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krEMLIN

INTRODUCTION:
Kremlin is a game for 3-6 players, loosely based on
the politics of the Communist Party in the Soviet
Union. he ob!ect is for a player"s faction to control
the Party Chief and to #$ave" during the annual
%ctober Parade to sho$ personal control of the
Communist Party.
Kremlin $as originally released in &'(6 by )ata
*organa and a licensed version from +valon ,ill
follo$ed shortly thereafter. his version allo$s
players to play $ith both of the older rules sets or
$ith ne$ rules allo$ing players to use modern
-post-&'6./ Soviet and 0ussian politicians as $ell.
he rules are bro1en do$n into several sections.
he 2asic 0ules section is an overvie$ of the
components. 3t also contains ho$ to prepare to play
the game and basic concepts that are necessary to
play any version of Kremlin. hen the game specific
rules follo$ starting $ith a brand ne$ $ay to play
the game, *odern. 3f you"re ne$ to Kremlin or have
played several games it"s recommended that you
give this version a try first. he Standard game
closely resembles the original rules of Kremlin.
4hile the &'5( game loosely resembles +,6s
version. 3n any case you $ill find the original rules
for the version you prefer compatible $ith this ne$
printing of Kremlin. 7ou may find you li1e a
combination of all the versions you e8perience.
hat"s perfectly fine, adapt the rules to your
preference.
%rgani9ation: +ll three versions share a common
core set of rules. 4hen CORE CORE is displayed you $ill
1no$ these are the core set of rules, identical in all
three games. 4hen GAME GAME is displayed you 1no$
this set of rules is specific to the game version you"re
playing, they are also indented. + VARIANT VARIANT
symbol gives you a common variant to the game
version you"re playing, $hich is further indented.
BASIC RULES
C%;<;S =3S:
game board
rule boo1
3nfluence record pad
>5 Politician cards -56 $ith Politicians on both sides,
56 $ith Politicians on only one side/
&.( 3ntrigue cards -color coded into three sets/
one sheet of die-cut counters
d5.
THE GAMEBOARD:
he game board has many different areas on it. 3n
the corner, the phases of a turn are listed. + turn
trac1 is located on the lo$er right. here is a corner
labeled ?<@3=<A $hich is only used in the
?*odernA game $hile the corner opposite is
mar1ed #S32<03+". 3f a Politician is moved into
<8ile or Siberia, that Politician"s card is placed there.
he rest of the game board is ta1en up by a
representation of the ran1s $ithin the Communist
Party. %n the top is the Party Chief -P.C./. 2elo$
him are the three offices 1no$n as the ?&st =evelA,
four offices $hich are on the ?5nd =evelA. he ran1
order for the Politicians matches the number of their
position
-+ Politician in the )oreign *inister6s position is
ran1ed 3
rd
.../ 2elo$ the ?5
nd
=evelA are the five
Candidate *embers and at the very bottom of the
board you have the ?People,A comprised of four
positions. he P.C., &
st
=evel, 5
nd
=evel and
Candidates ma1e up $hat6s 1no$n as the Politburo
of the Kremlin. ,o$ever only P.C., &st =evel and
5nd =evel Politicians are considered the Boting-
*embers of this Politburo.
<ach level is labeled on the board and ne8t to the
level is listed a Purge C. ;ote that as a Politician
climbs the rungs of po$er, it becomes more difficult
to remove that Politician.
1
3n addition, each of these offices has color-coded
programed instructions listed in a bo8 under their
name -the color behind each position name isn6t
important/. hese are reminders for ease of play,
telling in $hich phases a Politician may be eligible to
ta1e action. Sometimes a Politician cannot fulfill his
duties -because a card has been played or the
Politician is off at the sanatoriumD inactive/D this
means another Politician assumes the vacant office6s
duties for the moment. hat order is also noted on
the board. )or e8ample, loo1 at the Eefense *inister
Fthe programed instructions begin $ith a ?3A. his
means he is used in the third phase of the turn -Spy
3nvestigations/. 3f the Eefense *inister can"t do his
!ob, players loo1 for ?3+A -in this case, the )oreign
*inister/. hat Politician no$ may carry out that
Phase"s opportunities instead. 3f ?+A is unavailable,
proceed through the alphabet until a Politician is
available to act.
THE POLITICIANS:
Politician cards have a facial picture of the Politician
and the Politician"s name. here is also a capital
letter in the upper left corner for ease of reference on
a player"s 3nfluence record sheet.
3n the upper-right is the Politician"s current age. +s
the game progresses, this $ill change by $ay of
adding stress to the Politician. Using the number-
counters, 1no$n as Stress Points (SP), players $ill
ad!ust a Politician"s age, placing his ne$ age on top
of the age listed on the card.
he card also lists the Politician"s strengths and
$ea1nesses. hese are important and may have a
bearing on aging, cards played or results of dice
rolls.
here are t$o sets of Politician cards in the game.
%ne set is single-sided and labeled Politicians
*odern. he remaining Politicians are double-
sided. %ne side, red bac1ground, is the fictional
Politicians, the other side, gray bac1ground, is the
historical Soviet Politicians.
INACTIVE POLITICIANS:
Politicians in the Sanatorium are inactie! hey may
neither vote nor ta1e actions. +n action is anything a
Politician does or decides. he on"# decision an
inactive Politician may ma1e is choosing to remain in
the Sanatorium or return to $or1. + Politician
$ithout any declared influence points is not
considered inactive.

THE INTRIGUE CARDS:
here are &.( 3ntrigue cards -3C/. he cards are
divided into three dec1s by the color of the top bar
on the front side -red, gray and blac1/. +ll game
versions use the red dec1 $hile the other t$o are
specific to the version being played.
<ach card has instructions for its use such as $hen it
may be played and the cards effects. 3f the card is
$ritten in red in1, its effects are sustainedFthe card
is not discarded immediately. Cards in blac1 in1
ta1e effect immediately and are then discarded.
hree is the limit to the number of cards a player
may have at any time, unless an 3C itself allo$s for
more. %nly specific 3Cs $ill allo$ you to discard a
card unplayed.
THE MAR$ERS:
here are several types of mar1ers:
)action 3nfluence mar1ers - hese are the mar1ers
used to sho$ $ho a player is influencing.
N%&'ers - hese are placed on Politician cards
directly on top of the Politician"s printed age
$henever a Politician6s age changes due to stress or
game events.
CURE CURE - he Cure to1en is put on a Politician to
sho$ they are currently at the Sanatorium #a1ing
the Cure," their status is no$ #inactive.".
? ? ( ?? ?? G he ? ? sho$s that a Politician is under
suspicion. %nly the &'5( and *odern game use the
double suspicion ?? ?? side.
??? ???- he ma8imum suspicion ??? ??? to1en is used
only in the &'5( and *odern game.
Y (YY G he red crosses represent poor health. %ne
Y means a Politician is sic1. YY means he is ill. 3f a
Politician receives a third Y, he is dead.
PREPARING )OR PLA*:
<ach player ta1es all of the 3nfluence mar1ers for one
of the si8 factions. he faction names have no
bearing on the game. hey e8ist for flavor. hey are:
2
2lac1 on beige: the ,ard-line Stalinists
4hite on green: the 0ed +rmy *ilitarists
4hite on blue: the =ysen1o <volutionists
2lac1 on yello$: the Putin +pologists
4hite on orange: the Horbachev 7oung Huard
4hite on blac1: Kosygin 0eformers
<ach player needs a sheet from the 3nfluence 0ecord
pad and a $riting utensil. Keep a health chart and
the 5.-sided dice nearby.
ASSIGN IN)LUENCE POINTS
Players allocate their In+"%ence ,oints (IPs) before
the game begins -e8actly $hen is dependent on the
game you6re playing/. o do this players secretly
assign their 3Ps to any Politician of their choice
-restrictions may apply in your game version/.
Players must assign points to e8actly ten politicians.
hey must use $hole numbers ranging from & to &.
$ithout ever repeating a number -if you care to
chec1 it all the numbers should add up to >>/. his
must be recorded on the 3nfluence 0ecord sheet. +t
no time may players sho$ their records to each
other. hough at the end of the game these records
must be made public.
DECLARING IN)LUENCE:
3nfluence can be declared at any time, but once it is
declared, players are obligated to that. he moment
a player places an 3nfluence chit on a Politician or
says ?3 declare IIIII pointsA on a Politician, he is
reJuired to go through $ith it.
%bviously, a player may not declare more points
than he has on a Politician. 3f this happens, his total
is reduced to his ma8imum possible and the other
players have the choice to lo$er the declarations that
came later if they so desire.
4hoever has the most points on a Politician
-represented by the )action chits $ith numbers on
them/ is said to control a Politician and can ta1e
anyKall actions that Politician is eligible to ta1e in his
ministry. 3f t$o players have the same number of
3nfluence on a Politician, then $hoever reached that
total first controls the Politician -move that chit on
top of the other to sho$ control in that case/. 3f the
same declared 3Ps happened simultaneously then
control is determined by a die roll. ,igh roll controls
the Politician.
+lthough 3nfluence can be declared at any time, they
can"t be declared and then used to undo an action
once the die has been rolled or another action has
ta1en place. 3f an action has been declared -such as a
Purge attempt/, but the die has not yet been rolled
and control of the Politician changes hands, the ne$
player in control may decide ho$ to proceed
-including not doing any Purges at all/. =i1e$ise, if
control of a Politician changes after that particular
one votes the ne$ controlling player is allo$ed to
change the vote. his opportunity is gone once
another vote has been cast. 3t is possible for control
to s$itch multiple times $hile attempting an action.
;%<: he rules ma1e a presumption of etiJuette
and that players $ill allo$ time for decisions to be
made before dice are rolled. 3t is customary to $ait
L-> seconds before rolling or ta1ing the ne8t action.
,o$ever, players are also e8pected to stay alert to
their $indo$ of opportunity to react. 3t6s proper to
say M$aitKhold...M if you $ant a brief moment to
consult your record sheet or revie$ your 3ntrigue
Cards.
<@+*P=<: he ,ardline Stalinists control the KH2
,ead at the start of the Purge phase $ith four
3nfluence. he Stalinist player declares that the
<conomy *inister, controlled by the Putin
+pologists, $ill be purged. +fter the Purge is
announced, the +pologists declare that they have
five points on the KH2 Chief. he Stalinists say
?Si8A and the +pologist player says #SevenA. he
players are silent. he Stalinist player replaces his #L"
mar1er $ith a #6" and the +pologist player puts his
#N" do$n. he +pologist is no$ free to decide $hat
the KH2 $ill do.
INCREASING IN)LUENCE
here are t$o $ays 3nfluence can be increased. he
first is through the play of 3ntrigue cards. 4hen a
card is played, simply follo$ the directions on the
card.
3
he other $ay comes at the end of turns 3, 6, and '.
Starting $ith the player to the left, of $hoever
controls the highest active Politician, players, in a
cloc1$ise manner, may choose one of the follo$ing
options. Publicly add t$o 3Ps to Politicians currently
in the Politburo -either t$o on a single Politician or
separate points on t$o different Politicians/ or dra$
t$o 3ntrigue cards -remember hand limit/, or
publicly add one 3P and dra$ one card. Players
should mar1 their 3nfluence sheets accordingly in
the proper column. Players must place anyKall 3Ps
before dra$ing any cards.
-./ IN)LUENCE -%urs go to &&O/:
he initial influence assigned by each player only go
up to &., but through the play of 3ntrigue cards or
the 3Ps added on turns 3, 6, and ', it is possible for a
player to have more than &. points on a Politician. 3f
this happens, that player must place his faction"s
#&.P" mar1er on the Politician in order to claim that
status. 4hen he does this, all other factions remove
their 3nfluence. 0emoved 3nfluence is ;%
eliminated. hose 3nfluence points are once again
#undeclared".
+s long as the Politician remains at #&.P", no one else
may put 3nfluence on that Politician.
RETIREMENT:
Sometimes people gro$ too old for office and decide
to retire. 3n Kremlin, that ta1es place $hen a
Politician"s age reaches '6, they are then removed
from the game immediately. + Politician cannot ta1e
actions $hich $ould guarantee him to retire. -i.e.,
Condemn at age 'L or higher, Purge at age '>.../
TURN ORDER:
3n Kremlin, there are eight phases in a turn,
comprising & year of time. 0egardless of $hich
game version you are playing, these phases remain
the same.
&. Cures
5. Purges
3. Spy 3nvestigations
L. ,ealth Chec1s
>. )uneral Commission
6. 0eplacement
N. 0ehabilitation
(. Parade, of the %ctober 0evolution

3ntrigue card errata:

3ntrigue card C3 +ssassination +ttempt
Change second sentence to read M3f the result is
one lo$er than his Purge rating, the politician
receives YY. 3f it is t$o lo$er, he receives Y.

4
Modern, Standard & 1928 Game
Modern, Standard & 1928 Game
he Mo0ern Mo0ern game is a brand ne$ $ay of
playing Kremlin. his game blends some of the
best features of the previous game editions. 3t
also adds some completely ne$ mechanics to the
game.
3n the modern era, the Communist Party $as
more stable than in the Stalinist era, but its aging
leadership fossili9ed and the heavy-handed
bureaucracy collapsed, leading to a modern
0ussian state, stripped of much of its Soviet
empire, but still longing for its days of glory
under a #security-state" regime.
he Stan0ar0 game reflects the $ay the game
$as originally played.
-123: he &'5.s $ere a violent and unstable time
for the Soviet Communist Party. he decade sa$
the death of =enin, the dismissal of rots1y, and
the rise of the one man =enin didn"t $ant in
charge: Stalin. Soon enough, the purges came
and the remainder of the 2olshevi1 %ld Huard
$ere dead, $hether from 6illness6 or e8ecution..
Variant: his version ma1es the &'5(
game a very common $ay that Kremlin
is played. 3t should be read together
$ith &'5(.
+ll three versions are mi8ed together amongst
the core rules. o avoid confusion decide $hich
game you6re playing and then only read the
game specific rules for it.

PREPARATION:
GAME GAME
Mo0ern Mo0ern
3ntrigue cards: Shuffle together the red
shaded and blac1 shaded 3Cs
-red:&-36, blac1:N3-&.(/.
Politicians: use the cards labeled Politician
*odern.
=eave the Party Chair empty for the
moment.
Eeal three 3Cs to each player. Players may
loo1 at these before assigning 3Ps to
Politicians. Players allocate their 3Ps before
the Politicians are dealt to fill the Politburo.
+fter points are allocated, shuffle the
Politicians and fill the Politburo in ran1
order, <@C<P for the Party Chief. %f the
remaining Politicians, find the oldest not in
the Politburo and place him in the P.C. slot.
+dd one to the Party Chief. he four
positions that ma1e up the People are not
filled randomly, instead place the four
oldest remaining Politicians there.
he game $ill last up to ten turns.
he game is ready to begin.
Stan0ar0 Stan0ar0
3ntrigue card set: Shuffle the red shaded
3ntrigue cards -red:&-36/.
Politicians: use the red bac1ground
fictional Politician cards
Eeal three 3ntrigue cards to each player.
Players may loo1 at these immediately.
Place ?Bictor +paratschi1A -+/ in the Party
Chief slot. Shuffle the remaining 5>
Politicians and deal them out to fill the &5
remaining Politburo slots. -%nly the
fictional Politician side is used in the
Standard HameD the side $ith the historical
Politicians is not used/ +fter this, arrange
the remaining Politicians in order of age
and set them to the side. a1e the first four
of these and place them in the ran1s of the
People.
Players no$ assign their 3Ps, recording
5
them on their 3nfluence 0ecord sheets.
3f there are 3-L players, no points may be
assigned to ?Bictor +paratschi1A.
3f there are >-6 players, 3nfluence *+7 be
assigned ?Bictor +paratschi1A.
he game $ill last up to ten turns.
he game is ready to begin.

-123 -123
3ntrigue card set: Shuffle together the red
shaded along $ith the gray shaded 3ntrigue
cards -red: &-36, gray: 3N-N5/.
Politicians: use the gray bac1ground historical
Politician cards
Eeal three 3ntrigue cards to each player.
Players may loo1 at these immediately.
)or &'5(, place ?Bladimir =eninA in the Party
Chief slot.
Players no$ assign their 3Ps, recording them
on their 3nfluence 0ecord sheets, prior to
seeing $here the remaining Politicians begin.
Players are allo$ed to assign 3nfluence to
?Bladimir =eninA at the start of the game.
%nce influence is assigned, shuffle the
Politicians and fill the Politburo and ran1s of
the People !ust li1e the Standard game. hese
cards should be placed so that the historical
Politician -gray shaded bar/ is face up.
he game $ill last up to ten turns.
he game is ready to begin.
VARIANT VARIANT
Use the e8act same 3ntrigue and Politician
cards as Standard.
Euring the 3ncrease 3nfluence phase the
additional 3Ps may be assigned to any
politician.
he Party Chief begins sic1, add Y. Hame
lasts ten turns, unless there6s no victor, it
then proceeds up through the >th phase of
turn &&. he People, still arranged by
order of age, consists of all the Politicians
off the board, not !ust the first L.

Game Sequence:
1. CURE
CORE CORE
,aving a Politician you control die is usually
inconvenient, so often, it is a good idea to spend the
year in a Sanatorium to improve the Politician6s
health.
3n this phase, Boting-*ember Politicians $ith any Y
on them must decide if they $ish to ta1e a Cure and
go to the Sanatorium. his is done in voting order
-from the top do$n/. 3f the Politician goes, a CURE CURE
mar1er is placed on the Politician"s card. Unless an
3ntrigue card is played causing a change, Politicians
$ill remain in the Sanatorium for the entire year.
%nce a Politician is completely healthy and removes
his last Y, he must return to the Politburo at the start
of the ne8t turn.
-3f you loo1 at the ,ealth table, you6ll see Politicians
have a significantly better chance of regaining their
health at the Sanatorium than they do remaining on
the !ob./
4+0;3;HQQ Politicians in the Sanatorium are
inactiveFand thus more susceptible to Purges and
rialsQ
3;+C3B< P%=33C3+;S:
3f a Politician is #ta1ing a Cure" and is located at the
Sanatorium, he is considered inactive. his is
important because it means his !ob responsibilities
no$ fall to another Politician, depending on the
color-coding on the board.
+ Politician $ith no 3nfluence on him is still active.
<@+*P=<: he Eefense *inister is at the
Sanatorium and is thus #inactive". =oo1ing at the
board, the )oreign *inister is listed as #3+", so that
the )oreign *inister ta1es over the Eefense
*inister"s privileges. 3f the )oreign *inister is also
#inactive", the KH2 Chief $ould assume
responsibilities since the KH2 Chief is #32".
6
%nce the decisions regarding ta1ing a Cure have
been made, Politicians are aged -SPs/. +ging isn"t
automatic for everyone and may depend on their
health or their ministry. 3ndeed, it is possible for
Politicians to get younger during a turnQ
hough a Politician"s SPs potentially could be
lo$ered under no circumstance could his age be
reduced belo$ his starting age.
Politicians
are aged as follo$s:
P& SP if serving as ?Party ChiefA
P& SP for each Y on their card, providing they are not
at the Sanatorium
P& SP for each ? ? on their card
P& SP if occupying a *inistry that is the same as the
Politician"s 4ea1ness
-& SP if occupying a *inistry that is the same as the
Politician"s Strength
Sanatori%&: -for a Juic1 reference/
4hen a Politician is at the Sanatorium, ?a1ing the
Cure,A he is referred to as inactive. he effects of
$hich are as follo$s:
-does not age due to any Y
-more li1ely to gain health.
-may not vote in either a rial or a nomination
-has P3 added to a purge attempt die roll.
-office duties get passed on to a different
politician
-cannot $ave as the P.C.
-may not perform any actions e8cept to roll
his health dice or choose to leave the
Sanatorium
GAME GAME
AGING(TA$ING A CURE:
Mo0ern Mo0ern
here is no limit to the number of years a
Politician may be aged during this phase.
Politicians in Siberia age one year
automatically. 3n addition, they are aged one
year for each Y they have.
Stan0ar0 Stan0ar0
Euring this ,4ase, no Politician may age more
than %;< 7<+0 per turn, regardless of ho$
many Y on the Politician or other factors.
-123 -123
here is no limit to the number of years a
Politician may be aged during this phase.
Politicians in Siberia age one year
automatically. 3n addition, they are aged one
year for each Y they have.
VARIANT VARIANT
%nly the Boting-*embers are sub!ect to
aging.

GAME GAME
SIBERIA
here are a number of $ays to send a politician
to Siberia. 4hichever $ay...
Mo0ern Mo0ern
...Siberia causes the )action $ith the most
declared influence on the Politician to lose all
of that $hich is declared. he player should
mar1 his 3nfluence 0ecord sheet accordingly.
3n addition 6R6 are discarded. he Politicians
SPs and health status remain unchanged.
Stan0ar0 Stan0ar0
...Siberia is a punishment, but not a death
sentence. 4hen a Politician is sent to Siberia,
he retains all of his 3nfluence and ,ealth
mar1ers, but loses any ? ?. 4hile in Siberia, the
Politician does not age nor does he have to
ma1e ,ealth rolls.
-123 -123
...Siberia causes a"" )actions $ith any declared
influence on the Politician to lose all of that
$hich is declared. he players should mar1
his 3nfluence 0ecord sheet accordingly. 3n
addition all ? ?are discarded. he Politicians
SPs and health status Y remain unchanged.
7
2. PURGES
CORE CORE
3n the Purge phase, the KH2 head may attempt to
eliminate alleged enemies of the state $ithin the
ran1s of the Politburo. o do this, the KH2 ,ead
selects a target and rolls the die. 3f it is eJual to or
higher than the Purge number -located on the board
as $ell as here/, the target has been successfully
purged. 3f the Purge fails, the KH2 ,ead
immediately ages 3 years and the Phase is done.
,< PU0H< ;U*2<0S
P+07 C,3<): &( or higher
&st =evel: &L or higher
5nd =evel: &. or higher
Candidates: 6 or higher
+s you can see, life at the lo$er ran1s of the
Politburo can be rather dangerous.
0emember to ta1e into account $hether a Politician
is in his Strength or 4ea1nessQ + Politician assigned
to his Strength gets to add t$o to his Purge number
-ma1ing it more difficult to remove him/ $hile a
Politician stuc1 in his 4ea1ness is t$o easier to
Purge.
Politicians at the Sanatorium are also three easier to
Purge than Politicians on the !ob and active. -+
Politician in his 4ea1ness and at the Sanatorium is
)3B< easier to Purge./
3f the KH2 ,ead has no 3nfluence on him, no Purges
ta1e place -because he is still 6active6/.
3f the KH2 ,ead is inactive or the post is vacant -due
to a played card, etc/, then the decision to conduct
Purges falls to the 3deology Chief -5+/. 3f the
3deology Chief is inactive, the duty falls to the Party
Chief and if necessary, the 3ndustry *inister after
that.
GAME GAME
PURGES
Mo0ern5 Stan0ar0 an0 Variant Mo0ern5 Stan0ar0 an0 Variant
Purges are business not personal. 3f a Purge is
successful the Politician is sent to Siberia.
-123 -123
Unli1e the Standard Hame, Purges in &'5( are
serious business. 4henever a Purge is
successful, the target Politician is 1illed and out
of the game. +ny declared 3nfluence is lost
and removed from the Politician and ? ?, and Y
on that Politician are discarded.
+fter that, flip the Politician over to his
#protSgS", the fictional Politician $ith the same
letter. he protSgS is placed in Siberia. +ny
undeclared 3nfluence on the original Politician
still e8ists on the protSgS. %nce the protSgS
dies, by any means, the card is removed from
play.
<@+*P=<: Bladimir =enin is purged. he
=ysen1o <volutionists had five declared
3nfluence on him. hose are no$ discarded.
=enin"s protSgS -on the flip side of his card/ is
Bictor +paratschi1. Bictor is no$ placed in
Siberia. he Putin +pologist faction had three
3nfluence undeclared on =enin. hose points
are no$ three undeclared 3nfluence on Bictor
+paratschi1 instead.
3f a Purge fails, a ? ? is placed on the target
Politician. his is cumulative, so that a
Politician $ith t$o ?? ?? adds a third. + ? ?
added during the Purge Phase does allo$ a
Politician to be brought to trial in the Spy
3nvestigation Phase.
3. SPY INVESTIGATIONS
CORE CORE
Euring this phase, the Eefense *inister -or Politician
acting in his stead/ may perform four different types
of actions: 3nvestigations, rials, Condemnations,
and 2urning Eossiers. hese may be performed in
any order.
INVESTIGATIONS
o begin an 3nvestigation on another Politician, the
Eefense *inister places a ? ? on the investigation"s
target. )or each ? ? he places, the Eefense *inister
ages one year. he target must be among the Boting-
*embers.
8
GAME GAME
Mo0ern an0 -123 Mo0ern an0 -123
he Eefense *inister may place one ? ? per
Boting-*ember Politician of his choice, even if
there is already a ? ?on this Politician -the ??? ???
mar1er is the ma8imum a politician may ever
have. he only affects of additional ? ?is to age
the Politician faster/. he Eefense *inister
may not add more than one ? ? to any one
Politician during this Phase.
Stan0ar0 Stan0ar0
%nly one ? ? may ever be on a Politician
CORE CORE
TRIALS:
+ rial may be called against any one Boting-
*ember Politician $ho had a ? ? on him before the
beginning of the Spy 3nvestigation Phase. Politicians
$ho didn"t start the phase $ith a ? ? cannot be
brought to rial. rials are resolved by a vote of the
senior eight members of the Politburo. he members
vote in descending order from the Party Chief do$n.
3nactive Politicians are not allo$ed to vote.
Politicians $ithout 3nfluence placed on them $ill
al$ays vote #3nnocent".
3f the accused Politician receives t$o #3nnocent"
votes, he is not guilty. 3f this occurs, remove all of
the ? ? on the targeted Politician and the Eefense
*inister is aged three years. 3f the accused Politician
is found guilty, he is sent to Siberia.
3f an acJuittal occurs, the Eefense *inister may not
place a ne$ ? ? on that same Politician this turn.

CONDEMNATIONS:
he Eefense *inister can bypass the need for a trial
for Candidate-level Politicians. ,e may chose one
per year and send him directly to Siberia. his ages
the Eefense *inister t$o years.
GAME GAME
Mo0ern Mo0ern
he Party Chief or a &st =evel Politburo
member may negate this Condemnation by
aging himself > years immediatelyFif
negated, the Candidate remains and loses none
of the 3nfluence on him -<ssentially, the
negating Politician is allo$ed to #rehabilitate"
the Condemned Candidate immediately./
3f negated in this fashion, the Eefense *inister
does not suffer the aging penalty for issuing a
Condemnation.
Mo0ern an0 -123 Mo0ern an0 -123
4hether or not a Politician $as brought to
rial the Eefense *inister may conduct a
condemnation.
Stan0ar0 an0 Variant Stan0ar0 an0 Variant
he Eefense *inister must choose either the
Condemnation or rial action. ,e may not do
both during the same phase.
CORE CORE
he condemned Politician need not have been under
? ? previously
BURNING DOSSIERS:
he Eefense *inister may also choose to burn
evidence against Politicians. his allo$s the Eefense
*inister to remove ? ?
from Politicians. )or each ? ? removed, the Eefense
*inister ages one year.
3f the Eefense *inister is inactive, his duties fall in
order to the )oreign *inister -3+/, KH2 Chief -32/,
Party Chief -3C/, and the 3ndustry *inister -3E/.
%nce the Eefense *inister declares this Phase to be
complete, it is over.
4. HEALTH PHASE
CORE CORE
Euring this phase, all Boting-*embers of the
Politburo must roll the die and consult the ,ealth
able. Cross-inde8 the roll $ith the Politician"s
current age. his gives the effect. *a1e sure to use
the proper table. %ne is for $or1ing PoliticiansD the
other is for Politicians at the Sanatorium.
E+0K 0<E: YYY instant death.
0<E: +dd YY to the Politician
=3H, 0<E: +dd Y to the Politician.
9
4,3<: ;o effect.
7ello$: 0emove a Y from the Politician.
+fter the roll, if the Politician has three Y he is dead
and removed from the game.
;ote: +ll politicians under the age of >. use the >.
year old line.
5. FUNERAL COMMISSION PHASE
CORE CORE
his phase is only used if the Party Chief office is
vacant. 3f so, the )oreign *inister must name either
the KH2 Chief or the Eefense *inister as successor.
3f no one occupies those offices then the )oreign
*inister may nominate someone from the 5nd =evel.
%nly if the entire Politburo is empty save for himself
may the )oreign *inister be nominated for the top
officeQ
+fter a nomination is made, the choice must be
confirmed by the Boting-*embers. Hoing through
the ran1s of the &st and 5nd levels -starting $ith the
highest ran1ing member/, Politicians vote. 3f there
are three #no" votes, the nomination has been
re!ected. 3mmediately age the )oreign *inister one
year.
3*P%0+; <@0+ ;%<S:
Politicians ta1ing a Cure do not vote -and thus, do
not count as a #no" vote/.
Politicians unclaimed by any faction +=4+7S vote
in favor of a nomination.
he )oreign *inister and nominated Politician
cannot vote #no".
3f the vote $as successful, immediately promote the
nominee to Party Chief and end the Phase.
3f the vote failed, the )oreign *inister must no$
nominate a ne$ candidate and repeat the process,
e8cept this time, he must choose a nominee from
among +;7 of the Politicians $ho voted #no"
regardless of their level in the Politburo. he voting
process is the same as the first attempt. 3f three #no"
votes occur again, immediately age the )oreign
*inister one year.
3f t$o attempts to name a Party Chief fail, the
)oreign *inister ascends to the position by default.
6T4e R%"e o+ t4e O"07 3f the )oreign *inister -or the
Politician fulfilling his duties/ is uninfluenced he
automatically proposes the oldest eligible politician.
his is the only time in the game $here an
uninfluenced politician can act.
6. Replaceme!
CORE CORE
)ollo$ these N steps to fill the Kremlin bac1 up.

R-) S4i+tin8: 2efore anything else happens in this
phase, the Party Chief may shift Boting-*ember
Politicians to ne$ slots $ithin their current level.
he slots need not be vacant in order to do so. he
Party Chief does not age for any shifting.
[The P.C. instruction box on the board incorrectly says 1
SP for switching. ]
R2) Pro&otions(De&otions '# Part# C4ie+: %nce all
shifts are complete the Party Chief may no$
promote or demote an# Politician. Promoting and
demoting Politicians ages the acting Politician one
year P<0 action. hese promotions and demotions
are limited to one level in either direction. his
means the Party Chief could not demote the KH2
Chief to the ran1 of Candidate *ember in one turn,
nor could the Party Chief raise someone from the
ran1s of the People to the 5nd =evel, etc. he slots
must be vacant for any promotion or demotion. he
Party Chief may not demote himself.
<8ample: he Party Chief $ishes to demote the
3ndustry *inister -5nd =evel/ to the ran1s of the
Candidates. Since the Candidate positions are all
occupied he must first promote a Candidate to a
vacant 5nd level slot or demote a Candidate to the
ran1s of the people. -here doesn"t need to be a
vacancy at the People level the Candidate $ould
simply be placed in order of age/
R9) A%to&atic Pro&otion to -st "ee": %nce the
Party Chief has completed all promotionsKdemotions
he announces he is finished. +t this point if there are
10
any vacancies on the -st Lee" they must be filled
based on the oldest Politician $ithin the 5nd level. 3f
the 5nd level is entirely empty then the oldest
Politician from the Candidates is chosen, if also none
there then from the People.
;%<: Sometimes a Politician may $ish to age to
promote the oldest available Politician to ensure that
Politician6s rise.
R:) Pro&otions '# -st Lee" Po"iticians: +fter the
automatic promotions to the &st level are complete any
acancies at the 5nd or Candidate levels may be
filled. <ach &st level Politician no$ gets an
opportunity -in ran1 order, 5 is higher than 3 and so
on.../ as long as vacancies remain, to promote a
Politician one level to either the 5nd or Candidate
level. <ach promotion inflicts & SP. hey may never
demote or shift politicians.
R;) A%to&atic Pro&otion to 2n0 "ee": %nce the &st
=evel Politicians are done $ith their promotions any
vacancies on the 5nd level must be filled based on
the oldest Politician $ithin the Candidates. 3f there
are no Candidates, Politicians in the ran1s of the
People advance by oldest instead.
R<) Pro&otions '# 2n0 Lee" Po"iticians: +fter the
automatic promotions to the 5nd level are complete
any acancies at the Candidate level may be filled.
<ach 5nd level Politician no$ gets an opportunity
-in ran1 order, > is higher than 6 and so on.../ as long
as vacancies remain, to promote a Politician from
among the People to the Candidate level. <ach
promotion inflicts & SP. hey may never demote or
shift politicians.
R=) A%to&atic Pro&otion to Can0i0ate Lee":
%nce the 5nd =evel Politicians are done $ith their
promotions any vacancies on the Candidate =evel
must be filled based on the oldest Politician $ithin
the People.
hese automatic promotions al$ays fill in order of
ran1 $ithin their ne$ly promoted level. ;o SPs are
inflicted for automatic promotions.
3*P%0+; P%3;S:
-4hen seniority is determined, it is based on the
Politician"s current age. 3f there is a tie, the
Politician $ith the highest printed age on his
card is considered to be the oldest.
-+ Politician is allo$ed to be promoted more
than one level as long as each promotion $as
done by an entirely different Politician.
SUDDEN DEATH VICTOR*>: 3f the number of
vacancies in the Politburo is greater than the number
of Politicians in the Politburo and among the People,
the game ends immediately. 4hoever controls the
highest ran1ing active member of the Politburo $ins
the game.
%nce all promotions are complete, ma1e sure that
there are at least four Politicians in the ran1s of the
People. 3f there are fe$er than four there, Politicians
are added in +ge-order.
;%<: hough the ran1s of the People start $ith
four Politicians, it is possible to have more due to
cards or Politicians being rehabilitated from Siberia
or returning from <8ile. Politicians not currently in
play -stac1ed and $aiting to enter the ran1s of the
People/ do ;% count as being at the People6s level.
his is important if there are many vacancies in the
Politburo due to death or condemnations.
". REHA#ILITATION PHASE
CORE CORE
3n Politburo order, starting $ith the Party Chief,
Politicians have the opportunity to rehabilitate
Comrade Politicians currently in Siberia. Hranting a
release to a Siberian Politician ages the sponsoring
Politician five years per Politician released. he
released Politician is placed in the ran1s of the
People and 1eeps any 3nfluence, ,ealth Problems,
and aging effects currently on him.
$. PARA%E& O' T(e Oc!)*e+
Re,)l-!.)
CORE CORE
he last phase of a turn is the %ctober 0evolution
Parade $here the Party Chief must stand on the
0ostrum overloo1ing 0ed SJuare and $ave for the
11
Parade6s duration. Success is a sign of the
*otherland6s strengthQ
3f the Party Chief is healthy, his $ave is
automatically successful. 3f the Chief has a Y, he
must roll eJual to or greater than N to successfully
$ave. 3f the roll fails, the Party Chief must age one
year. 3f he has YY then the roll for success becomes
a &L or higher. 3f this fails, the Party Chief is aged
t$o years.
3f there $as a successful $ave, put a )action mar1er
of the )action $hich controlled the Party Chief on
the turn chart. 3f the $ave failed, place a Y there
instead.
0emember: + Party Chief a1ing the Cure cannot
even attempt to $ave.
VICTOR*
GAME GAME
Mo0ern Mo0ern
Bictory is determined by the first faction to
control the Party Chief for three $aves. his
can be three different Party Chiefs each
$aving onceQ 3f a $ave is done successfully,
place a faction mar1er on the urn rac1 on
the appropriate turn.
3f no one has $on by the end of urn &.,
victory is determined by $ho has the highest
score. + faction"s score is determined by:
& pt. for each successful $ave
3 pts. for controlling the Party Chief
-3) not inactive/
5 pts. for each &st =evel Politburo
member controlled -3) not inactive/
& pt. for each 5nd =evel Politburo
member controlled -3) not inactive/
3f there is a tie, the +mericans $in
-$hich means everyone loses/.
Stan0ar0 Stan0ar0
he game ends $hen a single Po"itician $aves
three times regardless of $ho controlled him
during those $aves. -Place a SP mar1er on
that politician to indicate the number of $aves
during the game/. +ll hidden 3nfluence on the
Party Chief is no$ revealed and $hoever
controls the Party Chief after all 3nfluence is
revealed $ins the game. -this reveal is
technically simultaneous so a player"s chance
to add more 3Ps ends upon the first player to
reveal/. 3f no single Politician $aves three
times during the game, $hoever controls the
Party Chief at the end of urn &. $ins instead.
-123 -123
Bictory is determined by the first )action
$hich controls the Party Chief for three $aves.
3t does not have to be the same Politician $ho
$aves each timeD it can be three different
Politicians each $aving onceQ 3f a $ave is done
successfully, place a faction mar1er on the urn
rac1 on the appropriate turn.
3f no )action manages three $aves in ten turns,
$hoever controls the Party Chief at the end of
the game is the victor.
VARIANT VARIANT +s mentioned earlier if the
primary victory condition isn6t met by turn
&. the game proceeds into the &&th turn
and ends immediately after the >th phase.
he )action $ho controls the P.C. at this
point is the victor.
ADDITIONAL RULES
GAME GAME
TRUST NO ONE
Mo0ern an0 -123 Mo0ern an0 -123
+n individual $ho proclaims no loyalties or
ideals in his office cannot be trusted. 3f a
Politician has not had any 3nfluence declared
on him, he is immediately condemned to
Siberia at the end of the Spy 3nvestigation
Phase.
Mo0ern: Mo0ern: enforced among &
st
level Politburo
only.
-123: -123: enforced among &
st
and 5
nd
level
Politburo only.
VARIANT VARIANT and Stan0ar0 Stan0ar0
his rule isn6t enforced.
12
BRIBES AND NEGOTIATIONS
CORE CORE
Euring the game, players are allo$ed to e8change
cards or trade cards for favors -such as agreeing not
to target a specific Politician during a Purge Phase/.
he only limiting factors are:
Trades may only be made bet$een t$o players.
T3nfluence Points may not be traded.
T+ll tal1 must be public -though the card contents do
not need to be revealed/.
T%nce an agreement is reached, both parties are
bound to it. Eeal-brea1ing is not allo$ed in
Kremlin.
GAME GAME
-123 -123 :
;o difference from core rules.
VARIANT VARIANT +n agreement is binding
only $ithin the current phase. 2eyond
that it"s merely a promise.

Ne? Mec4anic +or t4e Mo0ern Ga&e:
GAME GAME
E@ILE:
Eiscretion is the better part of valor.
Politicians $ho are the declared targets of
either Purges or rials -but not
Condemnations/ have the right to declare that
they are going into <8ile. his is done before
the die is rolled -therefore no Purge attempt
$as made/ or the first vote is cast for the rial
-but the rial is considered to have ta1en place,
he ran out $hen no one $as loo1ing/.
Politicians $ho go into <8ile are placed in the
<8ile section of the game board. 4hen a
Politician goes into <8ile, he is allo$ed to 1eep
all of his 3nfluence. +ll other mar1ers are
removed -including any #P" that may be on him
F<nglish hospitals are available to everyone
$ith po$er and moneyO/
Politicians may be returned from <8ile by
three different means.
he playing of an 3ntrigue card bringing the
<8ile home -sometimes involuntarily/.
he )action in control of the Politician may
discard half of its declared 3nfluence points
-rounded do$n, but al$ays at least &/. ,e is
then immediately placed in the ran1s of the
People. his can be done at any time.
he )action in control of the Politician may
discard t$o 3ntrigue cards. ,e is then
immediately placed in the ran1s of the People.
his can be done at any time.
4hile in <8ile, no additional 3nfluence points
may be declared on the Politician, nor may
3nfluence be added to him using the e8tra
potential 3nfluence gained on turns 3, 6, or '.
3nfluence may be altered by 3ntrigue cards..
Reso"in8 In+"%ence Point Ties
CORE CORE
0eminder, if there6s a simultaneous declaration of the
same 3Ps on a Politician then a dice roll, high number
$ins, determines $ho has control.
VARIANT VARIANT 4hen at least t$o players
have the same number of declared 3Ps
-simultaneous isn6t necessary/ that $ould
control the Politician, any other player-s/
$ith declared 3P on that Politician may
attempt to brea1 the tie. his is done by
declaring his support for one of the tied
players in the amount of one-tenth of his
current declared 3P on that Politician -i.e. 5
players have declared 63Ps on a Politician
$hich $ould control him. +nother player
$ith L declared 3Ps on the same Politician
offers his support to one of the tied players
in the amount of .LD L 8 &K&., thus brea1ing
the tie/. 3f this doesn"t resolve it follo$ the
core rules for tie-brea1ing. %nce the one-
tenth support is given it can"t be ta1en
a$ay until a ne$ player matches the
current controlling 3P amount or e8ceeds
it. 3f another tie ensues redo the procedure
$ith all &K&. support reset.
13
Variants +or an# 8a&e ersion:
T4ree P"a#er Version
Players may assign #&.P" to an &&th Politician.
;o 3Ps may be placed on the Party Chief until
the end of the third year -the first opportunity to
add influence/.
C"%' ;;
+ssign your >> total 3Ps in any manner you $ish,
doesn"t have to be on e8actly &. Politicians.
Li&ite0 E0ition Po"itician
3f your set came $ith the l.e intrigue and
Politician cards here6s some suggestions as to
ho$ to use them. he l.e. 3ntrigue cards can be
used $henever you $ant.
a1e the 6 l.e. Politicians -double lettered/ and
pass one to each player. his is their e8clusive
Politician. %nly that player may assign 3Ps to
him. Euring the adding influence phase players
may add to other players6 e8clusive politician.
%riginal Hame: Urs ,ostettler
0eprint Eevelopment: Uim Eiet9
0e-$rite and layout: *ar1 Uefferson
14

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