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New Cold War

New Cold War Rulebook

Table of Contents

Table of Contents

  • 2. Components
    • 2.1. Game Board
      • 2.1.1. Countries
      • 2.1.2. Regions
        • 2.1.2.1. Region Control
        • 2.1.2.2. Region Access
      • 2.1.3. Subregions
        • 2.1.3.1. Subregions and Rewards
        • 2.1.3.2. Subregion Control
      • 2.1.4. Negotiating Center
      • 2.1.5. Tracks
        • 2.1.5.1. Game Turn Track
        • 2.1.5.2. Victory Points Track
        • 2.1.5.3. Prestige Track
        • 2.1.5.4. Media Track
    • 2.2. Cards
      • 2.2.1. Event Cards
        • 2.2.1.1. Own Power's Event Cards
        • 2.2.1.2. Rival Power's Event Cards
        • 2.2.1.3. Neutral Event Cards
      • 2.2.2. Objective Cards
    • 2.3. Wooden Markers
      • 2.3.1. Power Specific Markers
      • 2.3.2. Miscellaneous Markers
    • 2.4. Cardboard Markers
    • 2.5. Player Displays
  • 3. Preparing the Game
    • 3.1. Choosing a Power
    • 3.2. Game Deck Preparation
    • 3.3. Game Board Preparation
    • 3.4. Distribution of Objectives
    • 3.5. Deployment of Initial Control
  • 4. Sequence of Play
    • 4.1. Game Turn Structure
    • 4.2. Tie Breaker Rule
    • 4.3. Action Phase
      • 4.3.1. Order of Play
    • 4.3.2. Event Card Options
      • 4.3.2.1. Placing or Removing Control
      • 4.3.2.2. Coup d'État
      • 4.3.2.3. Placing or Removing Stability
      • 4.3.2.4. Increasing Prestige
      • 4.3.2.5. Influencing the Media
      • 4.3.2.6. Creating OP Reserve
    • 4.3.3. UN Security Council
    • 4.4. Turn End Phase
      • 4.4.1. Prestige Checks
      • 4.4.2. Global Scoring Phases
  • 5. How to Win
    • 5.1. Automatic Victory by Objectives: Turns 2-8
    • 5.2. Victory by VPs: Turn 9
    • 5.3. US Superiority
    • 5.4. How to Earn VPs
    • 5.5. How to Lose VPs
  • 6. Rules for less than Four Players
    • 6.1. Bots' Victory Conditions
    • 6.2. Board Interpretation
      • 6.2.1. Regions and Countries
        • 6.2.1.1. Region Control
        • 6.2.1.2. Reinforced Region Control
      • 6.2.2. Media Reserve Marker, Prestige Track and OP Reserve Marker
    • 6.3. Initial Deployment of Bots
    • 6.4. How Bots Play the Cards
    • 6.5. Bot Interaction Restriction
    • 6.6. Bots Flowchart
    • 6.7. How Bots Apply the Effects of Their Advantage on the Media Track Before the Global Scoring Phase
    • 6.8. Three Player Special Rules
    • 6.9. Two Player Special Rules
      • 6.9.1. The Cold War Continues: US vs. Russia
      • 6.9.2. Struggle For World Dominance: China vs. US
      • 6.9.3. Confrontation Over Europe: Russia vs. EU
      • 6.9.4. The New Powers and Their Struggle For The Periphery: China vs. EU
    • 6.10. Solitaire Special Rules
  • 7. 4-Player Tutorials
    • 7.1. Game Turn 1 Tutorial
    • 7.2. Game Turn 4 Tutorial
  • 8. Designer's Notes
    • Explanation of Terminology: "Control" vs. "Influence"
  • Annex I. List of Objectives
  • Annex II. List of Event Cards
  • Annex III. List of Permanent Events
  • Annex IV. Bots Interpretation Table
  • Annex V. Card Symbol List
  • Annex VI. Abbreviation List

2. Components

2.1. Game Board

The map depicts geopolitically important regions over which the four powers will compete. Each region consists of multiple countries. Additionally, the map contains several tracks to facilitate gameplay, as well as the "Negotiating Center," where the four players place the cards they are going to play in each round of the game.

2.1.1. Countries

Countries are named circular spaces that can be found throughout the map. The color of the concentric circle around the countries reflect their geopolitical typology (and importance).

Regional powers. Orange circle with another concentric circle with orange dots inside. They are geostrategic countries that exercise leadership in their corresponding region. There are five in the game: India, Japan, Brazil, Mexico and South Africa. Controlling a regional power is worth 3 Victory Points (VPs).

Geostrategic countries (GEO). Dark blue background with a circle and orange lines inside it. These are countries with a high geopolitical interest and that are key to controlling a certain region. Controlling a GEO is worth 2 VPs.

Non-geostrategic countries (non-GEO). These are countries that do not have a high geostrategic impact. Controlling a non-GEO is worth only 1 VP.

Stability. The number to the left of a country indicates its stability level. The greater a country's stability, the harder it is for a power to place or remove control of that country. Generally speaking:

  • Countries with a stability of 3 or 4 have high stability.
  • Countries with a stability of 2 have average stability.
  • Countries with a stability of 1 have low stability.

The stability number indicates the costs in Operations Points (OPs) to perform an operation in this country.

Orbit countries (ORBIT). Some countries are within the orbit of a certain power, indicating that these countries are geopolitically aligned with it and the bloc to which the power belongs. This alignment is indicated by having:

  • The flag of the power they are within the orbit of. For example, being within the orbit of the US.
  • Two stability ratings, indicating they are treated as having a different stability level, depending on which bloc is performing an operation there (see 4.3.2.1).

2.1.2. Regions

The game board includes seven regions: Central America, South America, Europe, Middle East, Africa, Asia, and South East Asia.

Each region has a region info box containing various elements:

  • Name of the region and its abbreviation.
  • The minimum number of countries required to control the region.
  • VP (Victory Point) reward for each power upon controlling the region during global scoring phases.
  • Open padlock icon: Indicates access to that region will initially be restricted for that power. To show this a closed padlock token will be placed on it at the start of play and removed when the power gains access to the region.
  • Closed padlock icon: Indicates access to that region is permanently restricted for that power (only applies to China in Europe).
2.1.2.1. Region Control

To control a region, two requirements must be met at the end of any game turn:

  1. Control the minimum number of countries in the region as given in the region info box.
  2. Have more VPs in that region than any individual power (not bloc).

If only one of these conditions is met, the region will not be considered controlled.

Controlling a region serves a dual purpose:

  • It is a requirement for most objectives.
  • It provides a VP reward during global scoring phases (see 4.4.2).

The following table details all the regions, the minimum number of countries required to control each region and the Victory Point (VP) reward for each power in the global scoring phases upon controlling the region:

RegionRequired to controlChina VPRussia VPUS VPEU VP
Central America44257
South America45547
Europe (not controllable by China)5—486
Middle East48338
Africa93655
Asia49564
South East Asia37452

Example: the US controls Central America because it controls 4 countries, the minimum required, and has more VPs (7 — 3 for Mexico, 2 for Panama, 1 each for Guatemala and El Salvador) than any other individual power. Russia actually controls more countries in the region (5) but this only gives it 6 VPs (2 for Cuba, 1 each for Haiti, Dominican Rep., Honduras and Nicaragua). In another example, Russia meets the minimum-country requirement in a region but is tied with the US on VPs there, and the US does not meet the minimum-country requirement — so neither power controls the region.

2.1.2.2. Region Access

Initial access. Russia and the US have access to all regions from the start of the game. China only has access to Asia and South East Asia initially. The EU only has access to Europe and Africa initially. These initial restrictions are indicated by placing a closed padlock token for the corresponding decade (see 3.3) under the flags of China and the EU in the applicable regions. If a power does not have access to a certain region, it cannot play operations points or events there and (therefore) cannot gain control of those regions.

Gaining access to regions:

  1. Through Event Cards. Some event cards for China and the EU will display the abbreviation of a region with an open padlock icon. When these cards are played for their event, the closed padlock token for that power in that region is removed. The power now has access to that region. Once access is gained, it cannot be lost. There are some EU cards which, when played for the event, let the EU player gain access to two regions. There is also a neutral card (62-Diplomatic Mission) that allows the player to gain access to one region of their choice; it cannot be played by the US or Russia for the event. There are some China cards which, if played for their event, grant access to a certain region only if the country belonging to that region is chosen (e.g. 23-New Silk Road).
  2. Automatic Access at Turn 5. At the beginning of turn 5, China will automatically gain access to Africa and the EU will gain access to South America. This is indicated in the boxes of these regions by open padlocks with the notation "T5".

Permanent restrictions. The only region that remains inaccessible to a power throughout the entire game is Europe for the Chinese player, indicated by the closed padlock next to the Chinese flag in the Europe box.

2.1.3. Subregions

2.1.3.1. Subregions and Rewards

Within each region, there are one or more subregions, which are territorial subdivisions based on geographic criteria. The countries that are part of a subregion are linked by orange lines. There are thirteen subregions in the game and each has a corresponding marker containing the following information:

  • Name of the subregion.
  • VP reward for each power if they gain control of it.
2.1.3.2. Subregion Control

The first player (only) to control all the countries that make up a subregion at the end of any game turn must claim its VP reward. As shown on the table below, the size of this VP award depends on which power they are playing. Once the VP award for a subregion is claimed, the subregion marker is flipped over to show the "VP Reward Claimed" side, indicating that it is no longer available for the rest of the game.

Example: if the EU controls all 4 countries of the Maghreb subregion at the end of a turn, it claims the 3 VPs indicated for EU on the Maghreb subregion marker, then flips the marker to its "VP Reward Claimed" side.

The following table details all subregions and their reward in VP for each power after control:

RegionSubregion (countries)China VPRussia VPUS VPEU VP
Central AmericaCaribbean: Cuba, Haiti, Dominican Rep.5537
South AmericaAndean Community: Colombia, Ecuador, Peru, Bolivia4357
South AmericaSouthern Cone: Argentina, Uruguay, Chile5446
EuropeBlack Sea: Ukraine, Caucasian Rep., Bulgaria, Romania (not controllable by China)—795
Middle EastPersian Gulf: Saudi Arabia, Gulf States, Iraq, Iran105712
AfricaMaghreb: Morocco, Algeria, Tunisia, Libya3566
AfricaSahel: Mauritania, Mali, Niger, Chad, Sudan2355
AfricaHorn of Africa: Ethiopia, Somalia, Kenya4422
AfricaCentral Africa: Cameroon, Congo, Angola3333
AsiaCentral Asia: Kazakhstan, Afghanistan9512
AsiaIndian Subcontinent: Pakistan, India, Bangladesh8443
AsiaKorean Peninsula: DPR Korea, South Korea8444
South East AsiaSouth China Sea: Taiwan, Philippines, Vietnam, Malaysia, Indonesia9554

2.1.4. Negotiating Center

The Negotiating Center occupies the central part of the board. At the beginning of each round, players choose a card from their hand and place it here, face down on the position indicated by the dotted line. Once they have all done this they simultaneously place their card in either their event or OPs box and then turn it face up (see 4.3).

There is a circular holding box in the center for the players' OP reserve markers (see 4.3.2.6).

2.1.5. Tracks

2.1.5.1. Game Turn Track

The game turn track contains important information such as the current game turn and the special phases that must be resolved in each turn:

a. Duration. The game spans three decades, each divided into three turns. Therefore, the game will have a maximum duration of nine turns. In each turn, four cards are dealt to each player, three of which will be played, one per round. The full game thus consists of nine turns with a total of 27 rounds. There is an indicator in between the three decades as a reminder to shuffle the deck (and add new cards), see 3.2.

b. Distribution of Objective Cards. At the beginning of the game, three objective cards are randomly dealt to each player from their power's objective card deck (see 2.2.2) and each player secretly selects two objective cards to keep. The card not chosen is then permanently removed from the game. At the beginning of turn 5, a third objective card is randomly drawn by each player from their deck. Again this is kept secret from the other players. Players will have these 3 objectives until the end of the game.

c. Card Exchange Between Allied Powers. At the beginning of turns 1, 2, 4, 5, 7 and 8, players of the same bloc must exchange one event card from their respective hands. The card is chosen secretly by the owning player. This exchange is mandatory, with the only restriction that crisis cards cannot be exchanged.

d. Exchanging Cards with the Leftover Pile. At the beginning of turns 3, 6 and 9, the player(s) who are behind on the VP track, after drawing and seeing their hand of cards, may choose to exchange a number of event cards from their hand with those in the leftover pile (see 3.2). This exchange is not mandatory. If more than one player is eligible to exchange cards, the player with the fewest VPs goes first. If the lowest VP scores are tied, the power with the lower prestige score takes precedence. If a tie still remains, the power with the lower media score takes precedence. If a player decides to make an exchange, the newly discarded card(s) will not be available for the next player and will be placed on the discard pile instead of the leftover pile. Crisis cards cannot be exchanged.

e. Game Deck Preparation. At the end of the 1st and 2nd decade, the new game deck should be prepared (see 3.2).

f. Prestige Checks. At the end of turns 2, 5 and 8, each player will apply the corresponding advantages and disadvantages according to their position on the prestige track (see 4.4.1).

g. Global Scoring Phases. At the end of turns 3, 6 and 9, each player will count their VPs based on all the regions and countries they control on the board (see 4.4.2).

  • Scoring Subregions: If a player controls all the countries within a subregion at the end of any turn, they have to claim the corresponding reward shown in the subregion's box (see 2.1.3).
  • Scoring Objectives: If a player fulfills an objective at the end of any turn, they must decide whether to declare it during this phase and receive the reward indicated on the objective card or wait to declare it in a later turn. An objective can only be declared once and no more than one objective can be declared by a player each turn (see 2.2.2).
2.1.5.2. Victory Points Track

Starting Position. The Victory Point track goes around the outside of the game board and is marked from 0 to 100. At the start of the game, all players put their VP marker in the 20 VP box.

Tracking VPs. Players use their VP markers to track any increases or deductions to their VP score.

Reaching 100 VPs. When a player's VP marker reaches the 100 box on the VP track, it is flipped to its +100 side to continue recording points on the same track.

2.1.5.3. Prestige Track

Starting Position. The flags of the four powers on the Prestige Track indicate where each power's prestige marker starts the game. It is based on the international prestige each power held in 1989 (when the game begins). The position of the flags also gives the initial order of play, which is as follows: US, EU, China and Russia.

Prestige Checks. Prestige is scored individually during prestige checks at the end of turns 2, 5 and 8. The Prestige Track ranges from a negative 5 position (-8 VPs and -2 OPs) on the far left to a positive 5 position (+8 VPs and +2 OPs) on the far right.

Relevance. The position of each power's prestige marker on the prestige track is crucial as certain objectives refer to it. Additionally, depending on which box that power's marker is in, specific advantages or disadvantages will be accrued during prestige checks. Details on how a power's prestige changes during the game can be found in section 4.3.2.4.

2.1.5.4. Media Track

The media track represents the support that each bloc has in various media, both nationally and internationally. Unlike the Prestige Track, where changes to a power's prestige are calculated individually, the media track is a direct competition between the red bloc (Russia and China) and the blue bloc (US and the EU).

Starting Position. The marker starts at the 0 position at the beginning of the game. From there, it can move towards position 5 red or 5 blue, depending on the dominance over the media each bloc exerts.

Media Checks. The effects of the media track are executed before the prestige checks (at turns 2, 5 and 8) and the global scoring phases (at turns 3, 6 and 9). The position of the marker at these times determines the advantages given to the two powers that belong to the bloc that is currently ahead in dominating support from the media.

At both ends of the media track, there are circular holding boxes with the background of the flag of each power of the allied bloc. These holding boxes allow the two powers belonging to the same bloc to co-operate in shifting the media marker. The mechanism for shifting the media marker and how this co-operation between allied powers works are explained in section 4.3.2.5.

2.2. Cards

There are two types of cards in the game: Event cards and Objective cards, each of which will be explained below.

2.2.1. Event Cards

The event cards represent significant historical events that occurred between 1989 and 2019. These cards are the core mechanism of the game, enabling players to achieve their objectives, expand control on the board, gain prestige, dominate the media and interfere with rival powers' strategies.

Elements of an Event Card:

a. Flag: Indicates the power associated with the card (China, EU, Russia, US) or neutrals (no flag). b. Name: The name of the historical event represented by the card. c. Operation Points (OPs): The number of OPs available for operations, ranging from 0 to 4. War cards always have two numbers for OPs here. Some negative cards also have two numbers for OPs here. d. Event: Some event cards will have a description of the event and icon(s) on the left hand side to show their impact on the game. Other event cards will just have the icon(s). e. Uniqueness: Specifies if the event is unique and thus can only occur once in the game.

  • Unique Events will be removed from the game after being played, whether being played as an event or for its OPs.
  • Non-unique Events depend on the decade they are played in: in the 1st or 2nd Decade the card will be placed on the discard pile after being played; in the 3rd Decade the card will be removed from the game permanently after being played and will not be put back into play. f. Decade: Indicates the decade during which the event took place (i.e., 1st, 2nd or 3rd Decade). g. Card Number: The unique identifier for the card, used for referencing and organizing the deck.

Note: Some cards have an orange band that acts as a reminder. It contains important information about how the card can be played. In case it is indicated "not playable by a power" it refers exclusively to the event and never to the possibility of playing the card.

Negative Cards. Negative cards are denoted by having an OPs value greater than 0, on a black background. Some also have a second lower OPs value on a grey background. With negative event cards, there is no choice on how to play them. The OPs must be used and the negative event will also be executed. If there are two OPs values on the card, the higher OPs value is used. This is to compensate the player for playing a card which has a negative impact on them. The play order for these cards is always the same: first they are played for the OPs and then for the event.

Crisis Cards. Crisis cards represent the most damaging historical events for each power. They are denoted by having an OPs value of 0, on a black background, and cannot be exchanged, vetoed, or discarded, as indicated on the card itself. This means that they must always be played if drawn into a player's hand (unless 71-Cybernetic Warfare is played for its event).

War Cards. Players can choose to play it for the event or play it for the OPs. To play the card as an event and initiate the war, the country referred to by the card must be controlled by an opponent or be uncontrolled. If the player already controls the country referred to by the card, the event cannot be played and the OPs must be used instead. When played for its OPs, rather than for the event, the higher OPs value on the card should be used.

Example: in one case Iraq is controlled by Russia, so the US can decide whether to play the event or the 2 OPs; if they play the event, the war takes place and the card's text/icons apply. In another case the US already controls Iraq, so the war event cannot be executed and the player must play the card for 2 OPs.

2.2.1.1. Own Power's Event Cards

When receiving a card that belongs to a player's own power (i.e. flag matches power actually playing the card), there are two options: play it for the event or play it for the OPs. The exception to this rule is negative cards from one's own power, where no choice is given.

Playing the Event. If the event is chosen, players should look at the text/icons and apply their effects.

Playing the Operation Points. If the operation points are chosen, players should follow the rules explained in section 4.3.2. The event text/icons on the card will not be executed.

2.2.1.2. Rival Power's Event Cards

When a card from a rival power comes into a player's hand, there is no choice in how to play it; the OPs are always played and the event must be executed. The event is always executed by the power who owns the card (see flag) not the power who played the card. The play order for these cards is always the same: first they are played for the OPs and then for the event.

Negative Cards. When playing an opponent's negative card, the card is played for its OPs first and then the event is executed. The event is always executed by the power who owns the card (see flag) not the power who played the card. If there are two OPs values on the card, the lower OPs value is used. This acts as a compensation mechanism for the effects of a player benefiting twice from a single card play — once to use the card for its OPs and once to penalize an opponent with a negative event.

Crisis Cards. Opponent's crisis cards are played in the same manner as a player's own crisis cards, by executing the event without playing the OPs (value 0). They cannot be exchanged, vetoed, or discarded, as indicated on the card itself. These cards must always be played if drawn into a player's hand (unless 71-Cybernetic Warfare is played for its event).

War Cards. For rival war cards, it must first be determined if the event is going to be executed or not in order to know how many OPs will be played. This depends on the status of the country referred to by the card:

  • If the country is controlled by an opponent of the power associated with the card (see flag on card), or is uncontrolled: the war will take place and the higher OPs value of the card will be used. This is to compensate the player for using a card which benefits their opponent.
  • If the power associated with the card (shown by their flag on the card) already controls the country affected by the war: the war will not take place. The lower OPs value will be used since an opponent is not benefiting from the war card.

The order of play for these cards is always the same: first, the OPs and then the event.

Example: if the Caucasian Rep. is controlled by the EU, the war will take place, so the power that played the card receives 2 OPs and the war event is executed. If Russia already controls the Caucasian Rep., the war will not take place and the power playing the card only receives 1 OP.

2.2.1.3. Neutral Event Cards

Neutral cards are played in the same way as powers play their own cards. Players can choose between playing the event or playing the OPs, except for negative cards where no choice is given.

Negative Cards. Neutral negative cards are played in the same way as negative cards from a player's own power (see 2.2.1.1). There is no choice on how to play them; the OPs must be used and then the event will always be executed. Neutral negative cards only ever have one OPs value. There is no compensation mechanism.

Note: There are no neutral crisis cards.

2.2.2. Objective Cards

Objective cards set the agenda for each power during the game, directing strategy towards controlling particular regions or a certain number/type of countries, reaching certain levels on the prestige and media tracks etc. Each player has a personalized objective deck consisting of 8 cards. If a player manages to achieve two of these objectives at the end of any turn from 2 to 8, they will win the game automatically.

Scoring Objectives. As stated previously, a player can only declare one objective card as achieved each turn. Additionally, an objective card can only be declared once. When a player declares that they have achieved everything on an objective card, its VPs should be added to the player's VP total and then they should place it face up next to themselves. This is to remind them that they cannot declare the same card twice and to remind the other players that they have achieved one of the two objectives they need to automatically win the game.

Elements of an Objective Card:

a. Flag: Indicates the power associated with the objective. b. Objective Text: Describes the specific goal to be achieved. c. VP Reward: Indicates the VPs awarded for achieving the objective. A lower or higher reward signifies the level of difficulty, with values ranging from 9 VPs to 17 VPs.

2.3. Wooden Markers

2.3.1. Power Specific Markers

  • Control Markers: Used to indicate control of countries (see 4.3.2.1).
  • Coups Markers: Used on the Coup track on the player display to track the number of coups performed by them in a turn (see 4.3.2.2).
  • Media Reserve Markers: Allies (players from the same bloc) can co-operate to shift the marker on the media track. They are double-sided, with one side showing the media icon and the other side displaying the media icon inside a prohibited symbol, indicating it now represents a negative media marker. Both effects will be explained in detail in section 4.3.2.5.
  • OP Reserve Markers: Players can keep one OP to be played at a later point. This is marked by placing one of these markers in their circular holding box next to the negotiating center. The tokens are double-sided, with one side showing the OP reserve icon and the other side displaying the icon inside a prohibited symbol indicating a negative OP reserve. Both effects will be explained in detail in section 4.3.2.6.
  • Victory Point Markers: Used on the Victory Points Track to indicate a power's current number of VPs.
  • Prestige Markers: Used to mark the current position of each power on the Prestige Track.
  • Access Restriction Markers: At the beginning of the game, China and the EU have their access blocked to certain regions (see 2.1.2.2). This blocked access is shown on the board with markers displaying a closed padlock symbol. Additionally, these tokens show the decade number in which events are included in the deck that allow that power to gain access to the region. Whenever access to a region is gained, the corresponding token will be removed from the board, showing that the power now has access to that region. As mentioned before, Russia and the US have access to all regions from the beginning of the game and therefore do not have these types of tokens.

Example: thanks to an event, the EU player gains access to the region of Central America (CAM) indicated on the card with its corresponding symbol. To indicate it on the board, the EU player removes the token in the corresponding box.

2.3.2. Miscellaneous Markers

  • Game Turn Marker: Used on the Turn track to indicate the current game turn.
  • Media Track Marker: Used to indicate the position on the media track. Both blocs (red bloc and blue bloc) compete for media dominance with this single marker, which will shift towards one end or the other of the media spectrum, reflecting the current balance of media dominance between the two blocs.
  • Victory Point Modifier Markers: Certain events require a power to add or subtract a VP in a specific region or country.
    • VP Modifier Markers in a Region: Place a positive or negative VP modifier marker next to the power's flag in the box of the relevant region. These modifier tokens remain in place and in effect until the end of turns 3, 6 and 9. During the global scoring phase, when counting the VPs in a region, the VPs for each power should be adjusted by adding or subtracting the amount stated on any modifier markers present on their flags. This will count towards determining if a region's VP reward can be claimed by a power. These VP modifiers also affect the scoring of objectives. If a player wants to score an objective in a region with a modifier, it will count towards fulfilling the second condition required to control a region, which is to have more VPs than any other player individually. After scoring the objectives they are removed from the board (with the exception of the modifiers placed by the cards 36-Israeli-Palestinian Conflict and 83-FARC). Note: these modifiers, whether positive or negative, can be decisive in controlling a region or scoring an objective, as there is no mechanism in the game to remove them.
    • Example: Russia dominates a region against the US by 7 VPs to 6 VPs, but Russia's -1 VP modifier causes a final tie at 6 VPs.
    • VP Modifier Markers in a country: Certain events require a power to subtract a VP for either the power that currently controls a specific country or, if currently uncontrolled, the next power to control it.
      • Country Controlled: If the country is already controlled by a power, simply shift down the controlling power's VP marker on the VP track correspondingly.
      • Uncontrolled Country: If the country is uncontrolled, place a negative VP modifier marker in the affected country. The next power to control that country will immediately subtract the VP from its total and then remove the marker. This token will remain in the country until a power controls it and will not be removed from the game by any other mechanism.
    • Example: Argentina was not controlled, so a negative VP modifier marker is placed on the country. The next power to control Argentina deducts the VP from its total and removes the marker.
  • Stability Tokens: These small markers are placed on the country a player wants to stabilize or destabilize. Players of the red bloc (Russia and China) use red tokens, while players of the blue bloc (US and EU) use blue tokens. There are two types of effects such a marker can have: (used to indicate efforts to stabilize a country) and (used to indicate efforts to destabilize a country). More details can be found in section 4.3.2.3.

2.4. Cardboard Markers

  • Veto Markers: Each power has three veto markers. The US and Russia have an additional veto marker (1-2-3 OPs) specifically for use in the 1st decade, with its special effect explained on the reverse side of these two markers. Each marker corresponds to the maximum OPs value of the card (1, 2 or 3 OPs) required to play them (see 4.3.3).
  • Permanent Events Markers: Certain events have permanent effects on the game that must be marked on the board. These tokens will be placed in the designated boxes, either next to the areas affected by the event (country or region) or in one of the six boxes above the turn track if they have a general effect. Note: the only permanent event that does not have a specific space for its placement is 60-Peace Talks; this token will be placed in the affected region box. For consultation and interpretation of the permanent events, please refer to Annex III.

Example: China has played the event "Consensus of 1992." To remember the effect of the event, i.e. "Your opponents cannot influence Taiwan for the rest of the game," the permanent event marker is placed on the designated space next to Taiwan.

2.5. Player Displays

Each power has a player display where the most important information for the game can be found. It contains holding boxes for the power's veto markers and the available coup track.

3. Preparing the Game

3.1. Choosing a Power

In New Cold War, players can choose between one of four powers: Russia, China, US and EU. This can be done by agreeing which power each will play, or by randomly distributing them.

Russia and China form an allied bloc that faces an opposing bloc composed of the US and the EU and vice versa.

Each player always competes against the other three powers, regardless of whether they are human players or bots. For example, if a player chooses to play as the EU, the US will be their ally and Russia and China will form the opposing bloc. However, the US (despite being an ally), Russia and China will all be considered to be rivals/opponents of the EU player. All players place their power's player aid sheet nearby and place their veto markers and the coup marker on the respective holding boxes.

3.2. Game Deck Preparation

The event cards are divided into three different decks, one for each decade. At the beginning of the game, only the 1st decade deck is used (after it has been shuffled). Each player draws four cards from this deck at the beginning of each turn. Throughout the game, the cards drawn (of which three will be played and one discarded) are organized into three different piles:

Cards Removed from the Game. All cards with unique events, regardless of whether they have been played as an event or for their OPs, are removed from the game permanently.

Cards That Return to the Game / Discard Pile. All non-unique event cards, regardless of whether they have been played as an event or for their OPs, will be placed on the Discard Pile. Also, if a player exchanges cards with the leftover pile at the beginning of game turns 3, 6 or 9, the exchanged card from the hand will be placed in the discard pile. Between the decades, all cards from the discard pile are shuffled into the deck of the decade about to be played.

Leftover Pile. At the end of each game turn (except for turn 9), each player places the leftover card from their hand in this special pile.

Beginning of Turn 4. The 2nd decade deck should be added and shuffled along with the following cards: any cards that weren't dealt to players from the 1st decade deck and the cards from the discard pile. The leftover pile from game turns 1-2 is also shuffled in, but not the leftover cards from game turn 3, which are instead used to build the new leftover pile. They remain there until the next exchange at the beginning of turn 6.

Beginning of Turn 7. The 3rd decade deck should be added and shuffled along with the following cards: any cards that weren't dealt to players from the current deck (which may contain cards from the 1st and 2nd decade) and the cards from the discard pile. The leftover pile from game turns 3-5 is also shuffled in, but not the leftover cards from game turn 6, which are instead used to build the new leftover pile. They remain there until the next exchange at the beginning of turn 9.

3.3. Game Board Preparation

Place the following components on the board:

  • Game Turn Marker: Placed in space 1 of the turn track.

  • Media Marker: Placed in the 0 space of the media track.

  • Victory Point Markers: Each power's VP marker is placed in the 20 space of the VP track.

  • Prestige Markers: Each power's prestige marker is placed in the box with its flag on the prestige track.

  • Access Restriction Markers: Place 4 markers from China and 5 from the EU on the open padlock spaces below the boxes for each region as follows:

    PowerDecade 1Decade 2Decade 3
    China—AFR, CAMMEA, SAM
    EUCAM, SAMASI, SEA, MEA—
  • Subregion Markers: Placed in their indicated spaces with the name of the subregion face up.

  • Coup Markers: Placed on each player aid, on the first space, marking 3 remaining Coups.

  • Veto Markers: Placed on each player aid in its corresponding spaces.

3.4. Distribution of Objectives

The first step is to distribute three objective cards at random to each player. Each player then chooses two of these objective cards to keep. These objectives must be kept secret. The objective card not chosen is removed from the game and will not be part of the objective deck from which an additional objective card (also kept secret) will be randomly drawn at the beginning of turn 5.

3.5. Deployment of Initial Control

After examining their objective cards, each player proceeds to make their initial deployment on the board. US goes first, followed by EU, then China and lastly Russia.

US and EU each have two deployment options, A or B, either of which will give them control of three countries. China has only one deployment option, giving them control of two countries. Russia also has two deployment options, A or B, either of which will give them control of four countries. Each player places their control markers on the chosen countries according to their selected option.

PowerOption AOption B
ChinaDPR Korea + Laos—
EUPoland + Slovakia + AlgeriaCzech Rep. + Morocco + Senegal
RussiaCuba + Caucasian Rep. + Syria + VietnamVenezuela + Ukraine + Iran + Libya
USTurkey + Israel + PhilippinesPanama + Colombia + South Korea

4. Sequence of Play

4.1. Game Turn Structure

  1. Deal Cards:
    • Deal 4 cards to each player.
  2. Initial Phase:
    • Objective card draw (turns 1 and 5).
    • Exchange of cards between allied powers (turns 1, 2, 4, 5, 7 and 8).
    • Card exchange with the leftover pile (turns 3, 6 and 9).
    • Reset available coup track (each game turn).
  3. Action Phase:
    • Each action phase consists of three rounds of play, in which each player must play a card.
  4. Turn End Phase:
    • Place the remaining card on the leftover pile (turns 1 to 8).
    • Prestige check (turns 2, 5 and 8).
    • Global scoring phase (turns 3, 6 and 9).
    • Scoring of subregions (each game turn).
    • Scoring of objectives (each game turn).

4.2. Tie Breaker Rule

In the event of a tie in determining the order of play or any other situation requiring a tie breaker, the following hierarchy is used to resolve the tie:

  • VP Score: The power with the higher VP score takes precedence.
  • Prestige Score: If the VP scores are tied, the power with the higher prestige score takes precedence.
  • Media Score: If both the VP and prestige scores are tied, the power with the higher media score takes precedence.
  • Initial Turn Order: If the VP, prestige and media scores are all tied, the initial turn order is used to determine precedence. This order is indicated by the printed flags in the prestige track (US, EU, China, Russia).

This tie breaker rule ensures a clear and consistent method for resolving ties throughout the game.

4.3. Action Phase

Each turn consists of three rounds of play, in which each player must play a card. At the beginning of each round, players choose a card from their hand and place it on the negotiating center. They place the card face down in the position indicated by the dotted line, without determining whether it will be played for its event or for its OPs. Once all players have placed their card, they will simultaneously place it in the corresponding box (event or OPs) and then turn it face up.

4.3.1. Order of Play

First, all cards played for their events are resolved, followed by all cards played for their OPs.

Cards played for their event:

  • Crisis cards (with no point value) are always played first. If two or more crisis cards are played in the same game round, they are resolved according to the tie breaker rule (see 4.2).
  • After resolving all crisis cards, if there are two or more event cards in play, they are played from highest to lowest according to their OPs value.
  • If the cards have the same OPs value, the order of play is determined according to the tie breaker rule (see 4.2).
  • When playing a negative or war card, the higher OPs value of the card is used to establish the order of play, even if the power playing the card will have to use the lower OPs value.
  • If an OP reserve marker is placed on the card, it will be added to the card's value and taken into account to determine the order of play.

Example: three cards are played for their events and one card for its OPs. The events are played first, with crisis cards having priority — Russia must play the crisis card "Warsaw Pact Dissolved" to start the round. Then it is the turn of the US player, as their event card is worth 2 OPs, and then the China player, whose event card is worth 1 OP. Finally the card from the EU player, who played it for the OPs, is resolved. In another example, with only one card played for the event, that card is executed first; among the 3 cards played for OPs, the US plays its 2 OPs card first because it has become a 3 OPs card after adding an OP reserve to it — OP reserves count towards establishing the order the cards are played in. This leaves a tie of 2 OPs between the two remaining cards, even though the EU is only going to be able to play it for the lower 1 OP as it is a negative event for an opposing power (for order purposes the highest value on negative cards is applied), so the tie is decided using the tie breaker rule.

Cards played for their OPs:

  • OP cards are played in order of their value, with the highest OPs value card going first.
  • If the values are tied, the tie breaker rule establishes order of play (see 4.2).

4.3.2. Event Card Options

Cards of Own Power and Neutral Cards. Players can choose between playing the event or the OPs, but never both.

Cards of an Opponent or Negative Cards (Own Power, Neutral or Opponent). There is no choice; players must first play them for the OPs and then execute the event.

If a Card is Played for its Event. Apply the effects described in the text/icons on the card.

If a Card is Played for its OPs. Players have six actions to spend these points on and can use the different actions in any combination:

  • Placing or removing control
  • Coup d'État
  • Placing or removing stability
  • Increasing prestige
  • Influencing the media
  • Create an OP reserve for later use

Detailed explanations of how these actions can be executed are provided in the following sections.

4.3.2.1. Placing or Removing Control

Each country can be in three different positions (POS) for a power: under their control, uncontrolled or under the control of a rival. Players can move through these positions (maximum 2 POS) by spending the number of OPs equal to the stability of that country. Players must always pay the full cost of that POS change. There is no game mechanism for adding additional OPs later on. The cost of moving a position is as follows:

  • High Stability (Stability 4 or 3): 4 and 3 OPs respectively
  • Medium Stability (Stability 2): 2 OPs
  • Low Stability (Stability 1): 1 OP

Example: China plays a card for its 3 OPs. It plays 2 OPs to control Thailand and 1 OP to control Cambodia. In another case, it instead plays 2 OPs to remove US control over Thailand (leaving the country uncontrolled) and 1 OP to control Cambodia.

Controlling a country has three purposes:

  1. VP in the Global Scoring Phases. Controlling a country grants VP during the global scoring phases in turns 3, 6 and 9. The moment a country is controlled, no immediate VP is added. The VP value of each country is determined by its geopolitical importance: Regional Power — 3 VPs; Geostrategic Country (GEO) — 2 VPs; Non-Geostrategic (Non-GEO) Country — 1 VP.
  2. Subregion Control. Controlling all the countries in a subregion at the end of any game turn grants the VP reward stated for each power on the subregion marker.
  3. Regional Control. Controlling the minimum number of countries in a region and having more VPs in that region than any other rival grants control of that region. This control provides VP rewards during the global scoring phases on turns 3, 6 and 9 and is a condition for achieving certain objectives.

Country in the ORBIT of the Opposing Bloc. If a country is an ORBIT country of a power, the cost of moving a position (POS) will be more expensive as they have a higher stability rating for the opposing bloc. Exception: see 4.3.2.2 if moving 2 POS with the same card play (coup d'état). However, if a player controls an ORBIT country of the opposing bloc, they add +1 VP to that country's value during the global scoring phase, while players of the allied bloc do not add any VP.

Example: the US player must spend 2 OPs to control Nicaragua, which has a higher stability for the blue bloc (2), because Nicaragua is an ORBIT country of Russia, who belongs to the opposing red bloc. In the next global scoring phase, Nicaragua counts as 2 VPs for the US: 1 VP for being a non-GEO country and 1 VP for being an ORBIT country of the opposing bloc. China, by contrast, has to spend only 1 OP to control Nicaragua and its value will be 1 VP — allied bloc players pay the lower stability cost and do not gain a VP reward when they take control of countries orbited by their ally.

4.3.2.2. Coup d'État

When a power changes the control of a country from an opponent's control to its own control (i.e., it moves 2 POS) using the OPs from the same card, this is called a coup d'état. Coups can be carried out in all countries with a stability of 1 or 2, and also in stability 3 ORBIT countries which have been destabilized. Coups d'état cannot take place in countries with a stability of 3 or 4, even if they are destabilized. Coups can be carried out against countries controlled by an ally.

Limit on Number of Coups per Turn. Each power may conduct a maximum of three coups per turn using OPs. The available coup track on the player displays is used to track the number of coups still available in a turn. Note: the marker gets reset to the 3 box at the beginning of each turn. When performing a third coup in a turn using OPs, this results in a negative media marker (see 4.3.2.5).

Country in the ORBIT of the Opposing Bloc. During a coup d'état in an ORBIT country of the opposing bloc, the higher stability rating is only applied when moving the first POS. The lower stability rating is used for the second POS move. Note: this is only applied in a coup d'état.

Example: the EU plays 3 OPs for a coup d'état in Libya, controlled by Russia. Libya is moved two POS: first from Russian control to uncontrolled, costing 2 OPs as the EU must pay the higher stability rating for the first POS move because it is an ORBIT country of the opposing bloc; then from uncontrolled to EU control, using the lower stability rating, as this is a coup d'état. If the EU had moved these two POS in two different rounds, the cost would be 2 OPs + 2 OPs, as a coup d'état would not have been performed. The EU's coup marker is moved one space towards 0 in the player aid.

Rewards and Penalties for a Coup d'État. These rewards and penalties are scored immediately, without having to wait for the next global scoring phase:

  • Stability 1 Countries: +1 VP
  • Stability 1 ORBIT Countries: +2 VPs
  • Stability 2 Countries: +2 VPs
  • Stability 2 ORBIT Countries: +2 VPs, plus the following penalty or reward after its loss or recovery:
    • ORBIT Loss Penalty: -1 on the prestige track for the power that owns the ORBIT country while it is under another power's control. This represents national discontent over the loss of one of the power's strongholds.
    • ORBIT Recovery Reward: When the owning power recovers its ORBIT country through a coup d'état, it gains a Media Reserve Marker, reflecting media support for the recovery of one of the power's key countries.

Example: Russia plays 4 OPs to stage a coup in Panama, controlled by the US. Normally, Russia would not be able to launch a coup in Panama as it has a stability of 3 for the red bloc; however, they take advantage of the fact that Panama is destabilized in favor of the red bloc, reducing its stability to 2 and therefore costing 2 OPs. The second movement also costs 2 OPs, as with a coup you pay the lower cost for a second POS change with the same card play. Russia gains 2 VPs and the US loses 1 prestige for losing control of one of its ORBIT countries of stability 2. If Panama were controlled by a power other than the US, the reward would be obtained in the usual way, but the loss of prestige would not apply. In a follow-up example, the US plays 4 OPs to regain control of Panama from Russia, costing 2 OPs + 2 OPs (stability country 2); the US gains 2 VPs and a Media Reserve Marker.

Coup d'État by Event. When the text on an event directs players to reverse the control of a country or carry out a coup d'état, no VP reward is gained as it would normally be for a coup d'état, nor do they count against the coup limits of three per turn (thus no coup marker gets placed / flipped). The exception is for events that specify playing a certain number of OPs (e.g., 43-Axis of Evil, 64-War Lords, 104-Syrian Conflict). If these are used to perform coups d'états, players can benefit from the VP rewards for conducting a coup and these coups count towards the limit of three per turn.

Example: the US player plays the card "Coup Attempt" as an event, choosing Argentina, controlled by the EU player, to carry out a coup d'état.

4.3.2.3. Placing or Removing Stability

Stability tokens come in red and blue, as their effects are shared by the two powers that form each allied bloc: Red Tokens favor the red bloc (Russia and China); Blue Tokens favor the blue bloc (US and EU). Each country can contain only one stability token at a time. There cannot be two tokens from the same bloc or tokens from both blocs placed on a country.

Usage. Stability tokens are used to stabilize or destabilize a country, with a cost of 1 OP for placing or removing one token.

  • Stabilize: Costs +1 OP for a power from the opposing bloc to move that country one POS.
  • Destabilize: Costs -1 OP for a power from the same bloc to move the country one POS. A token placed on an uncontrolled country is always placed to destabilize it.

Placement and Removal. Each time a power makes a move that involves applying the +1 OP / -1 OP, the stability marker must be removed from the board. If a POS move is made in a country and the +1 OP/-1 OP modifier did not apply to that move, the token remains in place. This is providing the original function that the token was placed for (to stabilize or destabilize) is still relevant.

Example: the US player decides to play 2 OPs to remove the EU's control of Cameroon, so it becomes uncontrolled. Being controlled and stabilized by its ally (EU), the stability token would normally be removed from the board — this is because a stability token on an uncontrolled country is only ever placed there to destabilize it, and since the token was originally placed by the EU to stabilize it, it cannot now change its purpose to destabilize. In another example, China decides to play 2 OPs in a coup d'état in Venezuela; as it is controlled and stabilized by its ally (Russia), the stability token remains on the board since there is no change in its original function. In a third example, Argentina is controlled by the US and is destabilized; by becoming "uncontrolled" through the "Corralito In Argentina" event, the destabilization token must remain in play, because its original function is still relevant.

Stability tokens can be played:

a. To Stabilize Countries:

  • In countries controlled by the allied bloc: to stabilize them against the opposing bloc.
  • In countries controlled by the allied bloc but destabilized: to remove the token of the opposing bloc.
  • In uncontrolled countries that have been destabilized: to remove the token of the opposing bloc.

Example: the US player controls Argentina and Uruguay, the latter being destabilized. Chile is uncontrolled but has been destabilized by the red bloc. The US player decides to play 1 OP to stabilize Argentina by placing a blue stability token and 2 OPs to eliminate the red tokens in Uruguay and Chile.

Example: China plays the event "Underground Great Wall" and chooses Cameroon, which is under EU control and, moreover, stabilized. This stability token has no effect in determining the stability of Cameroon, as the initial stability level of each country remains unchanged throughout the game.

b. To Destabilize Countries:

  • In countries controlled by the opposing bloc: to destabilize them in favor of the allied bloc.
  • In countries controlled by the opposing bloc currently stabilized: to remove the token of the opposing bloc.
  • In uncontrolled countries: to destabilize them in favor of the allied bloc.

Example: Russia controls Mozambique and Zimbabwe, the latter being stabilized. Botswana is not controlled by any power. The US player decides to play 3 OPs to destabilize Mozambique and Botswana by adding a blue token and destabilize Zimbabwe by removing the red token.

Stability tokens cannot be played in the following cases:

  • In countries with stability 1. The minimum cost to move a POS in each country is always 1 OP and it cannot be lowered to 0 OPs.
  • It is not possible to control a country and then stabilize it with points from the same card.

In summary, a stability token on an allied-controlled country makes it more expensive for the opposing bloc to change its control via OPs. A stability token on an opposing-controlled country or on an uncontrolled country will make it cheaper for the own bloc to change control via OPs.

Note: Stability tokens only modify the stability level of the countries for the purpose of moving POS by spending OPs (see 4.3.2.1). The initial stability level of each country remains unchanged throughout the game. That is, a country of stability 1, 2, 3 or 4 will remain as such regardless of whether it contains a stability token. This is relevant because certain game mechanisms (events, advantages on the media track during the global scoring phase) refer to the inherent stability level of each country.

4.3.2.4. Increasing Prestige

Players can increase their prestige by one by playing 2 OPs if their marker is currently in the central zone (-3 to +3) and 3 OPs if currently in one of the extreme positions (positions 4 and 5, negative or positive). It is not allowed to advance two positions using the OPs from the same card.

Example: the EU decides to play the 2 OPs of the card "Exercise Malabar" to increase their prestige. Its marker advances from position 1 to position 2.

The following details the penalties and bonuses that each box of the prestige track grants during the prestige checks at the end of turns 2, 5 and 8:

PositionNegative prestige (left side)Positive prestige (right side)
5-8 VPs, -2 OPs+8 VPs, +2 OPs
4-9 VPs+9 VPs
3-4 VPs, -1 (MMP)+4 VPs, +1 (MMP)
2-4 VPs+4 VPs
1-1 (MOP)+1 (MOP)
00 VPs0 VPs

The +2 OPs granted by the advantages of position +5 must be used for placing or removing control or stability but a maximum of 1 OP per region (see 4.3.2.1 and 4.3.2.2). The -2 OPs penalty for a power due to their prestige marker being in the -5 position can be "paid off" by a player removing their control of a country/countries (see 4.3.2.1).

Prestige Track extremes. When a power reaches position +5, it can no longer play OPs to advance further on the prestige track, as it is in the final box. If an event requires this power to advance on the prestige track, it will automatically add +2 VPs as indicated on the far right of the prestige track. The prestige marker will remain in the same position. Players can never gain +2 VPs by applying the effects of the media track during prestige checks (see 4.3.2.5). If a power is in position -5 and an event forces it to move any further in a negative direction, it automatically subtracts 2 VPs and the marker remains in the same position.

Prestige in Turn 9. As the last prestige check is made at the end of turn 8, movements on this track during turn 9 will be governed by the following rule: each advance will grant +2 VPs and each retreat will result in -2 VPs. The prestige markers will move on the track as usual, as the positions will still be relevant for the declaration of objectives.

4.3.2.5. Influencing the Media

As mentioned previously, there is a single media marker that shows which bloc is currently ahead in influencing the media. At the beginning of the game, the marker starts on the 0 box of the media track. It can advance towards position 5 red or towards 5 blue. To move one position, 2 OPs must be played. Unlike the prestige track, where the cost in OPs is variable, moving this marker individually always costs 2 OPs per position.

Example: China decides to play the 2 OPs on the media track. The marker was on the blue 2 box and moves back to blue 1, i.e. the media marker shifts one position towards the red side.

Media Reserve. Instead of one player spending 2 OPs to shift the marker right away, a player can play 1 OP into the media reserve. The media reserve mechanism allows allies to co-operate to advance their bloc on the media track. When one power plays an OP into the media reserve, that power's media reserve marker is placed in its holding box. When their allied power does the same, the media marker will be advanced one space in that bloc's favor. Then both powers' media reserve markers will be removed from the track. The same power may not place two media reserve markers to advance the media marker on the track, either by playing OPs or through the effect of an event. The media reserve marker may be played an unlimited number of times by each power during any game turn; however, before it can be played again, the media reserve box must be empty or contain a negative media marker. As with the prestige track, players cannot advance two positions using the OPs from the same card, except if 3 OPs are played and there is already a media reserve marker placed by the allied power. In this case, one position is increased directly by playing 2 OPs and another position is increased by playing 1 OP, combining with the media reserve marker already placed by the ally.

Receiving a negative Media Marker. Certain events or effects on the prestige track can cause a power to receive a negative media marker (found on the backside of the media reserve marker). The effect is based on the status of the media reserve holding box:

  • Empty: The negative media marker is placed in the power's holding box, blocking the next placement of a media reserve marker. Whenever a media reserve marker would normally be placed in the holding box, remove the negative media marker instead. The OPs of the same card cannot be used to remove a negative media marker and replace it with a media reserve marker.
  • Occupied: If the holding box contains a marker, the following effects apply:
    • If there is a media reserve marker in the box: the media reserve marker is removed and the holding box is now empty.
    • If there is a negative media marker: the negative media marker is removed from the holding box and the media marker shifts towards the opposing bloc on the media track.

The position occupied by the allied bloc on this track will provide a series of advantages in all the checks made during the game, whether they are prestige checks (turns 2, 5 and 8) or the global scoring phases (turns 3, 6 and 9).

Effects of the Media Track in Prestige Checks. The effects of the media track must always be determined before the prestige check. In a prestige check, if the media marker is in positions 1-3 in favor of one bloc, that bloc will gain a "virtual" shift of their prestige marker to the next higher level before scoring. The prestige marker itself is not really shifted on the track, it is only considered to be in the next higher box for the purpose of that check only. If in positions 4-5, that "virtual" shift is an increase of two levels.

Effects of the Media Track in the Global Scoring Phases. The effects of the media track must always be applied before the global scoring phase as follows:

  • If the media marker is in position 1 or 2 in favor of one bloc, the powers in that bloc can each choose to gain: +1 POS in one of their own ORBIT countries with a stability of 1 or 2, or remove a rival's control in a country of stability 1 (it can neither be a regional power, nor a geostrategic or ORBIT country).
  • If the marker is in position 3 or 4, the powers in that bloc can each choose to gain: +1 POS in one of their own ORBIT countries of any stability, or remove a rival's control in a country that is not a regional power, nor a geostrategic country.
  • If the marker is in position 5, the powers in that bloc can each choose to gain: +2 POS total in up to two of their own ORBIT countries of any stability (either one POS in two countries or two POS in the same country), or remove a rival's control in a country that is not a regional power.

Note: As both allies of a bloc cooperate on the media track, the options above can never be used in a country that is controlled by their allied power.

Example: the US decides to play 1 OP into the media reserve. Since there is already an EU marker, the media marker shifts one position towards the blue side, from box 2 to 3, and both players remove their media reserve marker from the track — the blue bloc has cooperated to advance on the media track. In another example, the US decides to invest 3 OPs on the media track: they shift the marker one position directly with 2 OPs, and as there is already an EU marker, it advances another position with the remaining OP, so the marker advances two positions in the same move, going from 1 red to 1 blue.

Example (prestige checks): when performing a prestige check, the media marker is in blue position 3. This gives the blue bloc a "virtual" shift on the prestige track of +1, so EU and US get the reward of the next box (+4 VPs and +9 VPs respectively), but both prestige markers remain in their current position.

Example (global scoring phases): before the players perform the global scoring, the media marker is in blue position 2, so US and EU both benefit from the advantages of this position. The US player decides to move +1 POS in Panama (an ORBIT country of stability 2); Russia already had control of Central America (4 countries and 5 VPs vs. 1 country and 3 US VPs), but the US move in Panama creates a tie at 5 VPs, so Russia loses control and the reward for the region. In a second example, the EU player removes Chinese control in Somalia (a non-GEO stability 1 country) to prevent China from claiming the reward for control of the Horn of Africa subregion.

4.3.2.6. Creating OP Reserve

Play 1 OP to place the corresponding OP reserve marker in its holding box on the negotiating center. This point can be used later in future rounds or turns, with the condition that it cannot be kept across a change of decade. When a player decides to use the point, it is placed on top of the card they have placed face down on the negotiating center.

The OP reserve can be used on a played card as follows:

  • Event: The event will be executed and then 1 OP can be played on any action.
  • OPs: The card will have a value of +1 OP, up to a maximum of 4 OPs.

In both cases, the +1 OP will be taken into account to determine the order in which each power will play their card (see 4.3.1).

Restrictions. When playing a card with an OP Reserve on it, an additional OP reserve cannot be placed in the holding box.

Receiving a Negative OP Reserve. One of the effects of the prestige track is for a power to receive a negative OP reserve. The effect is based on the status of the media reserve holding box:

  • Empty: If the holding box is empty, the negative OP reserve marker will be placed in a power's OP reserve holding box, blocking the next placement of an OP reserve marker in it. Whenever an OP reserve marker would normally be placed in the holding box, remove the negative marker instead. The OPs of the same card cannot be used to remove a negative OP reserve and place an OP reserve.
  • Occupied: If the holding box contains a marker, the following effects apply:
    • If there is an OP reserve marker in the box: the OP reserve marker is removed and the holding box is now empty.
    • If there is a negative OP reserve marker: the negative marker remains and the new token will have no effect.

4.3.3. UN Security Council

In New Cold War, the powers have the right to veto certain events they consider too advantageous for their rivals or too detrimental to their own power. When exercising the right to veto, only the event is prevented from being executed, never the OPs associated with that card. That means if a card has been played for its OPs and it gets vetoed, the event will not trigger but the player can still spend the OPs to conduct actions. However, if a card has been played for its event and gets vetoed, the player will be unable to play during his round.

Each power has three veto markers. Exercising the right to veto carries a VP penalty in political cost.

  • 1 OP/-1 VP marker is used to veto cards of 1 OP.
  • 2 OPs/-2 VP marker is used to veto cards up to 2 OPs.
  • 3 OPs/-3 VP marker is used to veto cards up to 3 OPs.
  • Crisis cards and 4 OPs cards can never be vetoed, as indicated on the cards themselves.

Using Higher Value Vetoes for Lower Value Cards. Vetoes of value 2 and 3 can also be used for cards of lower value, but the political cost will still correspond to the marker used.

Vetoes on Negative Cards and War Cards. Some of these cards have two OPs values. When vetoing them, it is always done using the higher OPs value.

Example: the EU decides to play a negative Russian card for the OPs, so the lower OPs value has to be used. Before resolving the card, the Russian player decides to veto this event, using their 2 OPs veto marker, since negative cards are always vetoed by the highest OPs value. Even though the event is not executed, the EU player can still only play the lower OPs value, i.e. 1 OP. In another example, China plays a war card favorable to the US because Iraq is controlled by a US rival, so the war will take place and China can play the higher OPs value of 2. Before the card is resolved, however, the Russian player vetoes the event using its 2 OPs veto marker, since war cards are always vetoed by the highest OPs value — with this move, the war no longer takes place, so China has to play the lower OPs value, i.e. 1 OP.

Vetoes on Cards with an OP reserve. The veto is based on the OPs value of the card, so the OP reserve marker placed on top of the card has no effect for veto purposes.

Example: China plays "Annexation of Crimea" and adds an OP reserve marker that had been saved earlier. Before the event is resolved, the EU decides to veto this event. Even though the card now has a value of 4 OPs, the veto is done for the OPs value listed on the card, i.e. 3 OPs, so the political cost is -3 VPs.

One Veto per Player per Turn. Only one card can be vetoed by a player each turn. After exercising a veto, the player should place their veto marker in the central part of the negotiating center to indicate that their veto has been used this turn. At the end of the turn, remove all veto markers from the negotiating center.

Extra Veto. Russia and the US have an additional veto marker to be used during the first decade (only). If used to veto event cards of China or EU, regardless of which player played them, the political cost is reduced by -1 VP. This does not apply to the event cards of Russia and the US, which represents the geopolitical superiority of the two superpowers of the Cold War (Russia and the US) over China and the EU, who are focused on internal consolidation during this first decade. This extra veto can be used to veto any card of value 1, 2, or 3.

Example: during turn 2 (1st Decade), the EU plays an event to try to gain access to Central America. The US player decides to veto this event with his extra veto. As this is an EU event, the political cost is reduced by -1 VP, being 0 VPs for the US. In another example, during turn 3 (1st Decade), the EU plays "Mandela." The US player decides to veto this event with his extra veto. As this is a Russian event, the political cost is not reduced by -1 VP, since that reduction only applies to China or EU events — the political cost for the US player is as usual, i.e. 2 VPs.

Presidency of the UN Security Council. The power playing this event gains an additional veto of value 1, 2, or 3, without political cost (i.e. VPs) or turn restriction. This even allows a power to veto two cards in the same round or turn — one in the usual way and the other with the veto granted by the Presidency of the Council.

Veto Sequence:

  1. Announcing the Veto: Before a card is resolved, the player who wants to veto it must announce this to the rest of the players. The normal rules for establishing order of play are also followed to determine the order of veto.
  2. Effect of Veto: When a card is vetoed, its event becomes ineffective. If the card was played for its OPs, these will be used in the usual way, as only events are vetoed.
  3. Indicating the Veto: Place the veto marker in the middle of the negotiating center to show that a veto has been used this turn.
  4. Applying Political Cost: Apply the political cost of -1 VP, -2 VPs, or -3 VPs if a veto marker of 1, 2, or 3 OPs was used, respectively.
  5. Removing Veto Tokens: At the end of the turn, remove all veto markers from the negotiating center.

Example: the US player plays a 3 OPs card as an event. Before the card is resolved, Russia announces it will veto the event (Step 1), rendering it ineffective (Step 2). Russia then places the veto marker on the negotiating center (Step 3). The political cost for Russia is -3 VPs (Step 4). At the end of the turn, all veto markers on the negotiating center are removed (Step 5).

4.4. Turn End Phase

4.4.1. Prestige Checks

Prestige checks measure the level of international prestige that each power has throughout the game. A check is made each decade at the end of turns 2, 5 and 8.

After the three rounds have been played and the card left in hand has been discarded to the leftover pile, proceed to perform the prestige check before scoring any subregions and objectives.

  1. Consult the Media Track: Determine if either of the blocs has an advantage. The only case in which there is no advantage is if the media marker is in the 0 box, meaning the media is not favorable to either bloc. As explained in the section on the prestige track, if one of the blocs benefits from a "virtual" increase of +1 or +2 positions, do not actually move the marker. Instead, apply the benefits or penalties of the box where the power would hypothetically be after advancing on the track.
  2. Apply Prestige Track Benefits and Penalties: Following the order of play, each player looks at the individual position of their own prestige marker. They apply any media advantages, if present. All benefits or penalties indicated by their position are now applied.
  3. Leader Bonus: The player who leads the prestige track at the end of the check scores an additional +3 VPs. Effects of the media track in prestige checks (see 4.3.2.5) are not applied to the Leader Bonus. If two players tie for the first position on the track, neither of them can claim the reward.

Example: when performing the prestige check, the position of the media marker is determined first. As the red bloc is in position 1, Russia and China receive a "virtual" positive shift of one position towards the +5 space on the prestige track. Therefore, Russia and China receive the penalty of the next box, which is -4 VPs for Russia and 0 VPs for China — an improvement on the VP loss they would have received without it, though both markers remain in their current position. The US and EU maintain their position on the VP track; their benefit is 1 OP reserve marker each. There is no leader effect as EU and US tie for the leading position on the track.

After the prestige check, it is time to:

  • Score subregions (see 2.1.3.2)
  • Score objectives (see 2.2.2)

4.4.2. Global Scoring Phases

The global scoring phase measures the level of control that each power exerts on the board. A check each decade is performed at the end of turns 3, 6 and 9.

After the three rounds have been played and the card left in each player's hand has been discarded to the leftover pile, carry out the global scoring phase before scoring any subregions and objectives.

  1. Consult the Media Track: Determine if any of the blocs has an advantage. The only case in which there is no advantage is if the media marker is in the 0 box, meaning the media is not favorable to any bloc.
  2. Apply Media Track Benefits: After determining which bloc benefits from media support, determine which player will use the advantage first following the tie-breaker rule (see 4.2). The two players of the allied bloc, in order, apply their advantage on the board (see 4.3.2.5).
  3. VP Scoring: Proceed to count the VPs that each power has in each region in this order: 1. Europe, 2. Middle East, 3. Central America, 4. South America, 5. Africa, 6. Asia, 7. South East Asia.

In each region, start with the player who is ahead in the VP score and continue in order. Each player adds up the points of each country they control in the region according to its geopolitical importance:

  • Regional power: 3 VPs
  • GEO: 2 VPs
  • Non-GEO: 1 VP
  • +1 VP for controlling an ORBIT country of the opposing bloc

Note: Do not forget to add or subtract any possible VP modifiers that may exist in the region.

After scoring VP for countries, determine if any player controls the region. Region control is based on two requirements: 1. Controlling the minimum number of countries in the region; 2. Having more VPs in that region than each of the individual rivals. The player in control of the region will add the VP reward as indicated for their power in the info box for each region.

When all seven regions on the board have been scored, the global scoring is complete.

Example: global scoring starts with Europe. The EU controls 5 countries worth 5 VPs (1 VP each for Poland, Czech Rep., Slovakia, Romania and Bulgaria), Russia controls 3 countries worth 4 VPs (2 VPs for Caucasian Rep. and 1 VP each for Ukraine and Belarus), and the US controls one country worth 2 VPs (Turkey). The VP track is adjusted accordingly. The EU also satisfies both requirements for control of the region, so it claims the region's VP reward (+4 VPs). After the Middle East has been scored, the process continues with the third region, Central America. Russia controls 4 countries worth 5 VPs (2 VPs for Cuba, 1 VP each for Haiti, Honduras and Nicaragua). China controls 2 countries worth 4 VPs (3 VPs for Panama, being ORBIT of the opposing bloc, and 1 VP for Costa Rica). The US controls one country worth 3 VPs (Mexico), and the EU controls one country worth 1 VP (Dominican Rep.) plus a VP modifier of +1 VP, so the EU's total increases by 2 VPs. Russia has control of the region, satisfying both requirements, and adds the reward for control of Central America (+5 VPs) to its VP total.

5. How to Win

5.1. Automatic Victory by Objectives: Turns 2-8

A player can achieve an automatic victory if they manage to fulfill two of their objectives by the end of turns 2 to 8. Only one objective can be fulfilled per turn and each objective can only be fulfilled once. If more than one player meets this condition at the end of a game turn, the winner will be determined as follows:

  1. The player with the most victory points wins.
  2. If there is a tie, the player who is ahead on the prestige track wins.
  3. If there is still a tie, the player who is ahead on the media track wins.
  4. If there is still a tie, the two players will be declared joint winners.

5.2. Victory by VPs: Turn 9

At the end of turn 9, the player with the most victory points wins, regardless of the number of fulfilled objectives. However, players can declare objectives and score their VPs for them during turn 9. In the event of a tie, the winner will be determined as follows:

  1. The player who is ahead on the prestige track wins.
  2. If there is still a tie, the player who is ahead on the media track wins.
  3. If there is still a tie, the two players will be declared joint winners.

5.3. US Superiority

New Cold War has been designed based on a certain preponderance of the US over the rest of the powers. The initial position in the prestige track, as well as the composition of the deck of the 1st decade, shows this and is a true reflection of the dominance exercised by the US between 1989 and 1999. It is possible to compensate this initial advantage through certain alliances between the rest of the players or at least between two of them. In unopposed games and with proper strategy, the US player is more likely to win on a greater number of occasions.

5.4. How to Earn VPs

  • Scoring Objectives
  • Scoring Subregions
  • Scoring Countries and Regions in the Global Scoring Phases
  • Coups d'État Rewards
  • Prestige Checks
  • When the prestige marker would be moved above the +5 position
  • Increasing prestige in turn 9
  • Event Cards
  • VP Modifiers in Regions

5.5. How to Lose VPs

  • Prestige Checks
  • When the prestige marker would be moved below the -5 position
  • Decreasing prestige in turn 9
  • Event Cards
  • Vetoes
  • VP Modifiers in Regions
  • VP Modifiers in Countries

6. Rules for less than Four Players

The game allows 3-player or 2-player variants and a solitaire mode. In these cases, the non-player powers will be managed by a system of 1, 2 or 3 bots, respectively. There are three difficulty modes that can be used in all three game variants: beginner, intermediate and expert.

Human players will be responsible for executing the bots' game actions (drawing, showing, vetoing cards, placing and removing control in countries, etc.). For this purpose, they should consult the different tables that have been included in the following pages.

The rules set out in this section apply to any game variant and difficulty mode in which at least one bot is present. In the "Special Rules According to the Number of Players" section (see 6.8, 6.9, 6.10), the particulars of each game variant are specified in more detail.

6.1. Bots' Victory Conditions

Unlike players, who have the possibility of winning the game by achieving objectives, bots do not play with objectives. The two ways for bots to achieve victory are:

Automatic Victory: By controlling the three regions established for each bot in the following table at the end of turns 1-8:

Power1st Region2nd Region3rd Region
ChinaAsiaSouth East AsiaAfrica
EUEuropeAfricaSouth America
RussiaSouth AmericaMiddle EastEurope
USMiddle EastCentral AmericaAsia

Victory by VPs: By leading the VP score at the end of the game (turn 9).

6.2. Board Interpretation

6.2.1. Regions and Countries

Unlike human players, each bot will only attempt to gain control of countries using cards played for their OPs in three regions as set out in 6.1. For example, China will only target countries in Asia, South East Asia and Africa. A bots flowchart and the priority tables (see 6.6 for both) determine how they prioritize the use of those OPs. The restrictions around access to certain regions for the EU and China in the base game (see 2.1.2.2) apply to all variants and difficulty modes with this exception: the China bot will have access to Africa from the start of the game in the 3 and 2 player variants and solitaire mode.

6.2.1.1. Region Control

Bots follow the same rules as in the base game, meaning they must fulfill two conditions to control a region: 1. Control the minimum number of countries in the region; 2. Control more VPs in that region than any individual rival.

Depending on the difficulty mode, the VP reward that bots receive for controlling a region during the global scoring phase varies from the base game rewards, except for the beginner mode, where the VPs for the bot are the same. In intermediate mode, the VPs received for controlling the second region are doubled, and in expert mode, the VPs are doubled for controlling both the first and second regions. If the bot gains control of the third region on turn 9 (this does not give it an automatic victory), it scores the same VPs as it would in the base game.

The rewards to be applied are detailed in the following table:

Difficulty1st Region (China/EU/Russia/US)2nd Region (China/EU/Russia/US)3rd Region
Beginner4 / 4 / 4 / 32 / 3 / 3 / 2All: VICTORY*
Intermediate4 / 4 / 4 / 34 / 6 / 6 / 4All: VICTORY*
Expert8 / 8 / 8 / 64 / 6 / 6 / 4All: VICTORY*

*at the end of turn, except in turn 9

Example: the US bot controls 4 countries in its 2nd region, Central America. At intermediate level, the reward obtained for control of Central America is 2 VPs × 2, i.e. 4 VPs.

6.2.1.2. Reinforced Region Control

"Reinforced control" is a concept that only appears when playing with bots. Bots need to have established reinforced control in a region before starting to play in the next region as indicated in their bot priority table (see 6.6). To achieve reinforced control in a region, two conditions must be met: 1. Control one more country than the minimum required to control the region; 2. Have at least two more VPs than any individual rival.

The number of countries requiring reinforced control is indicated in the region priority table — for example, it might be 5 countries for Asia or 10 countries for Africa.

Example: the US bot controls 5 countries and has at least a 2 VP advantage over each individual rival (8 VPs vs. 5 VPs for Russia), so it meets both conditions and has established reinforced control in its priority second region, Central America. The next OPs it plays must go to its third priority region (Asia).

6.2.2. Media Reserve Marker, Prestige Track and OP Reserve Marker

The starting position of the bot powers on the prestige and media tracks is the same as in the base game.

Special benefits for Bots. Below is a summary of additional benefits the bots receive during certain turns.

  • Media Reserve Marker: At the beginning of turns 3, 6 and 9 in all modes, each bot receives a media reserve marker on the media track.
  • Prestige Track: At the beginning of turns 2, 5 and 8 in intermediate and expert modes, each bot automatically advances one position on the prestige track following the order of play.
  • OP Reserve Marker: At the beginning of turns 1, 4 and 7 in the expert mode, each bot places +1 OP reserve marker in the corresponding space on the board and must play it in their first round of action.

The following table summarizes these benefits:

DifficultyT1-T4-T7T2-T5-T8T3-T6-T9
Beginner——+1 Media reserve
Intermediate—+1 Prestige+1 Media reserve
Expert+1 OP Reserve+1 Prestige+1 Media reserve

6.3. Initial Deployment of Bots

Bots will start the game in 3 and 2 player variants and solitaire mode by controlling the following countries depending on the chosen difficulty mode:

BotBeginnerIntermediateExpert
ChinaDPR Korea + LaosDPR Korea + Laos + SudanDPR Korea + Laos + Cambodia + Sudan
EUPoland + AlgeriaPoland + Algeria + MoroccoPoland + Slovakia + Algeria + Morocco
RussiaVenezuela + Ukraine + Iran + LibyaVenezuela + Ukraine + Iran + Libya + CubaVenezuela + Ukraine + Iran + Libya + Cuba + Vietnam
USTurkey + PhilippinesTurkey + Philippines + IsraelTurkey + Philippines + Israel + Colombia

6.4. How Bots Play the Cards

  1. Own Cards: Bots always play their own cards for their events. How some of the events are implemented is subject to the bot interpretation table (see Annex IV). If none of the effects of an event can be implemented, the card is played for OPs.
  2. Neutral Cards: In general, bots play neutral cards for OPs. Some neutral cards, however, are played for their event depending on which bot power has drawn them. The specific cards and the way their events are to be implemented are detailed in the bots interpretation table (see Annex IV).
  3. Own Negative Cards and Negative Neutrals: Bots always play these as OPs and the event will be executed against the bot if they are their own cards, or by following the instructions for the event if they are neutral cards.
  4. Rival Cards: The bots will always play these as OPs and then the event will be executed whether positive or negative. The base rules for playing cards belonging to rival powers apply when determining whether the bot receives the higher or lower OPs value on negative or war cards (see 2.2.1.2).

Those event cards giving the bot instructions to change the control of specific countries by making +POS must follow the list of countries on the card (e.g. 21-China: New Arms Exporter). If an event indicates that OPs must be played in certain countries or regions (e.g. 43-Axis of Evil), the bots flowchart must be followed to determine how those OPs are spent, but only using steps 1, 2 and 7 (see 6.6). If an event indicates OPs must be played in only one region (e.g. 71-Sumatra-Andaman Earthquake) and the bot already has that region under reinforced control, OPs must still be played following the list of countries on the card. If the card does not contain a list of countries, refer to the bot interpretation table. If it isn't in the table, or if it is but a list of countries is not provided, follow the priority table for that bot.

6.5. Bot Interaction Restriction

When a game is being played with 2 or 3 bots, the following rule always applies regarding the attacks that the bots make on each other (point 2 of the flowchart): each bot will only attack another bot once per region and per turn by executing cards as OPs. To mark this attack on the board, the bot or bots that have made the attack will place one of their power tokens next to the box of the region where the attack has been made. At the end of the turn, the power token(s) will be removed, indicating that an attack can, once again, be made in that region.

This rule does not apply when a bot attacks any human player.

6.6. Bots Flowchart

When bots play cards for their OPs, they will follow this seven-step flowchart. They will always start influencing the first region as indicated in the bot priority table:

  1. Place control in uncontrolled countries: Continue to use OPs until reinforced control in the region is achieved. Once reinforced control of the first priority region (see 6.1) is achieved, move immediately to the second priority region and then to the third priority region until reinforced control has been established over all three priority regions. If the bot maintains control (does not have to be reinforced) of all three regions at the end of turns 1-8, it will have achieved automatic victory. If there are no countries where the bot can place control (due to lack of uncontrolled countries or insufficient OPs), proceed to point 2.
  2. Eliminate rivals' control in countries. Follow this order: A. Execute coup d'état; B. Remove control; C. Destabilize rival countries without a stability marker; D. Destabilize rival countries with a stability marker. Bots never destabilize uncontrolled countries in their favor. Once reinforced control of the first region is achieved, move on to the second and then to the third until reinforced control has been established over all three priority regions. If the bot maintains control (does not have to be reinforced) of all three regions at the end of turns 1-8, it will have achieved automatic victory. If there are no countries where the bot can eliminate control (due to lack of rival-controlled countries or insufficient OPs), proceed to point 3.
  3. Move to the next priority region: If control cannot be placed in uncontrolled countries or rival control cannot be eliminated, move to the second priority region and then to the third priority region, even if the bot has not yet achieved reinforced control in the previous regions. Start again with steps 1 and 2. If there are no countries where the bot can place or eliminate control (due to lack of uncontrolled countries or rival-controlled countries or insufficient OPs), proceed to point 4.
  4. Play for OP reserve: Play 1 OP to place an OP reserve marker in the holding box of the negotiating center. The OP reserve will always be played on the bot's next card, regardless of whether it is played as an event or operation. When playing a card with an OP reserve marker on it, another OP reserve cannot be played. OP reserve marker cannot be played in the last round of T3, T6 and T9, except if the holding box already has a negative OP reserve marker, in which case it is removed.
  5. Advance on the prestige track. Not playable in turn 9.
  6. Advance on the media track: A. Play 2 OPs to advance one position; B. Play 1 OP for a media reserve.
  7. Eliminate or place stability tokens: Always start with the next region in that power's list of priorities without reinforced control. If reinforced control is already achieved for the first and second priority regions and stability tokens cannot be placed in the third region, place them in the first priority region, then the second priority region. Follow this order: A. Eliminate tokens in own destabilized countries; B. Place stability tokens in own countries. If condition 7.A cannot be executed, proceed to 7.B.

When the first of the seven conditions above cannot be executed, move on to the next and so on until all OPs of a card are used. As bots must follow the list of priorities of the flowchart, it is quite normal for OPs from the same card to be spent on different steps (1-7).

Priority Tables. The three regions that the bot must control to achieve an automatic victory at the end of a game turn (during turns 1-8), as well as the order of the countries it will seek to control in each region, are shown in the following priority tables. Each entry lists a country and the OPs cost to place control there, in the bot's search order:

China Priority Table — 1st Region Asia [ASI] (control: 4 countries, reinforced control: 5 countries): DPR Korea 2, India 3, Pakistan 2, Bangladesh 1, Afghanistan 1, Kazakhstan 2, Taiwan 2, South Korea 4, Japan 4, Australia 4. — 2nd Region South East Asia [SEA] (control: 3 countries, reinforced control: 4 countries): Laos 1, Cambodia 1, Myanmar 1, Indonesia 2, Vietnam 2, Malaysia 2, Philippines 3, Thailand 2. — 3rd Region Africa [AFR] (control: 9 countries, VICTORY at the end of turn*): Somalia 1, Kenya 2, Ethiopia 1, Congo 1, Cameroon 2, Angola 2, South Africa 3, Mozambique 2, Botswana 2, Ivory Coast 2, Nigeria 2, Libya 1, Niger 1, Chad 1, Mauritania 1, Sudan 1, Mali 2.

EU Priority Table — 1st Region Europe [EUR] (control: 5 countries, reinforced control: 6 countries): Turkey 2, Bulgaria 2, Romania 2, Hungary 3, Czech Rep. 3, Balkan Rep. 2, Baltic Rep. 3, Poland 3, Slovakia 3, Caucasian Rep. 3, Ukraine 3, Belarus 3. — 2nd Region Africa [AFR] (control: 9 countries, reinforced control: 10 countries): Mali 1, Mauritania 1, Chad 1, Niger 1, Sudan 1, South Africa 2, Algeria 2, Morocco 2, Tunisia 2, Libya 2, Senegal 2, Congo 1, Cameroon 2, Angola 2, Somalia 1, Kenya 2, Ethiopia 2. — 3rd Region South America [SAM] (control: 4 countries, VICTORY at the end of turn*): Brazil 2, Argentina 2, Uruguay 2, Chile 3, Colombia 2, Ecuador 1, Bolivia 1, Peru 2, Paraguay 2, Venezuela 2.

Russia Priority Table — 1st Region South America [SAM] (control: 4 countries, reinforced control: 5 countries): Brazil 2, Venezuela 1, Ecuador 1, Bolivia 1, Colombia 3, Peru 2, Paraguay 2, Argentina 2, Uruguay 2, Chile 3. — 2nd Region Middle East [MEA] (control: 4 countries, reinforced control: 5 countries): Iran 2, Syria 1, Jordan 2, Iraq 1, Yemen 1, Lebanon 1, Egypt 2, Israel 4, Saudi Arabia 4, Gulf States 4. — 3rd Region Europe [EUR] (control: 5 countries, VICTORY at the end of turn*): Caucasian Rep. 2, Ukraine 2, Romania 2, Bulgaria 2, Belarus 2, Baltic Rep. 3, Balkan Rep. 2, Turkey 3, Hungary 4, Poland 4, Czech Rep. 4, Slovakia 4.

US Priority Table — 1st Region Middle East [MEA] (control: 4 countries, reinforced control: 5 countries): Israel 3, Saudi Arabia 3, Gulf States 3, Jordan 2, Egypt 2, Iraq 1, Yemen 1, Iran 3, Lebanon 1, Syria 2. — 2nd Region Central America [CAM] (control: 4 countries, reinforced control: 5 countries): Mexico 2, Panama 2, Dominican Rep. 2, Haiti 1, Cuba 3, Guatemala 1, El Salvador 1, Honduras 1, Costa Rica 2, Nicaragua 2. — 3rd Region Asia [ASI] (control: 4 countries, VICTORY at the end of turn*): Japan 3, South Korea 3, Australia 3, India 3, Pakistan 2, Bangladesh 1, Taiwan 2, DPR Korea 3, Afghanistan 2, Kazakhstan 3.

*except in turn 9

Bots Flowchart Example 1: the US bot is playing "Shangai Stock Exchange Opening" for 2 OPs. In the Middle East region it has 4 countries and 6 VPs against 5 VPs of the Russian player, so it needs to keep using OPs in the region to establish reinforced control. Following the priority table's order, the first uncontrolled country is Yemen (stability 1), so the US uses 1 OP to gain control of Yemen. The US has now established reinforced control (5 countries and 7 VPs against 5 VPs of the Russian player) and can move on to its next priority region, Central America. With 1 OP left, the first uncontrolled country of stability 1 in that region's order is Guatemala, since Haiti, although above it in the list, is controlled by Russia.

Bots Flowchart Example 2.A/2.B: the US bot is playing "Shangai Stock Exchange Opening" for 2 OPs. In the Middle East region it has 4 countries and 6 VPs against 6 VPs of the Russian player, so it needs to continue playing in the region to achieve reinforced control. With no uncontrolled countries of stability 1 or 2 left, the bot must remove the opponent's control before moving to the next region. The first condition when eliminating opponent control is a coup d'état (2.A): with 2 OPs the bot stages a coup d'état in Lebanon (stability 1) and gains a reward of 1 VP. In a variant example (2.B) the US cannot execute a coup d'état since Lebanon is stabilized, so it goes to condition 2.B (Remove rival's control): per the priority table, the first country controlled by the opponent is Jordan, so the US bot removes Russian control there, leaving it uncontrolled.

Bots Flowchart Example 2.C/2.D: the EU bot is playing "Fujimori" for 1 OP. In the Europe region it has no way to place or remove control with 1 OP since there are no stability 1 countries, so it must execute condition 2.C (destabilize rival countries without a stability marker). The first country controlled by a rival that should be attacked per the priority table is Turkey, but as it belongs to its ally, it cannot be destabilized with a blue token, so it destabilizes the next eligible country in priority order, Ukraine. In a variant example (2.D), there are no opponent countries without a stability marker, so the EU bot goes to condition 2.D (destabilize rival countries with a stability marker): Ukraine is stabilized, so the bot removes the rival bloc's stability marker using 1 OP to destabilize it.

Bots Flowchart Example 3: the EU bot is playing "Fujimori" for 1 OP. In the Europe region it has no way to place or remove control with 1 OP (no stability 1 countries) and no way to destabilize opposing bloc countries either, so it moves to the next region even though it has not established reinforced control in Europe. Per the priority table, the first uncontrolled country where it can place 1 OP is Niger.

Bots Flowchart Example 4/5: the China bot is playing "Hezbollah" for 1 OP. It has already established reinforced control of Asia and South East Asia, and cannot attack again in Africa because it has already done so this turn (see 6.5). Unable to execute steps 1, 2, or 3, it moves to step 4 and places an OP reserve marker in its OP reserve box. In the following round the China bot plays "Mugabe" for 1 OP with the OP reserve from the previous round; since it cannot play another OP reserve, it moves to step 5 and plays its 2 OPs on the prestige track, moving from position 0 to +1.

Bots Flowchart Example 6.A: the China bot is playing "Mugabe" for 1 OP with the OP reserve from a previous round. Since it cannot play another OP reserve nor advance on the prestige track (moving from +3 to +4 costs 3 OPs), it plays the 2 OPs on the media track, advancing one position towards the red bloc.

Bots Flowchart Example 4, 6.B: the China bot is playing "German Reunification" for 2 OPs. It places an OP reserve marker, and with the remaining OP it plays a media reserve since 1 OP is insufficient to increase prestige or advance directly on the media track.

Bots Flowchart Example 7.B: the China bot is playing the "Terrorism in Europe" crisis card with the OP reserve from a previous round. Unable to play another OP reserve, advance on the prestige track (costs 2 OPs), advance directly on the media track (costs 2 OPs), or play a media reserve (it already has one), it moves to defend itself by eliminating or placing stability tokens on its own controlled countries, starting with the region where it does not have established reinforced control (Africa). Unable to remove tokens from its own destabilized countries (7.A), it places a red token to protect Sudan (7.B).

6.7. How Bots Apply the Effects of Their Advantage on the Media Track Before the Global Scoring Phase

Bots belonging to the bloc which is gaining benefits from its position on the media track will use those benefits in the first priority region where they do not have reinforced control. They will do so in the following order:

  1. Place influence in own ORBIT countries
  2. Remove rivals' control in own ORBIT countries
  3. Eliminate rivals' control in non-own ORBIT countries

In case there is more than one country to place or eliminate influence, the bot will prioritize based on its geopolitical importance: first regional powers, then geostrategic countries and finally, non-geostrategic countries. If there is more than one country with the same geopolitical importance, the bot will follow its Priority Table.

If it cannot place or remove control in the 1st region where it has no reinforced control, it will move to its second region and then to the third. In the case that it already has reinforced control of the first and second region and cannot place or remove control in the third region, it will return to the first region and then to the second region.

US and Russian bots have ORBIT countries that are not in their three priority regions. If they cannot place or remove control in any of their three regions, they will place or remove control in those ORBIT countries based on the order of the following table:

USRussia
South AfricaCuba
TurkeyLibya
ColombiaKazakhstan
PhilippinesVietnam
—Nicaragua
—Ethiopia
—Afghanistan

6.8. Three Player Special Rules

The bot must either be the EU or China.

Withdrawal of Objective Cards. If the bot is China, the following US objective card is removed: Asia (including Japan, South Korea and Australia) + media track above 1 (16/32). If the bot is EU, the following Russia objective card is removed: Europe (24/32).

Initial Deployment of Human Player. See 3.5.

Card Deal. Five cards (one more than usual) are dealt to each human player. Four of them will be played as usual (3 rounds + discard to leftover pile). The fifth card, chosen by the player, will be given to the bot (this cannot be a crisis card). This will be done at the beginning of each turn, forming the bot's hand of three cards. In addition to the three cards it receives from the players each turn, the bot will draw a fourth card from the deck. Shuffle the bot's hand. The bot plays 3 rounds and will discard the remaining card to the leftover pile.

How the Bot Plays Their Cards. The three cards that make up the bot's hand will be played randomly in the three rounds of play that make up each turn. In the first round, when all three players have placed their cards in the negotiating center, the bot card is put into play and the four cards are revealed simultaneously. The players will have already placed their card in the event or operations point box; however, the bot will do it at this moment, since until the card is revealed, it is not known if it will be played for the event or for the OPs (see 6.4). This process is repeated in the second and third round.

Card Exchange Between Allied Powers. The player whose ally is the bot does not exchange cards on turns 1, 2, 4, 5, 7 and 8. The two human players forming the allied bloc do it in the usual way, and this should be done after giving the fifth card to the bot.

Exchanging Cards with the Leftover Pile. Bots will never exchange a card(s) with the leftover pile. If a player is eligible to exchange a card(s) with the leftover pile, after receiving the initial five cards, they can make the exchange and give one card to the bot's hand afterwards.

Vetoes. The bot will have the veto of 1 OP. It will use it to veto the first own negative card played during the game, applying the political cost corresponding to the veto. The 2 and 3 OPs veto markers will be given to the bot's allied player at game start, who will be able to use them in the usual way, applying the political cost of doing so.

6.9. Two Player Special Rules

Card Deal. Four cards are dealt to both human players. In this variant, they do not have to give any card to the bots. A hand of three cards is then dealt to each bot, forming its playing hand (as the bot does not discard any of its cards). Each bot's three cards will be played randomly in the three rounds of play that make up each turn.

How the Bots Play Their Cards. In the first round, when both players have placed their cards on the negotiating center, the bots' cards are put into play and the four cards are revealed simultaneously. The players will have already placed their card in the event or OPs box; the bots will do this at the moment of reveal, as it is not known if they will play as an event or as OPs until the card is revealed (see 6.4). This process is repeated in the second and third round.

Card Exchange Between Allied Powers. In the 2-player game, there are always opposing bloc powers facing each other (see the scenarios below), so no card exchange takes place.

Exchanging Cards with the Leftover Pile. Bots will never exchange a card(s) with the leftover pile. The human player will perform the exchange in the same way as in the base game (see 2.1.5.1.d).

Vetoes. The bots will have the veto markers of 1 OP and 2 OPs, plus the extra veto of the first decade if US or Russia. They will use these vetoes to block the first two or three own negative cards played during the game, applying the political cost corresponding to each veto. In the case of the US and Russia, the extra veto will be used first, followed by the remaining vetoes. The order of use for these vetoes will be determined by the value of the negative cards that come into play.

There are no Russia negative cards in the first decade, so the Russia bot will use the extra veto for the first US card that comes into play from the following list: Gulf Monarchies, Gulf War and Mubarak. The veto will not be played if the countries mentioned in these cards are under US control.

The 3 OPs veto will be given to the allied players of each bot at game start, who will be able to use it in the usual way, applying the political cost of doing so.

Scenarios. The two-player games are structured around a scenario system in which the objectives to be removed and the deployments for each power controlled by the human players are predetermined as set out below.

6.9.1. The Cold War Continues: US vs. Russia

Withdrawal of Objective Cards. No objective cards need to be removed.

Initial Deployment:

  • US: Option A — Israel, Colombia, Turkey; Option B — Saudi Arabia, Panama, Australia.
  • Russia: Option A — Iran, Venezuela, Ukraine, Angola; Option B — Iran, Cuba, Vietnam, Afghanistan.

6.9.2. Struggle For World Dominance: China vs. US

Withdrawal of Objective Cards. US: Middle East + Central America (15/32).

Initial Deployment:

  • China (open padlocks: Africa and South America): Option A — DPR Korea, Myanmar, Sudan, Chile; Option B — DPR Korea, Cambodia, Nigeria, Ecuador.
  • US: Option A — South Korea, Malaysia, Colombia; Option B — Australia, Philippines, Tanzania.

6.9.3. Confrontation Over Europe: Russia vs. EU

Withdrawal of Objective Cards. Russia: Control at least 7 countries between Asia and South East Asia (including 1 GEO) (22/32).

Initial Deployment:

  • Russia: Option A — Caucasian Rep., Belarus, Bolivia, Libya; Option B — Ukraine, Belarus, Venezuela, Ethiopia.
  • EU (open padlock: South America): Option A — Czech Rep., Romania, Senegal; Option B — Poland, Bulgaria, Uruguay.

6.9.4. The New Powers and Their Struggle For The Periphery: China vs. EU

Withdrawal of Objective Cards. China: South East Asia + at least 2 regional powers + prestige track above 2 (6/32). EU: Europe + Central America (31/32).

Initial Deployment:

  • China (open padlocks: Africa and South America): Option A — Laos, Nigeria, Chile; Option B — DPR Korea, Sudan, Chile.
  • EU (open padlock: South America): Option A — Poland, Algeria, Uruguay; Option B — Czech Rep., Morocco, Argentina.

6.10. Solitaire Special Rules

Human Player Victory Conditions. To achieve an automatic victory between turns 2-8, the human player should decide which difficulty mode they wish to play and then try to achieve the number of objectives set out below.

BeginnerIntermediateExpert
All Powers2 Objectives3 Objectives4 Objectives

To win on turn 9, you will have to lead the victory point track regardless of the declared objectives. Unusually in solitaire mode, declared objectives do not award victory points. In the event of a tie, follow 5.2.

Withdrawal of Objective Cards:

  • If the player is China, the following China objectives are removed: 1, 7.
  • If the player is the US, the following US objectives are removed: 10, 15.
  • If the player is Russia, the following Russia objectives are removed: 20, 23.
  • If the player is the EU, the following EU objectives are removed: 29, 31.

Initial Deployment of Human Player:

PowerBeginnerIntermediateExpert
ChinaDPR Korea + LaosDPR Korea—
EU Option APoland + Slovakia + AlgeriaPoland + AlgeriaAlgeria
EU Option BCzech Rep. + Morocco + SenegalCzech Rep. + MoroccoCzech Rep.
Russia Option ACuba + Caucasian Rep. + Syria + VietnamCuba + Caucasian Rep. + SyriaCuba + Syria
Russia Option BVenezuela + Ukraine + Iran + LibyaVenezuela + Ukraine + IranVenezuela + Ukraine
US Option ATurkey + Israel + PhilippinesTurkey + PhilippinesTurkey
US Option BPanama + Colombia + South KoreaColombia + South KoreaSouth Korea

Card Deal. Four cards are dealt to the human player each turn. They choose one of their cards to give to a different bot each turn. The order in which that happens is based on the order of play at the start of the game (indicated by the flags on the prestige track — US, EU, China, Russia). For example, if the human player takes the US, before the beginning of turn 1 they will choose one card to give to the EU bot. Then all the bots are dealt three cards each. The EU bot will randomly play a card in each of the three rounds and then place the remaining card in the discard pile. Repeat this same sequence of dealing cards to the bots in the subsequent turns of the game. In this example, before turn 2, the human player would choose a card to give to the China bot from its hand of four cards and, before turn 3, a card to give to the Russia bot. Continuing this sequence in the 2nd and 3rd decades: EU (turns 4 and 7), China (turns 5 and 8) and Russia (turns 6 and 9).

How the Bots Play Their Cards. The three (or four) cards that make up the bots' hand will be played randomly in the three rounds of play that make up each turn. In the first round, after the human player has placed their card on the negotiating center, the bots' cards are put into play and all four cards are revealed simultaneously. The player will have already placed their card in the event or operation point box; the bots will do this at the moment of reveal, as it is not known if they will play as an event or as points until the card is revealed (see 6.4). This process is repeated in the second and third rounds.

Card Exchange Between Allied Powers. In the solitaire game, there is no card exchange between allied powers.

Exchanging Cards with the Leftover Pile. In the Solitaire game, there is no card exchange with the leftover pile.

Vetoes. The bots will have vetoes of 1 OP, 2 OPs and 3 OPs, plus the extra veto of the first decade for US and Russia. They will use these vetoes to block the first three or four own negative cards played during the game, applying the political cost corresponding to each veto. In the case of the US and Russia, the extra veto will be used first, followed by the vetoes of 1 OP, 2 OPs and 3 OPs. The order of use for these vetoes will be determined by the value of the negative cards that come into play.

There are no Russia negative cards in the first decade, so the Russia bot will use the extra veto for the first US card that comes into play from the following list: Gulf Monarchies, Gulf War and Mubarak. The veto will not be played if the countries mentioned in these cards are under US control. The human player does not receive his allies' vetoes before the start of the game.

7. 4-Player Tutorials

7.1. Game Turn 1 Tutorial

Normally, the first step of a game of New Cold War is for each player to draw their three objective cards (permanently discarding one of them). However, in order to allow players to learn the game by continuing with this tutorial on their own, each power will receive their objective cards at the beginning of turn 2 instead. This way each player's objectives will remain unknown to the other players.

As at the beginning of any game turn, there are four cards dealt to each player:

PlayerOPsCardCard №
EU0Tiananmen Square Massacre1
EU2Ibero-American Summit114
EU1Schengen Area110
EU1The Tibetan Conflict7
US2Atlanta 1996 Olympic Games31
US1Gulf Monarchies30
US1Israeli-Palestinian Conflict36
US1India-Pakistan Nuclear Escalation70
Russia2CIS87
Russia2War Lords64
Russia2Algerian Civil War116
Russia1Pope John Paul II Visit To Cuba109
China31997 Asian Financial Crisis5
China2Suharto33
China2Balkan Wars111
China1FARC83

After the cards are dealt, it's time for the initial deployment. Each player (except China) must choose between options A and B. The chosen deployments are as follows: China — DPR Korea + Laos; EU — Option A: Poland + Slovakia + Algeria; Russia — Option A: Cuba + Caucasian Rep. + Syria + Vietnam; US — Option B: Panama + Colombia + South Korea.

Prior to the beginning of the action phase, in turns 1, 2, 4, 5, 7 and 8, the allied powers must exchange cards with each other. EU gives (2) Ibero-American Summit to the US and the US gives (1) Gulf Monarchies to EU. Russia gives (2) CIS to China and China gives (3) 1997 Asian Financial Crisis to Russia. In this way the four powers have exchanged a card with their own event with the idea that it will be played by their allied power, benefiting both from the event and from playing the OPs of the card they receive. The EU player would have liked to get rid of Tiananmen Square Massacre, which is a card that does not award OPs, but crisis cards can never be exchanged.

1st Round. All players choose their first card to play and place it in the negotiating center (see 4.3).

PlayerPlayOPsCardCard №
EUEvent0Tiananmen Square Massacre1
USEvent2Atlanta 1996 Olympic Games31
RussiaEvent2War Lords64
ChinaOPs2Suharto33

The events are executed first and then the cards played for their OPs, starting in both cases with the cards with the highest OPs value.

  1. Three events have been played, but any crisis cards (in this case Tiananmen Square Massacre) are always resolved first. Also, these cards cannot be vetoed nor can they be discarded to the leftover pile, so EU must play it this turn. As the crisis card has no OPs value, only the event is executed, so China loses 2 prestige points, dropping from -1 to -3; the media marker shifts one position towards the blue bloc (now at box 1); and China loses 2 VPs, shifting its VP marker from 20 to 18.
  2. Now the players must determine which of the remaining two events is played first. Since both have 2 OPs, they have to look at which power has a higher VP total. Since there is a tie, it is broken based on the position on the prestige track, where US is ahead of Russia. The US plays (2) Atlanta 1996 Olympic Games, which is a card with its own event, so they could have chosen whether to play it as an event or for the OPs. They decide on the event and receive a shift on the prestige track (from 2 to 3) and place their media reserve marker in its holding box. When their ally spends an OP on the media reserve, the media marker will advance one position towards the blue bloc.
  3. Russia has played a neutral card, (2) War Lords, so they could have chosen whether to play it as an event or for the OPs. They execute the event and take control of Libya, Congo, Ethiopia and Somalia. They have chosen Libya and Congo because they are geostrategic countries (GEO) and score 2 VPs in the global scoring phase, while Ethiopia and Somalia are non-geostrategic countries (non-GEO) and only score 1 VP. In addition to these two types of countries there is also a third category, regional powers (3 VPs) — these are the three types of countries in New Cold War according to their geopolitical importance.
  4. After resolving all events, it is now time to play the cards played for the OPs. China plays (2) Suharto, which is an opponent's card. In this type of card there is no choice possible; China must play the OPs and the event will be executed in favor of the US (OPs are always played first and then the event). The Chinese player decides to invest the 2 OPs in controlling Pakistan, which is a GEO country of stability 2. Now the US event is resolved, by which the US gains control of Indonesia and receives a +1 VP modifier for the next global scoring in South East Asia. This is a rather detrimental event for China, as it grants its rival control of the only GEO in a region that is one of its strongholds (along with Asia). It could have vetoed this event, but it knows that it has traded (3) 1997 Asian Financial Crisis with Russia and with that event it can remove the US from Indonesia.

Once the four cards have been played, it is time to separate the cards that will be removed from the game from those that will come back into play when the 2nd decade deck (turn 4) is added. Cards with a trash can symbol at the bottom center, which are the vast majority, will be removed from the game regardless of whether they are played as an event or for the OPs. Those without this icon will return to the game deck later, as is the case of (2) War Lords. This step will be repeated at the end of each round of play.

2nd Round.

PlayerPlayOPsCardCard №
EUEvent1Schengen Area110
RussiaPoints31997 Asian Financial Crisis5
USPoints2Ibero-American Summit114
ChinaPoints2Balkan Wars111
  1. In this round only one event has been played, so EU starts by resolving (1) Schengen Area. They decide to destabilize Bulgaria and Romania and place a blue token in both countries. Both countries are uncontrolled and are stability 2, so moving a POS in these countries will cost the blue bloc (EU and US) 1 OP instead of the usual 2 OPs.
  2. Three cards have been played for the OPs, so the one with the highest OPs value is resolved first, which is (3) 1997 Asian Financial Crisis, played by Russia. They invest 2 OPs to control Brazil, a key regional power for control of South America. The remaining OP is used to build an OP reserve for use in later rounds/turns before the change of decade. They mark it by placing the corresponding marker in the space provided for it in the negotiating center. The event from the card is now resolved, giving China +2 VPs (from 18 to 20) and Indonesia becomes uncontrolled.
  3. As the next two cards are 2 OPs each, the players look at which power is ahead in the VP score, and as there is a tie, the US plays first as they are ahead in prestige. They play (2) Ibero-American Summit, but Russia decides to veto the event, meaning it is not executed, since they think that it is very detrimental to their interests for the EU to get access to Central and South America from turn 1. They mark the veto by placing the 2 OPs veto token, to indicate that Russia has already vetoed this turn, in the center of the negotiating center. In addition, they apply the political cost (-2 VPs), shifting their VP marker down from 20 to 18. Vetoes never affect the OPs played with a card, so the US decides to invest 1 OP in Iraq and 1 OP in Yemen, since both countries are stability 1. (The veto must always be announced before the OPs of that card are played.)
  4. Finally, it is China's turn to play (2) Balkan Wars. A war card takes effect if the country stated on the card is not controlled by the power associated with the card (EU). The Balkan Rep. is uncontrolled and therefore the war will be executed, as it would be if a power other than the EU had controlled it. First China plays the 2 OPs from the card to advance a position on the prestige track (going from -3 to -2) — receiving 2 OPs (rather than 1 OP) to compensate China because a rival (the EU) will receive some benefits from the event on the card. Then the event happens, which gives the EU control of the Balkan Rep. They get 2 VPs but also a negative shift on the media track for their bloc (leaving the media track in the neutral 0 position).

All cards are removed from the game, except (2) Ibero-American Summit (as it does not have the trash can symbol).

3rd Round.

PlayerPlayOPsCardCard №
RussiaPoints2 (+ OP reserve)Algerian Civil War116
ChinaPoints2CIS87
EUPoints1The Tibetan Conflict7
USPoints1India-Pakistan Nuclear Escalation70
  1. In this round, all four cards have been played as OPs. Russia has played (2) Algerian Civil War along with the OP reserve saved in the previous round. This counts towards determining the order of play, so Russia starts first since it has effectively played a 3 OPs card. However, it will use the lower OPs value on the card since the event will have a negative effect on a rival, which (with the OP reserve) gives it 2 OPs in total. Russia debates between investing 2 OPs to take over Kenya, thus controlling the Horn of Africa subregion, or expanding in the Middle East, a region of strong interest. They decide on the latter and use 2 OPs to move Iraq from US to Russian control (+2 POS) — this maneuver, where control of a country is reversed, is called a coup d'état. By conducting a coup in a stability 1 country, Russia gains 1 VP, increasing their VP total from 18 to 19. Their coup marker is shifted to the next box (2 available coups). Next, the negative event for EU is executed, causing it to lose control of Algeria, which is destabilized and receives a negative media reserve; the corresponding marker is placed on the media track. EU will need to play 1 OP to remove this marker in order to continue cooperating with its ally on the media track.
  2. China has played (2) CIS and invests 1 OP in controlling Myanmar, which is an ORBIT country (indicated by the Chinese flag to the left of the country's stability rating). It will cost a power from the blue bloc 2 OPs to move it one POS. However, if they do manage to gain control of it, they will receive 2 VPs for it in the global scoring phase (1 non-GEO VP and 1 VP for controlling an ORBIT of the opposing bloc). With the remaining point they place a media reserve marker on the media track — when their ally places another media reserve, the media marker will advance one position on the media track towards the red bloc. (A power can move the media marker on their own by paying 2 OPs.) It is time for the Russian event, which gives them control of Belarus and Kazakhstan.
  3. EU and US have each played a 1 OP card. The EU starts as they are ahead in the VP score. They play (1) The Tibetan Conflict, but the Chinese player has decided to veto this event as they do not want the media track to get out of control in favor of the blue bloc. They mark the veto by placing their 1 OP veto marker in the negotiating center and apply the political cost (-1 VP), dropping their VP total from 20 to 19. EU takes advantage of the fact that Romania has a blue stability token and takes control of it for 1 OP.
  4. US plays (1) India-Pakistan Nuclear Escalation, which is a negative neutral card. In this type of card there is no choice between event and OPs (1 in this case), as they will always play the OP and the event will be executed. To prevent another coup in the Middle East, they invest the OP in putting a blue stability token in Yemen — this way, removing the US from Yemen will cost the red bloc (Russia and China) 2 OPs instead of 1 OP. They execute the negative event, and as China controls Pakistan they lose 1 VP (from 19 to 18). They place a -1 VP modifier on India, which will affect the first power to control this country.

All cards are removed from the game, except (1) The Tibetan Conflict, which does not have a trash can symbol.

End of turn. The four players discard their unplayed cards (one each) to the newly built leftover pile, and as there is no prestige check or global scoring phase in this turn, they move on to the turn end phase, where control of subregions and objectives can be scored, but none are controlled/can be declared at this point.

7.2. Game Turn 4 Tutorial

This tutorial, starting on game turn 4, allows players to look at a game that is already "in progress." However, in order to allow players to learn the game by continuing with this tutorial on their own, each power will receive their 3 objective cards at the beginning of turn 5 instead. This way each player's objectives will remain unknown to the other players. In addition, the game situation offered can be used by those players who want a shorter game or who want to focus on the events that appear in the 2nd and 3rd decade.

Situation of the game before the beginning of turn 4:

PowerVPPCUsed VetoesMC
EU25+2VETO 22 blue
US24+2VETO 1—
Russia24-3EXTRA VETO—
China21-1——

Controlled countries:

  • Europe (7 VPs): EU — Balkan Rep., Poland, Czech Rep., Slovakia, Bulgaria (6 VPs); US — Turkey (2 VPs); Russia — Caucasian Rep., Ukraine, Belarus (4 VPs); China — none.
  • Asia (13 VPs): US — Japan (3 VPs); Russia — Kazakhstan (1 VP); China — India, Pakistan, DPR Korea, Afghanistan, Bangladesh (9 VPs).
  • Central America: EU — Dominican Rep. (1 VP); US — Mexico (3 VPs).
  • South East Asia: China — Indonesia, Laos, Myanmar (4 VPs).
  • South America: US — Peru (1 VP); Russia — Brazil, Venezuela, Ecuador, Bolivia, Uruguay (8 VPs).
  • Africa: EU — Algeria, Mauritania, Mali, Niger, Chad, Sudan (7 VPs); Russia — Libya, Zimbabwe (3 VPs).
  • Middle East: EU — none; US — Israel, Iraq, Egypt, Jordan, Saudi Arabia (7 VPs); Russia — Iran, Syria, Lebanon, Yemen (5 VPs); China — none.

Subregions declared: Indian Subcontinent (China); Sahel (EU).

Withdrawn cards: Tiananmen Square Massacre (1), Consensus of 1992 (3), 1997 Asian Financial Crisis (5), Shangai Stock Exchange Opening (4), China - Japan Relationship (7), Pope John Paul II Visit To Cuba (109), Balkan Wars (111), Barcelona 1992 Olympic Games (112), German Reunification (113), CIS (87), Gaddafi (88), Mandela (89), Fujimori (28), Gulf Monarchies (30), Maastricht Treaty (115), Algerian Civil War (116), Kurdish Conflict (59), UNSC Presidency (61), Counter-Insurgency (63), Warsaw Pact Dissolved (82), FARC (83), Mugabe (85), Chechen war (86), Atlanta 1996 Olympic Games (31), Microsoft Empire (34), Rwandan Genocide (37), Battle Of Mogadishu (38).

Cards on the leftover pile: Gulf War (32), Israeli-Palestinian Conflict (36), Kyoto Protocol (55), North Korea Nuclear Crisis (56).

The VP score is relatively balanced among the four powers. However, the blue bloc has a clear advantage in media dominance, while in terms of prestige, both the US and the EU lead, with Russia significantly trailing.

EU: The EU has solidified its control over Europe, despite Russia's control of three of their ORBIT countries. Notably, the EU has also made significant inroads into Africa, particularly the Sahel, and has rapidly expanded its influence into Central America.

US: The past decade has not been the strongest for the US, primarily due to intense confrontations with Russia in the Middle East. Despite these challenges, the US has obtained control over the region. This conflict has hindered its dominance in Central America and its presence in Asia remains limited. However, its control over two regional powers, Mexico and Japan, is encouraging.

Russia: Russia maintains a steady grip on South America and continues its fierce rivalry with the US in the Middle East. While its presence is extensive across the board, it remains weak in media influence and prestige.

China: China has experienced a relatively calm decade. The US's lack of focus on both Asia and South East Asia has allowed China to dominate these regions effortlessly. It has also made significant gains in the Indian subcontinent subregion.

As is customary at the beginning of each game turn, four cards will now be dealt to each player:

PlayerOPsCardCard №
EU0September 11 Attacks39
EU2Ibero-American Summit114
EU2Opening Of Diplomatic Relations With Central America12
EU1Uighur Conflict16
US2Afghanistan And Iraq Wars41
US2Exercise Malabar40
US2Orange Revolution99
US1Boko Haram75
Russia3ASEAN Plus Three6
Russia2War Lords64
Russia2European Migration Crisis126
Russia1Industrial Relocation119
China3US Military Bases35
China2Investment Surge In Africa10
China2Beijing 2008 Olympic Games11
China1Beslan Massacre98

Turn 4 - Exchange of Cards Between Allied Powers. The EU gives (2) Ibero-American Summit to the US, while the US reciprocates by giving (2) Exercise Malabar to the EU. This exchange allows each power to utilize the OPs from a card originally owned by their ally, enhancing their strategic capabilities. China hands over (2) Beijing 2008 Olympic Games to Russia, intending to foster cooperation. However, Russia, lacking a card of its own to reciprocate with, gives China (1) Industrial Relocation, considered less advantageous. Ideally, Russia would have preferred to exchange the "9/11" crisis card, which does not provide any OPs, but the rules prohibit the exchange of crisis cards.

1st Round.

PlayerPlayOPsCardCard №
EUEvent0September 11 Attacks39
ChinaEvent2Investment Surge In Africa10
RussiaPoints3ASEAN Plus Three6
USPoints2Ibero-American Summit114
  1. Two events have been played this round, but crisis cards like September 11 Attacks take precedence and are always played first. These cards cannot be vetoed or discarded, compelling the EU to play it during this turn. Since crisis cards do not contribute any OPs, only the specific events described on the cards are executed. Consequently, the US loses 3 positions on the prestige track, decreasing from 2 to -1, and 2 VPs, reducing their total from 24 to 22. Furthermore, Saudi Arabia becomes destabilized. As "September 11 Attacks" is one of the game's permanent events, its corresponding counter is placed in the indicated box on the board.
  2. China has opted to use its (2) Investment Surge in Africa card as an event rather than for its OPs, gaining entry into the region of Africa, marked in the card with the symbol of an unlocked padlock. By playing this card, China removes its access restricted marker under its flag in the region, signaling its newfound access. Given that China has already established dominance over its two strongholds, expanding into additional regions becomes a strategic priority. In this instance, China chooses to control Nigeria, a geostrategic country in the region worth 2 VPs in the global scoring phase, and Angola, a non-geostrategic country worth 1 VP. China selects Angola over Ethiopia due to the OPs costs associated with stability levels (2 OPs for stability level 2, 1 OP for stability level 1, 3 OPs for stability level 3), a strategic decision allowing China to enter a country where control is costlier but losing control more challenging for all its rivals, including Russia.
  3. After resolving the events, it is time for cards played for their OPs. The order is determined by the highest OPs value; in this instance, Russia's card (3) ASEAN Plus Three is played first. Russia uses 2 OPs to improve its position on the prestige track from negative 3 to negative 2, and 1 OP for an OP reserve marker for future rounds/turns before the change of decade. Following this, the event on China's card takes effect, destabilizing Japan and South Korea and enabling China to take control of Cambodia. Although Malaysia or Thailand might appear more strategically important due to their stability level of 2, China avoids these because it still has the card "US military bases" in hand, which could cause it to lose control of these countries.
  4. The US plays the (2) Ibero-American Summit card, allocating 2 OPs to shift Panama from an uncontrolled to a US-controlled state, crucial for ensuring US dominance over Central America. Concurrently, the EU event is triggered, leading the EU to take control of Haiti, setting the stage for potential future control over the Caribbean subregion and entry into a new region (symbol SAM), with Paraguay as the target.

Upon completion of the round, cards are sorted. Those marked with a trash can symbol at the bottom center are permanently discarded, regardless of how they were played; this includes the majority of the cards used this round. Cards lacking this symbol, like (2) Ibero-American Summit, will be reintroduced into the deck when the 3rd decade deck (turn 7) is added. This procedure is repeated at the end of each turn.

2nd Round.

PlayerPlayOPsCardCard №
EUPoints2Exercise Malabar40
RussiaPoints2War Lords64
USPoints1Boko Haram75
ChinaPoints1Beslan Massacre98
  1. With no events played this round, the players need to determine which card played for OPs is resolved first. The EU and Russia both have cards with an equal OPs value; however, because the EU has a higher VP score, it plays first: (2) Exercise Malabar. China vetoes this event (before the OPs are played), considering it detrimental to its interests in Asia and South East Asia, and places a 2 OPs veto token in the negotiating center. This veto incurs a political cost, reducing China's VP from 21 to 19. The EU then uses 1 OP to destabilize Libya, making future movements for the blue bloc in this country cheaper. The remaining OP is played for an OP reserve marker.
  2. Russia plays (2) War Lords, a neutral card, choosing to utilize the points rather than the event. It uses 2 OPs to shift control of Iraq from US to Russian control, effectively staging a coup. This increases Russia's VP from 24 to 25. The coup marker is then shifted on the coup track accordingly.
  3. The US and China each play a 1 OP card. With the US having a higher VP score, it plays first: (1) Boko Haram. This negative neutral card mandates that both the OP and the event are executed; the US places a media reserve on the media track. Meanwhile, the negative event results in China losing control of Nigeria. This event cannot be vetoed because China has already used its veto for the turn, as shown by the veto marker at the negotiating center.
  4. China plays (1) Beslan Massacre, but Russia decides to veto the event, unwilling to lose the prestige it gained earlier. Russia applies a political cost by reducing its VP from 25 to 24 and places a veto marker on the table. Concerned about the blue bloc's advance on the media track, China counters by placing a media reserve, hoping to mitigate the influence of the US's earlier play.

Cards with the trash can symbol are removed from the game: cards 75 and 98.

3rd Round.

PlayerPlayOPsCardCard №
USEvent2Afghanistan And Iraq Wars41
ChinaPoints3US Military Bases35
EUPoints1 (+ OP reserve)Uighur Conflict16
RussiaPoints2European Migration Crisis126
  1. The US plays the only event of this round: (2) Afghanistan And Iraq Wars. The condition (playable after "September 11 Attacks") has already been fulfilled in the first round of this turn. As Afghanistan and Iraq are controlled by other players (or even if they were uncontrolled), the wars take effect and the US gains control of these countries, plus +2 VPs (increasing to 24) and -1 on the media track, leaving the media marker at 1 blue. If these two countries had previously been under US control, the war card could not have been played and would have been played for the higher OPs value instead.
  2. China plays the highest value card of the three: (3) US Military Bases. It decides to invest them in South Korea, which counts as a stability 4 country for China (as it is an ORBIT country for its opposing bloc); however, being destabilized, it costs only 3 OPs. The stability token is removed from the board as it has been used. With this move, China controls an orbited country of the opposing bloc, earning 1 additional VP in future global scoring. It also momentarily controls the Korean Peninsula subregion (+4 VPs), which will be rewarded at the end of the turn if maintained; the subregion marker will then be flipped to indicate that no one can score this subregion again. The US event is executed, granting control of Thailand, Malaysia and Honduras to the US.
  3. The EU plays (1) Uighur Conflict plus the OP reserve saved in the first round, tying at 2 OPs with Russia's card. OP reserves are considered for determining the order of play. The EU plays first as it is ahead on the VP track. It uses 2 OPs to stage a coup d'état in Libya — this costs 2 OPs for the blue bloc because, although Libya would normally cost 2 OPs to move the first POS for the blue bloc, this has been reduced to 1 OP because it has been destabilized (the cost of moving the second POS is always the lower cost, 1 OP; if Libya had not been destabilized, the coup would cost 3 OPs). The EU gains 2 VPs, increasing its VP score from 25 to 27. The negative China event is then executed, moving the media marker to 2 blue.
  4. Russia chooses to play (2) European Migration Crisis, despite having a 2 OPs Chinese card, to avoid favoring China after its supposed ally played (1) Beslan Massacre (a negative card for Russia) in the previous round. When playing an opponent's negative card, the card's value is reduced due to the compensation mechanism, so the lower OPs value is used. Russia uses 1 OP to remove the US from Iraq (stability 1), resulting in a 5 VPs tie in the Middle East. The negative EU event causes it to lose 1 media point (dropping to 1 blue) and 1 VP (decreasing from 27 to 26).

Cards with the trash can symbol are removed from the game: cards 41 and 35.

End of turn. All players discard their unplayed card to the leftover pile. As there is no prestige check or global scoring this turn, the game proceeds to the subregion scoring phase, where China claims the Korean Peninsula (+4 VPs, increasing to 23), followed by the objective phase, with no objectives declared. Russia has saved an OP reserve for use in turn 5 or 6. Before the beginning of turn 5, players proceed to the distribution of objective cards: 2 objective cards from turn 1 and 1 additional objective card from turn 5.

8. Designer's Notes

As designers, we must recognize that our starting points as board game enthusiasts were quite different: one of us was a more experienced player fond of games with diverse themes, while the other was a novice player more oriented towards experiences highly interrelated with historical or political components.

However, our interests eventually converged at a common meeting point, leading us to the project we have been working on for the last few years and which we are now presenting to you: a game that covers the world geopolitics of the last three decades.

We are confident that the effort we put in has been worthwhile because we have genuinely enjoyed the entire process that brought us here, from historical documentation to the creation of the game and its mechanics. Moreover, the testing phase could not have been carried out without the help of our faithful companions who sat at the table, striving to elucidate this new world order.

Explanation of Terminology: "Control" vs. "Influence"

Throughout the rules, the term "control" is used instead of "influence." While "influence" might seem more appropriate given the context of geopolitical maneuvering, the term "control" is used for clarity and precision in gameplay mechanics. Here are the reasons for this choice:

Clarity and Simplicity. The term "control" is straightforward and unambiguous, making it easier for players to understand and follow the rules. "Influence" can have varying degrees and might lead to confusion about the exact state required to achieve game objectives.

Definitive Gameplay States. "Control" denotes a clear, binary state — a country or region is either controlled by a power or it is not. This avoids the complexities and potential disputes that could arise from interpreting levels of "influence."

Consistency in Mechanics. The game's mechanics are designed around the concept of control, with specific actions and outcomes tied to this state. Using "control" ensures consistency across different rules and sections, maintaining the integrity of the gameplay experience.

Objective Fulfillment. Many objectives and rewards in the game are based on achieving control over regions or countries. The term "control" provides a clear and measurable condition for these objectives, ensuring that players have a definite objective to aim for.

Historical Context. While influence is a significant aspect of geopolitical strategy, the game simplifies these dynamics by using "control" to represent a decisive level of dominance or authority in a region or country. This abstraction helps streamline the gameplay while still reflecting historical events and strategies.

By using "control" instead of "influence," the rules maintain clarity, consistency and precision, ensuring a smoother and more enjoyable gaming experience for all players.

Annex I. List of Objectives

PowerCard №ObjectiveVPs
China1Asia + South America17
China2Asia + Africa16
China3South America + South East Asia15
China4Control at least 18 countries (included 2 Regional Powers)14
China5Africa + South East Asia14
China6South East Asia + at least 2 Regional Powers + (PC) Track above 213
China7Asia + South East Asia + (MC) Track above 111
China8Asia + at least 1 GEO in 4 regions9
US9Asia + Middle East17
US10South East Asia + Central America or South America15
US11Control at least 11 of your orbit countries + (PC) Track above 215
US12Middle East + South America14
US13South America + Central America13
US14Africa13
US15Middle East + Central America10
US16Asia (included Japan, South Korea & Australia) + (MC) Track above 110
Russia17Control Caucasian Rep., Ukraine, Belarus and one of these countries: Baltic Rep., Bulgaria, Romania + Central America16
Russia18Control at least 11 of your orbit countries + (PC) Track above 015
Russia19Middle East + at least 2 Regional Powers + (MC) Track above 115
Russia20South America + Central America15
Russia21Africa

Annex II. List of Event Cards

Each event card lists its power, decade, and OPs value.

№PowerDecadeCardOPs
1China1st DecadeTiananmen Square Massacre*0
2China1st DecadeHandover Of Hong Kong1
3China1st DecadeConsensus Of 19922
4China1st DecadeShangai Stock Exchange Opening2
5China1st Decade1997 Asian Financial Crisis3
6China1st DecadeASEAN Plus Three3
7China1st DecadeThe Tibetan Conflict1
8China1st DecadeChina - Japan Relationship2
9China2nd DecadeChina In The WTO1
10China2nd DecadeInvestment Surge In Africa2
11China2nd DecadeBeijing 2008 Olympic Games2
12China2nd DecadeOpening Of Diplomatic Relations In Central America2
13China2nd DecadeString Of Pearls2
14China2nd DecadeUnderground Great Wall2
15China2nd DecadeChina Doesn't Respect Human Rights1
16China2nd DecadeUighur Conflict1
17China2nd DecadeRaw Material Shortage2
18China2nd DecadeChinese Dissent2
19China3rd DecadeCNC World1
20China

*Crisis card (0 OPs, cannot be exchanged, vetoed, or discarded).

Annex III. List of Permanent Events

EventPermanent Effect
Consensus of 1992China's opponents cannot influence Taiwan for the rest of the game (unless Tsai Ing-Wen is played for its event).
China - Japan RelationshipChina cannot influence Japan for the rest of the game.
Chinese DissentChina cannot advance on (PC) and (MC) tracks in this turn and the next (not even through (MMP)).
Israel-Palestinian ConflictIsrael is treated as permanently destabilized in favor of the red bloc. A blue stability token cannot be placed on it for any reason. Place (BS) in Middle East (unless Netanyahu is played for its event).
9-11Allows the event Afghanistan and Iraq Wars to be played.
NetanyahuUS opponents cannot influence Iran and Syria by playing (OP) for the rest of the turn.
TrumpAllows the event Mexico - US Barrier to be played.
Kurdish ConflictTurkey stops being a US ORBIT country for the rest of the game. When attempting to influence Turkey, red bloc powers should use the blue bloc stability rating from now on.
Peace TalksNobody can influence this region using cards played for its (OP) during this turn.
UNSC PresidencyReminder that the UNSC Presidency has already been played.
Sumatra-Andaman EarthquakeYour opponents cannot influence this region through (OP) this turn.
Fake NewsChoose the next (PC) or (IC) check. Apply -1 (PP) for your opponents or -2 (MP) for the opposing bloc, but do not move the tokens on the corresponding track.
FARCColombia is treated as permanently destabilized in favor of the red bloc. A blue stability token cannot be placed on it for any reason. Place (BS) for US in South America.
Western SanctionsGazprom cannot be played as an event in this decade.

Annex IV. Bots Interpretation Table

This table tells human players how to implement certain event cards on behalf of a bot of the given power, since bots don't otherwise make discretionary choices.

China Bot:

DecadeCardInterpretation
1st DecadeHandover Of Hong KongMalaysia, Thailand, Laos, Cambodia, Cambodia, Myanmar
1st DecadeASEAN Plus ThreeControl opponents' countries: Indonesia, Malaysia, Thailand, Laos, Cambodia, Myanmar
2nd DecadeUnderground Great WallStability countries first, 2
2nd DecadeRaw Material ShortageChoose the 2 players with the lowest VP
3rd DecadeOil ImportsFollow Russia Priority Table
3rd DecadeXi JinpingFirst, uncontrolled stability 2 countries: Uruguay, Paraguay, Peru, Ecuador, Bolivia
1st Decade (Neutral)Kyoto ProtocolEvent
1st Decade (Neutral)North Korea Nuclear CrisisEvent: +3 VPs
1st Decade (Neutral)Diplomatic MissionEvent: 1st decade — Africa. Played as OP in 2nd and 3rd decade.
1st Decade (Neutral)War LordsEvent: first control uncontrolled countries, then coup d'états
2nd Decade (Neutral)Djibouti Military BasesEvent
2nd Decade (Neutral)Sumatra-Andaman EarthquakeEvent
3rd Decade (Neutral)Fake NewsEvent: next global scoring
3rd Decade (Neutral)Iran Nuclear DealEvent

Russia Bot:

DecadeCardInterpretation
1st Decade (Neutral)Kyoto ProtocolEvent
1st Decade (Neutral)North Korea Nuclear CrisisEvent: +1 (PC)
1st Decade (Neutral)Kurdish ConflictEvent
3rd Decade (Neutral)ErdoganEvent
3rd Decade (Neutral)Fake NewsEvent: next global scoring
3rd Decade (Neutral)Iran Nuclear DealEvent
3rd Decade (Neutral)Yemen Civil WarEvent

EU Bot:

DecadeCardInterpretation
1st DecadeIbero-American SummitCentral America: Dominican Rep., Costa Rica, Haiti, Guatemala, El Salvador, Honduras. South America: Uruguay, Paraguay, Peru, Ecuador, Bolivia
2nd DecadeIndustrial RelocationEurope: follow Priority Table (except GEO and opponent ORBIT). South East Asia: first uncontrolled countries: Indonesia, Vietnam, Philippines, Malaysia, Thailand
2nd DecadeSaudi Arabia: Preferred PartnerFollow US Priority Table
3rd DecadeMacronIf all countries are controlled, it is played as OP
3rd DecadePope FrancisUruguay, Peru, Paraguay, Ecuador, Bolivia
1st Decade (Neutral)Kyoto ProtocolEvent
1st Decade (Neutral)Diplomatic MissionEvent: 1st decade — South America. Played as OP in the 2nd and 3rd decade.
1st Decade (Neutral)War LordsEvent: first control of uncontrolled countries, then coup d'états
2nd Decade (Neutral)Djibouti Military BasesEvent
3rd Decade (Neutral)Fake NewsEvent: always choose the following prestige check
3rd Decade (Neutral)Iran Nuclear DealEvent

US Bot:

DecadeCardInterpretation
1st Decade (Neutral)North Korea Nuclear CrisisEvent: +3 VPs
3rd Decade (Neutral)ErdoganEvent
3rd Decade (Neutral)Fake NewsEvent: always choose the following prestige check
3rd Decade (Neutral)Iran Nuclear DealEvent
3rd Decade (Neutral)Yemen Civil WarEvent

Annex V. Card Symbol List

The rulebook uses the following icons throughout (rendered here as their meaning):

  • (PC): Prestige Track
  • (MC): Media Track
  • (IC): Global Scoring Phase
  • (POS): Position
  • (OP): Operation Point
  • (VP): Victory Point
  • (PP): Prestige Point
  • (MP): Media Point
  • Media Reserve
  • OP Reserve
  • Open Padlock
  • War Card
  • Permanent Event
  • Cards Removed from the Game
  • Victory Point Modifier

Annex VI. Abbreviation List

AbbreviationMeaning
USUnited States
EUEuropean Union
GEOGeostrategic country
Non-GEONon-geostrategic country
ORBITOrbit country
MEAMiddle East
CAMCentral America
SAMSouth America
AFRAfrica
ASIAsia
SEASouth East Asia
VPVictory point
OPOperation point
POSPosition
Stabilization
Destabilization
  • Subregion Markers: These markers indicate the name of the subregion and the corresponding reward for a power after taking control. The method for controlling a subregion is explained in section 2.1.3.2.
  • 14
    Russia22Control at least 7 countries between Asia & South East Asia (included 1 GEO)12
    Russia23Middle East + South America10
    Russia24Europe10
    EU25Africa + Central America or South America16
    EU26Europe + at least 2 Regional Powers + (MC) Track above 213
    EU27Control all your orbit countries + at least 1 GEO in 4 regions15
    EU28Europe + South America15
    EU29Europe + Africa14
    EU30South America (included Brazil & Argentina) + (PC) Track above 313
    EU31Europe + Central America12
    EU32Control at least 18 countries (included 2 Regional Powers)10
    3rd Decade
    Oil Imports
    1
    21China3rd DecadeChina: New Arms Exporter2
    22China3rd DecadeChina: World's Second Largest Economy2
    23China3rd DecadeNew Silk Road2
    24China3rd DecadeInvestments In South America2
    25China3rd DecadeXi Jinping4
    26China3rd DecadeTsai Ing-Wen1
    27China3rd DecadeChina: World's Largest Emitter Of Greenhouse Gases2
    28US1st DecadeFujimori1
    29US1st DecadeMubarak1
    30US1st DecadeGulf Monarchies1
    31US1st DecadeAtlanta 1996 Olympic Games2
    32US1st DecadeGulf War2
    33US1st DecadeSuharto2
    34US1st DecadeMicrosoft Empire3
    35US1st DecadeUS Military Bases3
    36US1st DecadeIsraeli-Palestinian Conflict1
    37US1st DecadeRwandan Genocide1
    38US1st DecadeBattle Of Mogadishu1
    39US2nd DecadeSeptember 11 Attacks*0
    40US2nd DecadeExercise Malabar2
    41US2nd DecadeAfghanistan And Iraq Wars2
    42US2nd DecadeABM Treaty Withdrawal2
    43US2nd DecadeAxis Of Evil2
    44US2nd DecadeMusharraf2
    45US2nd DecadeNATO Military Bases3
    46US2nd DecadeGuantánamo / Abu-Ghraib1
    47US2nd DecadeAl Qaeda3
    48US3rd DecadeFidel Castro's Death1
    49US3rd DecadeBin Laden's Death2
    50US3rd DecadeBolsonaro2
    51US3rd DecadeNetanyahu2
    52US3rd DecadeTrump2
    53US3rd DecadeObama4
    54US3rd DecadeMexico – US Barrier1
    55Neutral1st DecadeKyoto Protocol1
    56Neutral1st DecadeNorth Korea Nuclear Crisis1
    57Neutral1st DecadeCoup Attempt2
    58Neutral1st DecadeIntelligence Services2
    59Neutral1st DecadeKurdish Conflict2
    60Neutral1st DecadePeace Talks2
    61Neutral1st DecadeUNSC Presidency2
    62Neutral1st DecadeDiplomatic Mission2
    63Neutral1st DecadeCounter-Insurgency2
    64Neutral1st DecadeWar Lords2
    65Neutral1st DecadeUN Peacekeeping2
    66Neutral1st DecadeDiplomatic Crisis3
    67Neutral1st DecadeMilitary Conspiracy3
    68Neutral1st DecadeKashmir Conflict1
    69Neutral1st DecadeEbola Outbreak In Congo1
    70Neutral1st DecadeIndia-Pakistan Nuclear Escalation1
    71Neutral2nd DecadeCybernetic Warfare2
    72Neutral2nd DecadeDjibouti Military Bases2
    73Neutral2nd DecadeSumatra-Andaman Earthquake2
    74Neutral2nd DecadeCorralito In Argentina1
    75Neutral2nd DecadeBoko Haram1
    76Neutral3rd DecadeErdogan2
    77Neutral3rd DecadeFake News2
    78Neutral3rd DecadeIran Nuclear Deal2
    79Neutral3rd DecadeYemen Civil War2
    80Neutral3rd DecadeArab Spring4
    81Neutral3rd DecadeIslamic State2
    82Russia1st DecadeWarsaw Pact Dissolved*0
    83Russia1st DecadeFARC1
    84Russia1st DecadeHezbollah1
    85Russia1st DecadeMugabe1
    86Russia1st DecadeChechen War2
    87Russia1st DecadeCIS2
    88Russia1st DecadeGaddafi2
    89Russia1st DecadeMandela2
    90Russia2nd DecadeChávez2
    91Russia2nd DecadePopulist Governments2
    92Russia2nd DecadeStrengthening Relations With South East Asia2
    93Russia2nd DecadeArms Sales In Central America2
    94Russia2nd DecadeBRICS3
    95Russia2nd DecadeAhmadineyad3
    96Russia2nd DecadeGazprom3
    97Russia2nd DecadePutin4
    98Russia2nd DecadeBeslan Massacre1
    99Russia2nd DecadeOrange Revolution2
    100Russia2nd DecadeRose Revolution2
    101Russia3rd DecadeAl-Asad Triple Alliance2
    102Russia3rd DecadeNord Stream2
    103Russia3rd DecadeSochi 2014 Winter Olympics2
    104Russia3rd DecadeSyrian Conflict2
    105Russia3rd DecadeAnnexation Of Crimea3
    106Russia3rd DecadeRussian Trojan Horse3
    107Russia3rd DecadeBoris Nemtsov1
    108Russia3rd DecadeWestern Sanctions2
    109EU1st DecadePope John Paul II Visit To Cuba1
    110EU1st DecadeSchengen Area1
    111EU1st DecadeBalkan Wars2
    112EU1st DecadeBarcelona 1992 Olympic Games2
    113EU1st DecadeGerman Reunification2
    114EU1st DecadeIbero-American Summit2
    115EU1st DecadeMaastricht Treaty4
    116EU1st DecadeAlgerian Civil War2
    117EU2nd Decade2008 Financial Crisis*0
    118EU2nd DecadeTerrorism In Europe*0
    119EU2nd DecadeIndustrial Relocation1
    120EU2nd DecadeSaudi Arabia: Preferred Partner1
    121EU2nd DecadeKosovo War2
    122EU2nd DecadeEU Enlargement3
    123EU2nd DecadeMerkel3
    124EU2nd DecadeThe Introduction Of The Euro3
    125EU2nd DecadeTuareg Rebellion1
    126EU2nd DecadeEuropean Migration Crisis2
    127EU2nd DecadeRejection Of The European Constitution2
    128EU3rd DecadeNATO Maneuvers In The Baltic Sea2
    129EU3rd DecadeEuromaidan2
    130EU3rd DecadeMacron2
    131EU3rd DecadePope Francis2
    132EU3rd DecadeTrading Of Mineral Oil Products2
    133EU3rd DecadePolitical Tensions EU - US1
    134EU3rd DecadeRise Of The Extreme Right2
    135EU3rd DecadeBrexit3