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each.
> Support check: draw 1 cube. If own color, place as support cube. Otherwise, return to opponent’s cube supply.
> Initiative check: draw cubes one at a time until 2 of same color are out. That player gets initiative. Return drawn cubes to supply.
> Endorsement: drawing a card, immediately place 1 endorsement marker in the indicated region.
> Cubes, momentum and endorsement markers are unlimited.
> Adding cubes and endorsement markers: a space may never contain tokens from both players at the same time. So adding them always
means: first remove your opponent's, before starting to add your own.
TURNS 1-5 and TURNS 7-8 – THE NORMAL SEQUENCE OF PLAY
1. Initiative phase > New cards: each player draws cards (6 on turns 1-5, 7 on turns 7-8).
> Initiative check: winner chooses start player (who must play his card first during Activity phases).
2. Activity phases > There are 5 phases. In a phase, each player (one before the other) plays a single card in one of three ways.
> First, whoever plays a card moves indicated Rest cubes from own supply to own Rest zone.
A. Campaign Points B. Event C. Candidate card
Preempting event: pay 2 momentum before Candidate icon shows who benefits from If your candidate card isn’t exhausted, flip
playing the card to prevent opponent from event. it to exhausted and spend 5 CP as you
triggering the event. Persisent event: place it on designated board would with another card for Campaign
space (they are resolved later). Points.
Choose a single option below to spend all points Regular event: execute the card text, then
on and do so. remove the card from the game permanently. Exhausted candidate cards are considered
Afterwards, opponent may trigger event by out of play (as if played for the event) and
paying 1 momentum (if not preempted). In this Losing support is always limited to what the can only be made active by events.
case, event is treated as if opponent had played player has (opponent never gains cubes this Candidate cards are not part of your hand,
it; then remove the card from the game instead way). and never placed in the discard pile.
of discarding it. Gaining state support might require support
checks to be made (see Campaigning
section).
A.1 CAMPAIGNING IN STATES
Leading a state: if you have any cubes there. This gets you votes at the end of the game.
Carrying a state: have at least 4 cubes there. This forces support checks by opponent.
3. Set the stage Put issues on the debate board in order, retaining any cubes on them.
3. Campaign strategy Each player reveals his 4 cards played. In each state indicated on his cards, the player gets 3 support checks.
Initiative player resolves first. At this point, the bag is not refilled if empty.
4. Election day events The initiative player chooses the order in which the events are resolved.
5. Endorsements and Any state with no cubes tips over. The player having an endorsement in the region gains a cube, else (if no
undecided voters endorsements) the player shown on the state’s edge gains a cube.
6. Final tally Each player claims the state seals for every state they have support in. Total the electoral votes (on backs of
seals) to determine winner. There are 537 votes available, 269 or more wins the game.
If “unpledged electors” is in play, it’s possible to win with fewer than 269 votes. If a tie occurs, tiebreakers
in order are (1) most states won and (2) most cubes on states.