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Europe Divided

Europe Divided Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Playing the Game
  • Action Cards
  • Action Cards: Actions
  • Special Actions
  • Action Cards: Effects and Reactions
  • Military Presence
  • Sea Cards
  • Advantage Cards
  • Headlines
  • Headline Cards: Conditions
  • Headline Cards
  • Special Turns
  • Determining Victory
  • Credits

Components

  • Game Board
  • Turn Track marker
  • Russia Prestige marker
  • Europe Prestige marker
  • EU fracture marker
  • 50 Money tokens
  • 15 blue NATO army markers
  • 15 red Russia army markers
  • 4 double-sided Sea control markers
  • 12 yellow EU Influence Dice
  • 12 blue NATO Influence Dice
  • 12 red Russia Influence Dice
  • 13 Europe Action cards
  • 7 Europe Advantage cards
  • 12 Contested Region Action cards (Europe)
  • 7 Russia Action cards
  • 7 Russia Advantage cards
  • 12 Contested Region Action cards (Russia)
  • 22 Period 1 New World Order (1992-2008) Headlines
  • 18 Period 2 New Cold War (2009-2019) Headlines
  • 2 double-sided Sea cards (Baltic Sea and Black Sea)

Setup

Game Board

Place the game board in the center of the table.

Headlines

  • Separate the two Headline decks into Period 1 and Period 2 (represented by the number 1 or 2 in the bottom right of the card).
  • Sort the Europe (green) and Russia (red) cards in each deck.
  • For Period 1, shuffle each of the two sorted groups of cards. Place one card from each group face up on the Forthcoming Headline spaces.
  • Remove 4 cards from each group from the game without looking at them.
  • Shuffle the remaining cards together into one deck. Deal 3 cards to each player to form their Headline hand and place the remaining 6 cards face down by the Turn and Headline Track.
  • For Period 2, shuffle each of the two sorted groups of cards separately. Remove 3 cards from each group from the game without looking at them.
  • Shuffle the remaining 12 cards together.
  • Place the remaining cards from Period 1 on top of the remaining cards from Period 2.

Starting Action Cards

  • Shuffle the 13 Europe Action Cards and deal 4 to the Europe player. This is their starting Action Card hand. Place the remaining 9 cards face down in front of the Europe player. This is their Action Card deck.
  • Shuffle the 7 Russia Action Cards and deal 4 to the Russia player. This is their starting Action Card hand. Place the remaining 3 cards face down in front of the Russia player. This is their Action Card deck.

Money

  • Give the Europe player 8 (eight) money.
  • Give the Russia player 2 (two) money.

Advantage Cards

Each player shuffles their 7 Advantage Cards, draws 3 and chooses 2 of them for their hand, placing the remaining 4 face down near the board. The card not chosen is removed from the game.

Contested Region Action Cards

Place the Contested Region Action Cards face up near the appropriate player. Their order is irrelevant.

Dice, Sea Cards, Turn Track, Prestige and Army markers

Place the dice and army markers near the appropriate player. Place the Sea Cards and the Turn Track marker next to the game board. Place the Prestige markers on the '0' space of the Prestige Track.

Armies

  • Place 5 Russia armies on the game board, one in each Russia (red) space with a red Place Russia Army symbol. Place the remaining 10 Russia armies in front of the Russia player.
  • Place 9 NATO armies on the game board, one in each Europe (green) space with a blue Place NATO Army symbol. Place the remaining 6 NATO armies in front of the Europe player.

Component Limits

Each player is limited to 15 armies. You cannot place an additional army on the board if all 15 of your armies have already been placed.

There is no limit to the amount of money in the game. If you run out of money tokens, use a placeholder token to represent money.

Playing the Game

Game Overview

Europe Divided consists of two periods:

  • Period 1 includes events from 1992 - 2008. This period is focused on the expansion of the European Union (EU) and the North Atlantic Treaty Organization (NATO).
  • Period 2 includes events from 2009 - 2019. This period is focused on Russia's resurgence and its increased influence throughout central and eastern Europe and the Caucasus.

Each period is divided into 10 turns. At the end of the 20th turn, the game ends.

Game Turn

Each turn consists of the following sequence of play:

  1. Advance Turn Marker

Actions Segment

  1. Initiative
  2. Actions
  3. Draw New Action Cards

Headlines Segment

  1. Resolve Headlines (some turns)
  2. Shift Headlines (some turns)
  3. Place New Headlines (some turns)
  4. Discard Headlines (some turns)
  5. Draw New Headlines (some turns)

1. Advance Turn Marker

For the first turn, place the turn marker on the upper left space of the Turn Track (Period 1). At the beginning of each subsequent turn, advance the turn marker one space on the track. When it reaches the last space, it marks the final turn of the game.

2. Initiative

Players choose two Action Cards from their hand to use for actions and place the cards face down in front of them. Each player announces the sum total of their cards' initiative without revealing their cards. The player with the highest initiative plays their cards first. In the case of a tie, the Europe player goes first.

PLAY EXAMPLE: The Europe player chooses the Greece and Poland cards for Initiative, while the Russia player chooses Eastern Balkans and The President. Once both players have chosen their cards, they announce their initiatives: the Russia player has a 9, which is higher than the Europe player's 7, so the Russia player must take their actions first.

3. Actions

The player who has the highest initiative chooses one action to take for each of their two Action Cards revealing the cards as they are played. Once they have completed their turn, the other player takes an action for each of the Action Cards they chose. Both players then discard their cards. (See Action Cards: Actions, below.)

4. Draw New Action Cards

Each player draws two new Action Cards from their Action Card deck and adds the cards to their hand. As soon as an Action Card deck becomes empty, its owner shuffles their discard pile to make a new deck.

5. Resolve Headlines*

Skip this step unless the current turn space on the Turn Track has the Resolve Headlines text.

Check the conditions on the two Headlines on the Current Headlines spaces. If they have been met, award the Headline to the appropriate player. If not, remove the card from the game. (See Headlines, below.)

6. Shift Headlines*

Skip this step unless the current turn space on the Turn Track has the Shift Headlines text.

Shift the two cards in the Forthcoming Headlines spaces up into the Current Headlines spaces.

7. Place New Headlines*

Skip this step unless the current turn space on the Turn Track has the Place Headlines text.

Each player chooses one Headline from their hand and places it face down on the Forthcoming Headlines spaces. Once both cards have been placed, they are flipped face up.

8. Discard Headlines*

Skip this step unless the current turn space on the Turn Track has the Discard … Headlines text.

Each player discards the given number of Headlines from their hand and permanently removes them from the game (face down).

9. Draw New Headlines*

Skip this step unless the current turn space on the Turn Track has the New Headlines text.

Each player draws a new Headline and adds it to their hand.

REGIONS: The word "regions" is used broadly in this game and includes countries, combinations of countries, territories, and districts.

COLOR-CODING: The following color-coding is used throughout the game: Green (Europe player), Red (Russia player and actions), Blue (NATO specific actions and components for the Europe player), and Yellow (EU specific actions and components for the Europe player).

Grey is used to represent contested regions.

Action Cards

Each Action Card has a colored banner, an initiative value, a list of action symbols, and some have special text. Europe's Action Cards are linked to the European countries in the EU and NATO, while Russia's action cards are linked to personalities, organizations, and military elements.

Banner

Each banner is color-coded. The Europe player's starting Action Cards are green, the Russia player's starting Action Cards are red, and gray is used for Contested Region Action Cards.

Initiative

The initiative value is used to determine which player goes first in a round. (See Initiative, above.)

Actions

Action symbols are color-coded. All Russian actions (those used by the Russia player) are red. The Europe player has two different types of actions: EU actions (yellow) and NATO actions (blue). Some actions cost money (indicated in a black circle).

Russia Player

When the Russia player uses a Russia Action Card or a Contested Region Action Card, the Russia player can use any action on the card.

Europe Player

When the Europe player uses a Europe Action Card, the Europe player can use any action on the card. However, when the Europe player uses a Contested Region Action Card, the Europe player must have an influence dice in the region with value 5 or 6 and the same type (EU or NATO) as the action on the Contested Region Action card. For example, the Europe player must have a NATO influence die with a 5 or 6 to use a NATO (blue) action or an EU influence die with a 5 or 6 to use an EU (yellow) action with the Armenia Contested Region Action Card.

Special Actions, Effects and Reactions

Some Russia Action Cards and all Contested Region Action Cards have special text. Sometimes the text enables special actions and sometimes it enables special effects. (See Action Cards: Effects and Reactions, below.)

CARD TEXT AND GAME RULES: If text on cards is ever in conflict with general rules in Europe Divided, the text on the cards takes precedence over the general rules.

Action Cards: Actions

PLACE INFLUENCE (Cost: 2 Money)

Spend 2 money to place an influence die in any contested region that you do not already have influence. Place the die so that the 1 is face up.

EXAMPLE: The Europe player uses their Germany Action Card to place an EU influence die in Poland.

INCREASE INFLUENCE (Cost: 0 Money)

Add the amount shown on the increase influence symbol to an influence die (to a maximum of 6) in any contested region.

Special Considerations:

  • When a player increases an influence die to a value of 5 or 6 in a contested region, they take their corresponding Contested Region Action Card and place it in their Action Card discard pile.
  • A player cannot increase an influence die to 6 in a contested region where their opponent already has an army or an influence die with a value of 6.

EXAMPLE: The Europe player uses their Poland Contested Region Action Card, which has an increase EU influence value of 3, to increase its EU influence in Hungary from 3 to 6. Note that to use this action, the Europe player needs a EU influence die in Poland with a 5 or 6. Because the Europe player increased the EU influence value in Hungary to 6, the Europe player takes the Hungary Contested Region Action Card and adds it to their Action Card discard pile.

The Europe player could not have increased their EU influence to 6 in Hungary if Russia already had 6 influence or an army in Hungary. However, the Europe player could have increased their EU influence to 5 and still taken their Hungary Contested Region Action Card. The redundant influence point is wasted and can't be used elsewhere.

GAIN MONEY

Gain money equal to the amount listed on the gain money symbol.

PLAY EXAMPLE: The Europe player uses their Hungary Contested Region Action Card, which has a gain money value of 1, to take 1 money. Note that to use this action, the Europe player needs an EU influence die in Hungary with a 5 or 6.

BUILD ARMY (Cost: 2 Money)

Spend 2 money to place an army.

For Europe and Contested Region Action Cards, the army must be placed in the region of the card itself. For Russia Action cards, the special text tells where the army must be placed.

EXAMPLE: The Russia player uses their The President Action Card to place a new army in Moscow.

EXAMPLE: The Europe player uses their Ukraine Contested Region Action Card to place a new army. It must go in Ukraine. Note that to use this action, the Europe player needs a NATO influence die in Ukraine with a 5 or 6.

MOVE ARMY (Cost: 0+ Money)

Move an army to an adjacent region or sea space for no cost. For each additional region or sea space moved, spend 1 money.

Special Considerations:

  • A player cannot move an army into one of their opponent's starting regions.

The Europe player cannot move an army into a Russia (red) region and the Russia player cannot move an army into a Europe (green) region.

EXAMPLE: The Europe player uses their Hungary Contested Region Action Card to move an army from Georgia to the Baltics. The Europe player first moves the army from Georgia to the Black Sea for no cost. The Europe player then moves the army from the Black Sea through Ukraine and Belarus and into the Baltics, which costs 3 Money because the army moved through three additional regions. The Europe player could not have entered the Southern Federal District because that is a Russia region. Note that to use this action, the Europe player needs a NATO influence die in Hungary with a 5 or 6.

Special Actions

Special actions allow players to take an action with a card instead of using one of the normal actions on the card. Special action text begins with [Action] mark.

EXAMPLE: The Russia player uses the News Media card to add one influence in Czechia and Slovakia and two in Hungary. The Russia player cannot also use the card for another action.

Action Cards: Effects and Reactions

There are additional conditions on the card that can occur when a player uses the card. Sometimes the player that played the card must decide whether to use the Effect; sometimes the opponent of the player that used the card decides whether to use the Reaction. Effect text begins with [Effect] mark. Reaction text begins with [Reaction] mark.

The following rules apply to Effects and Reactions:

  • If an Effect/Reaction gives a player the option of increasing influence in a region where there is not already an influence die, a player can instead pay 2 money to place a new influence die (with value 1) in the region.
  • If an Effect/Reaction gives a player the option to place a new army, the player must still spend 2 money to place the army.
  • If an Effect/Reaction gives a player the option to move an army, the player must still pay to move the army for every space after the first.

EXAMPLE: The Russia player uses the Belarus Contested Region Action Card for the build army action and spends two money to place an army in Belarus. There is no Russia influence die in the Baltics. The Russia player chooses to use the card's Effect and places an influence die in the Baltics spending two money.

The Europe player decides to make a Reaction and moves an army from Germany to The Baltics, which is 2 spaces and costs 1 money.

Military Presence

Only one player can have military presence in a region. Competition over military presence occurs in two ways:

  • Two opposing armies come into contact
  • An army comes into contact with an opposing influence die with a value of 6

Army vs. Army

Whenever both players have one or more armies in a region, each player discards one army back into the supply.

An army cannot pass through a contested region or sea space occupied by an opposing army.

EXAMPLE: The Russia player uses their Southern Federal District card to move a Russian army from the Central Federal District, through Belarus, and into Poland. The Europe player has two NATO armies in Poland. The Russia player and Europe player each discard an army in Poland.

The Russia player could not have moved their Russian army through Belarus if a NATO army had been in Belarus.

EXAMPLE: The Europe player uses their Poland Contested Region Action Card to place a NATO army in Poland. The Russia player already has a Russian army in Poland. The Europe player and Russia player each discard an army in Poland.

Army vs. Influence Dice

Armies always encounter other armies before encountering influence dice.

Any time an army would ever occupy a contested region where an opponent has an influence die of 6, the army is discarded back into the supply and the influence die is lowered to 5. An army cannot pass through a contested region where an opponent has an influence dice with a 6. Influence dice with values less than 6 are unaffected.

If a Russian army enters a contested region that has EU and NATO influence die with 6's, the army is removed and both influence dice are lowered to 5.

EXAMPLE: The Russia player uses their Armenia Contested Region Action Card to move a Russian army from Moscow, through the Central Federal District, and into Ukraine. The Europe player does not have an army in Ukraine; however, the Europe player does have an EU influence die with a 6 and a NATO influence dice with a 6 in Ukraine. The Russian army is discarded and the EU and NATO influence dice are lowered to 5.

The Europe player uses their Ukraine Contested Region Action Card to place a NATO army in Ukraine. The Russia player already has a Russian influence die with a 6 in Ukraine. The Europe player discards their army and the Russia player reduces their Russia influence die to 5.

Sea Cards

There are two sea spaces with special double-sided cards: the Baltic Sea and the Black Sea. One side shows Russia's benefit when controlling a Sea, and the other side shows NATO's benefit and EU's benefit.

Baltic Sea

The power with the most combined influence in the Baltics and Poland (minimum of 4) takes the appropriate Baltic Sea card. The Europe player does not combine EU and NATO influence but uses the higher sum (EU or NATO). If there is a tie for influence for the Baltic Sea, the ties are resolved in this order: NATO, EU, then Russia.

Black Sea

The Black Sea cards work just like the Baltic Sea cards except they apply to the Eastern Balkans, Georgia, and Ukraine, and a power must have a minimum of 5 combined influence to take the appropriate card initially. If there is a tie for influence for the Black Sea, the ties are resolved in this order: Russia, EU, then NATO.

EXAMPLE: Russia increases its influence in Poland to 2 and the Baltics to 2, for a total of 4, the minimum required amount to take the Russia Baltic Sea Card. NATO has a combined total of 3 influence in the two regions, and the EU has no influence in the regions. The Russia player takes the Baltic Sea Card. Russia can now move one army per turn to the Baltics, Kaliningrad, or Poland from the Western Military District without spending money or taking an action.

The Europe player wants to take the Baltic Sea card from the Russia player. They increase NATO influence in Poland to 3, making a total of 4 NATO influence on the Baltic Sea, tying with Russia. NATO wins ties here, so the Europe player takes the Baltic Sea Card for NATO's use. NATO can now move 1 army in Germany, Denmark, Norway, Sweden, or Poland 1 space without taking an action.

The Europe player later increases the EU influence in Poland to 2 and the Baltics to 3, for a total of 5. Because this is higher than the NATO influence, EU and not NATO now controls the card. The Europe player now gains 2 extra money each time they use the Baltics or Poland action card for an EU action.

Advantage Cards

Advantage Cards can be used in one of three ways: to use a special action, to gain money, or to gain Prestige. Advantage cards can be played in addition of the standard 2 Action cards per turn.

Special Action

Each Advantage Card has a special action detailing how to use it.

Money

A player can discard an Advantage Card on their turn to gain money.

Prestige

Each Advantage Card a player has at the end of the game counts as 1 Prestige.

EXAMPLE: Europe uses US Sanctions for its special action, preventing Russia from spending money for the rest of the turn. The Europe player can only play this card during their turn. The Europe player could have taken 3 money instead. If the card was kept until the end of the game, it would be worth 1 Prestige.

EXAMPLE: Russia uses Fracture in the EU to place the EU fracture counter in United Kingdom and Ireland. The Europe player can no longer use EU actions of the UK and Ireland Action Card (NATO actions are still playable). The Russia player could have taken 2 money instead. If the card was kept until the end of the game, it would be worth 1 Prestige.

Headlines

Headlines provide one of the key ways in which players score Prestige. Each Headline has a period identifier, a colored banner, an award, the regions affected, conditions, and background information.

Period

The period identifier shows whether a card is from Period 1 or Period 2.

Banner

Each banner's color shows which player can gain prestige by the headline (green for Europe, red for Russia).

Affected Regions

The regions for which the Headline conditions must be met in order for the card to be awarded to a player.

Conditions

The conditions that must be met in order for a Headline to be awarded to a player.

Award Value

If all the Headline conditions are met when the Headline is resolved, award the Headline to the appropriate player based on the banner color. If the award includes money, place a money token on the appropriate regions (and the Energy Sector space). Any time that region's Action Card is used for a gain money action by either player for the rest of the game, the acting player gets extra money equal to the number of money tokens on the region. There is no limit to the number of money tokens that can be placed on a region.

Background

Background information about the Headline.

EXAMPLE: During the Resolve Headlines phase, one of the headlines being checked is Nord Stream. Russia has more influence than the EU in both Poland and the Baltics, so Russia gains the card, which gives 3 Prestige, and advances their Prestige marker in the Prestige Track by the appropriate number of spaces. Also, Energy Sector and Germany each get 1 money token. For the rest of the game, when either player uses an Energy Sector or Germany Action card to gain money, that player gains 1 additional money.

EXAMPLE: The turn marker advances 1 space to begin turn 4. Each player chooses 2 Action Cards for their initiative and then takes actions with those cards. Then each player draws 2 Action Cards from their Action Card deck. Because the turn space has Resolve Headline and Place Headlines text, those phases must be completed. Resolve Headlines: Players check to see if the conditions for the Headlines on the Current Headlines spaces have been met (See Headlines, above.) If the conditions on a card have been met, it is awarded to a player. If not, it is discarded. The cards in the Forthcoming Headlines spaces are shifted up. Place Headlines: Each player chooses one Headline from their hand and places them face down on the Forthcoming Headlines spaces. Once both cards have been placed, they are flipped over. Each player draws one Headline from the Headline deck.

Headline Cards: Conditions

Each Headline card states its conditions as a row of icons. The icon combinations used on Headline cards mean the following:

Icon meaningCondition
Russia army iconRussia has 1 army in each of the affected regions.
Russia army icon x2Russia has 2 armies in each of the affected regions.
Russia influence > EU influenceRussia has more influence than the EU in each of the affected regions.
Russia influence > EU influence, and Russia influence > NATO influenceRussia has more influence than the EU and NATO in each of the affected regions.
Russia army icon and Russia influence > NATO influenceRussia has more influence than NATO in each of the affected regions and also has an army in each of the affected regions.
Russia influence of 6Russia has dominance in each of the affected regions.
NATO icon and NATO influence > Russia influenceNATO has more influence than Russia in each of the affected regions and also has an army in each of the affected regions.
NATO influence > Russia influenceNATO has more influence than Russia in each of the affected regions.
EU influence > Russia influenceThe EU has more influence than Russia in each of the affected regions.
NATO influence of 6NATO has dominance in each of the affected regions.
EU influence of 6The EU has dominance in each of the affected regions.

Headline Cards

Period 1 · New World Order (1992-2008)

HeadlineAffected Region(s)ConditionAward
102nd Military BaseArmeniaRussia army icon1 Prestige
Baltic Air PolicingThe BalticsNATO influence > Russia influence2 Prestige
Bosnian WarWestern BalkansNATO influence > Russia influence2 Prestige
Baku-Tbilisi-Ceyhan PipelineAzerbaijan, GeorgiaEU influence > Russia influenceAzerbaijan, Georgia get +1 money token; 3 Prestige
Caspian AgreementAzerbaijanRussia influence > EU influenceAzerbaijan gets +1 money token; 1 Prestige
Cyberwarfare Waged on EstoniaThe BalticsRussia influence > EU influence, and Russia influence > NATO influence1 Prestige
Dynastic SuccessionAzerbaijanRussia influence of 62 Prestige
Georgian Civil WarGeorgiaRussia army icon and Russia influence > NATO influence2 Prestige
Jeans RevolutionBelarusRussia influence of 62 Prestige
Kosovo WarWestern BalkansNATO icon and NATO influence > Russia influence2 Prestige
Kosovo's IndependenceWestern BalkansEU influence > Russia influence1 Prestige
Nagorno-Karabakh WarArmeniaRussia army icon and NATO influence > Russia influence2 Prestige
NATO-Ukraine CommissionUkraineNATO influence > Russia influence1 Prestige
Orange RevolutionUkraineEU influence > Russia influence1 Prestige
Rose RevolutionGeorgiaEU influence of 62 Prestige
Russia-Ukraine Gas DisputesUkraineRussia influence > EU influenceEnergy Sector gets +1 money token; 1 Prestige
Russo-Georgian WarGeorgiaRussia army icon x22 Prestige

Period 2 · New Cold War (2009-2019)

HeadlineAffected Region(s)ConditionAward
Accession of Crimea into RussiaUkraineRussia army icon1 Prestige
Dodon's ElectionMoldovaRussia influence > EU influence1 Prestige
Eurasian Economic UnionArmenia, BelarusRussia influence > EU influenceArmenia, Belarus get +1 money token; 3 Prestige
Grape RevolutionMoldovaRussia influence of 62 Prestige
Montenegrin Coup AttemptWestern BalkansRussia influence > EU influence, and Russia influence > NATO influence1 Prestige
Nabucco PipelineEastern Balkans, HungaryEU influence > Russia influenceAustria · East. Balkans get +1 money token; 3 Prestige
NATO Force Integration UnitCzechia and SlovakiaNATO influence of 62 Prestige
NATO Missile Defense ShieldEastern Balkans, PolandNATO icon and NATO influence > Russia influence4 Prestige
New NATO Command PostsEastern Balkans, Poland · The BalticsNATO influence > Russia influence4 Prestige
Nord StreamPoland, The BalticsRussia influence > EU influenceEnergy Sector · Germany get +1 money token; 3 Prestige
Pápa Air BaseHungaryNATO icon and NATO influence > Russia influence2 Prestige
Regional Forces Group of Belarus and RussiaBelarusRussia army icon and NATO influence > Russia influence2 Prestige
Reinforce the Baltic StatesCzechia and Slovakia, The BalticsNATO influence > Russia influence3 Prestige
Rosatom Nuclear ReactorsHungaryRussia influence > EU influenceHungary gets +1 money token; 1 Prestige
South StreamEastern Balkans, Hungary, Western BalkansRussia influence > EU influenceEastern Balkans · Energy Sector · Hungary · Western Balkans get +1 money token; 4 Prestige
Ukrainian Revolution

Special Turns

Turn 8

On Turn 8, players resolve Headlines and place Headlines as outlined above. Then they discard the 2 remaining Period 1 Headlines from their hand and draw 3 cards from the Period 2 Headlines deck.

Turn 10 (End of Period 1)

  • Score Dominance: At the end of Turn 10, players score Dominance. For each contested region where a player has an influence die with a 6, the player gains 1 Prestige. Each player totals their Prestige from Dominance and advances their Prestige marker in the Prestige Track by the appropriate number of spaces. The Europe player can only score 1 Prestige in a contested region, even if the Europe player has EU and NATO influence dice with 6's in the same region.
  • Advantage Cards: Players remove from the game any remaining Advantage Cards and score 1 Prestige for each, and then they shuffle their Advantage Cards deck and draw 3 new Advantage Cards and choose 2 of them for use during Period 2. The card not chosen is removed from the game.

Turn 16

At the end of Turn 16, players discard the 2 Headlines remaining in their hands. They will not place any new Headlines for the rest of the game.

Turn 20 (End of Game)

  • Score Dominance: Players score Dominance at the end of the game just as they did during the end of Period 1. Players can score Prestige from Dominance in a contested region at the end of the game even if they also had Dominance in the contested region at the end of Period 1.
  • Advantage Cards: Players remove from the game any remaining Advantage Cards and score 1 Prestige for each.

Determining Victory

Players total the Prestige they received from Headlines, Dominance, and their Advantage Cards to determine the winner. In the event of a tie, the player who took the most Contested Region Action Cards during the game wins. If there is still a tie, total each player's armies on the board and remaining money to determine the winner. If there is still a tie, the Europe player wins.

Credits

Game designed by David Thompson and Chris Marling

Playtesters: Joe Kutner, Christopher Blackford, Paul Hennekes, Roger Tankersley, Trevor Benjamin, Josh Macwan

Development: Jarosław Andruszkiewicz

Editor: Waldemar Gumienny

Artwork: Bartłomiej Jędrzejewski, Grzegorz Ryszko

DTP: Bartłomiej Jędrzejewski, Krzysztof Klemiński

Proofreading: Russ Williams, John Wood

Production: Michał Ozon

South-East European Cooperation Process
Western Balkans, Eastern Balkans
EU influence > Russia influence
3 Prestige
Transnistria WarMoldovaRussia army icon and Russia influence > NATO influence2 Prestige
Union State of Russia and BelarusBelarusRussia influence of 62 Prestige
Velvet DivorceCzechia and SlovakiaEU influence of 62 Prestige
Visegrád GroupCzechia and Slovakia, Poland · HungaryEU influence > Russia influence4 Prestige
Ukraine
EU influence > Russia influence
1 Prestige
War in the DonbassUkraineRussia army icon x22 Prestige
European Migrant CrisisCzechia and Slovakia, Poland · HungaryEU influence > Russia influence4 Prestige