s. If there are multiple opponent Military Units, you choose which one to Battle.
- Conquer: If your Activated Military Unit is on a hex containing an opponent’s Flag but NO Industry tile, you may choose to Conquer the Flag. Remove your Military Unit and the opponent’s Flag. Place your Flag on that tile and return the opponent’s Flag to their supply. You may choose not to Conquer.
- Settle: If your Activated or Transported Military Unit is in a hex without a Flag, you may choose the Settle Operation. Remove the Military Unit and replace it with your Flag.
- No Operation: A Military Unit can also undertake no Operations after moving.
Defensive Stand
If you move a Military Unit onto a hex that contains one or more opponent’s Military Units, a single defender may immediately choose to fight. This battle occurs before the active Military Unit can execute its Operation. Both the defending and moving Military Units are removed.
Transporting Industry Tiles (War Clouds)
When moving Industry tiles, they may only be moved into a hex that contains one of your Flags. When choosing the Move Industries option, move the Industry tile as normal, but leave all other pieces behind, including the Flag. If the Industry tile has an Automation token, the token is destroyed and returned to the supply.
Produce Phase Action (War Clouds)
- Occupy a Tile: (See Fluxo do Jogo - Produce Phase)
General Rules & Reminders
- If you Activate a Military Unit, you may keep it in the same hex and conduct an Operation there.
- You may build a Military Unit on your Industry tile even if an opponent’s Military Unit is on your tile.
- You may not place a Flag in a hex that contains an opponent’s Military Unit.
Fim de Jogo e Pontuação
Game End Trigger
The game end is triggered the moment a player places their last Flag on the map.
Final Sell Off
After the game end is triggered, there is a final Trade phase where all players sell their cubes to the Markets. For each commodity, all players sell their cubes for the same price. To calculate the Sell Price:
- Add up all cubes of one type held by all players.
- Divide that number in half, rounding down (e.g., 15 becomes 7 spaces).
- Count down this number of spaces on the Market and mark that space.
- All players now sell all cubes of this type for the Sell Price in the well to the right.
- Continue to the next commodity type.
Consulte o manual para detalhes sobre esta seção.
Dicas para Vencer
- Plan Your Cube Needs: It is very important that you purchase all the cubes you will need for the entire turn during the Trade Phase. Use your Planning Mat to place cubes on the different activity boxes as you prepare for your turn.
- Efficient Trading: During the Trade Phase, push forward cubes you may wish to trade so other players can quickly see what is available. While others are haggling over barter prices, check what cubes you need and who has them. When offering a trade, clearly state the value of your offer in terms of both cubes and their barter value. You can also discuss potential trades with other players while two players are discussing a trade.
- Strategic Military Unit Placement: Remember that a Military Unit does not show control of a tile; you must still always keep 1 Flag on each tile you own. Consider using Military Units to Occupy opponent's Blocs during the Produce Phase to steal resources, or to Conquer Flags on tiles without industries to expand your territory.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules