It's a Wonderful World: Leisure & Decadence
It's a Wonderful World: Leisure & Decadence Rulebook
Table of Contents
Table of Contents
Components
- 6 scenario envelopes
- Booster "Legacy of Idleness"
- Booster "Legacy of Productivity"
- 5 "Top Secret" boxes
Do not open until instructed.
Player count: 1–5 (icon at the top of the sheet).
Introduction
During play of this campaign, players' Empire cards must be placed side B up.
Before starting this campaign, we recommend playing several games of the base game and completing the first campaign, "War or Peace". This campaign introduces a number of new mechanics that may seem complicated if you have no experience with the base game It's a Wonderful World.
If you are playing alone, read the solo mode rules on the reverse side of this sheet.
- This campaign consists of 6 scenarios, but only 5 of them will be played. Start the game with scenario envelope 01 and, when you finish it, move on to the next scenario in order, unless instructed otherwise. Follow the instructions inside the scenarios carefully and take into account possible changes to the base game rules.
- During the campaign you will sometimes be told to take specific cards from a scenario envelope. Cards are identified by name and number, for example "POP CULTURE" (1-01). Take cards from an envelope only when the scenario tells you to.
- Your decisions will affect the course of the game and lead to different outcomes. Apply the scenario outcome that matches your result.
- Unless the campaign cards state otherwise, the victory conditions in a scenario are the same as in the base game It's a Wonderful World: the player with the most Victory Points after 4 rounds of the game wins.
- As a rule, the winner of a scenario is rewarded better than the other players. Keep the campaign cards you receive at the end of a scenario until the end of the Leisure & Decadence campaign, unless instructed otherwise. You may use these cards in every following scenario. At the end of each scenario, cards are returned to their original state: all resource cubes and tokens on them go back to the general supply.
- The winner of the last scenario is the sole winner of the whole campaign. If several players claim victory in the last scenario, play the last scenario again. Only one player can become the campaign winner… Or you may give the victory to the claimant who, in general opinion, has earned it more over the course of the whole campaign.
IMPORTANT: Scenario rules will change, and campaign card effects take priority over the normal rules of the game. If new cards were added to the game during a scenario, then at the end of the scenario the GREY cards are discarded, and the ORANGE cards stay with the players until the end of the campaign.
Solo Mode Rules
These rules are printed on the reverse side of the campaign sheet.
- Play by the solo mode rules of the base game It's a Wonderful World, with the following changes.
- You may play the campaign at 4 difficulty levels: Normal (50 Victory Points), Hard (60 Victory Points), Expert (70 Victory Points), Master (80 Victory Points). Choose any one of them before the campaign begins.
- If by the end of a scenario you reach the Victory Point target of your chosen difficulty level, you receive the rewards for the scenario winner.
- If you do not reach the Victory Point target of your chosen difficulty level, you receive the rewards for the scenario loser. In addition to the normal scenario rewards, you must take a DEFEAT card and keep it in front of you until the end of the campaign. Then move on to the next scenario.
- If you lose the last scenario, take a DEFEAT card and play the scenario again.
- If you already have 2 DEFEAT cards and must receive a 3rd, the campaign is considered lost. Start the game again from the beginning.
The DEFEAT cards are in envelope 01.
Now you may open envelope 01.