RulesPal
Chat
Rulebook
SHASN: AZADI thumbnail

SHASN: AZADI

SHASN: AZADI Rulebook

Table of Contents

Table of Contents

  • How To Read This Rulebook
  • What's In The Box
    • Campaign Specific Cards
  • Objective & Setup
  • Shasn Recap
  • Gaining Azadi
  • The Imperial Arms
  • Coalitions
  • Tyranny Cards
    • Inside of a Tyranny Card
    • Front of a Tyranny Card (setting up a Tyranny Card)
    • Completing a Tyranny Card
    • a) Triggering and Setting Up a Tyranny Card
    • b) Tyranny Card Actions
    • c) Resolving a Tyranny Card
  • Imperial Orders And Infamy
  • Maidaan
  • Resistance Cards
  • Legacy
  • Foundation Cards
  • Monuments
  • Transfer Of Power
  • End-Game Scoring
  • 2 Player Game Mode
  • Seat Of Power Game Mode
  • Combining SHASN And AZADI
    • Playing A SHASN Campaign Using AZADI's Modular Map
    • Playing A SHASN Game With An AZADI Campaign
  • Turn Order
  • Glossary Of Terms

How To Read This Rulebook

This rulebook has been split into two parts - a narrative introduction phase, and a detailed list of rules for every mechanic. On your first readthrough, only read the top section of each page (marked with the ▶ symbol) to learn how to begin the game. Once you start playing, you can refer to individual sections to check for additional rules.

What's In The Box

SHASN components (needed from the SHASN base game):

  • 5 x Player Mats
  • 120 (30x4) x Resource Tokens
  • 60 x Voter Cards
  • 300 (60x5) x Player Voter Pegs

AZADI components:

  • 12 x Zones (7/13 x 4, 9/17 x 4, 11/21 x 4, 8/15 x 1)
  • 1 x HQ Mat
  • 60 x Imperial Voter Pegs
  • 8 x Mandate Cards
  • 60 (5x12) x Tyranny Cards
  • 540 (5x108) x Ideology Cards
  • 12 x Foundation Cards
  • 48 x Resistance Cards
  • 12 x Imperial Orders
  • 1 x Fuse
  • 5 x Maidaan
  • 12 (4x3) x Imperial Attack Cards
  • 50 x Legacy
  • 50 x Infamy
  • 6 x Monument Cards
  • 1 x Monument Tracker
  • 1 x Rebel Flag
  • 1 x Fort
  • 1 x Imperial Crown
  • 5 x Player Aid
  • 1 x Rulebook
  • 1 x 2 Piece Game Box
  • 1 x Ideology Card Box

Resource tokens (as pictured in the component illustration): 30 Funds, 30 Clout, 30 Media and 30 Trust.

Campaign Specific Cards

Each campaign has its own Tyranny Cards (x12), one Mandate Card (x1) and Ideology Cards (x108). The campaigns are:

Campaign NameTyranny Cards (x12)Mandate Card (x1)Ideology Cards (x108)
American Revolution 1776Campaign-specific"Tax Without Representation"Campaign-specific
South Asian Independence 1947Campaign-specific"Divide and Rule"Campaign-specific
Russian Revolution 1917Campaign-specific"Patrimonialism"Campaign-specific
Egyptian Revolution 2011Campaign-specific"State of Emergency"Campaign-specific
Mars 1 AE (After Earth)Campaign-specific"The Path of Oneness"Campaign-specific

Mandate Card text:

  • Tax Without Representation: Discard all resources at the end of your turn.
  • Divide and Rule: 1 Voter Card slot is permanently closed.
  • Patrimonialism: Only 8 Voter Cards are available to influence. The rest remain out of use.
  • State of Emergency: All Voter Cards only give 1 vote.
  • The Path of Oneness: You can no longer trade resources with other players.

Objective & Setup

Your first objective is to gain azadi. If you are successful, your next objective is to win the first election of your new, independent nation.

If you gain azadi, the game ends when all possible majorities in all zones have been formed. The player with the highest number of majority voters wins the game.

If you do not gain azadi before time runs out, the Imperials continue their reign of terror and everyone loses.

Setup:

  • Each player selects a color, and takes a Player Mat and Voter Pegs corresponding to that color, along with a Player Aid and Maidaan.
  • Place the Monument Tracker in the play area within reach of all players.
  • Place the Imperial Arms Mat in the play area.
  • Place the Imperial Attack Cards on the Imperial Arms Mat. There are 4 sets of Attack Cards, each corresponding to a different ideologue on the Imperial Arms Mat. Based on its strength, each attack card is assigned a number, with 1 being the weakest. Place each set of Attack Cards face up in their respective columns from 1 - 3, with 1 on top, 2 beneath that, and so on.
  • Take out the containers storing the resources - Funds, Clout, Media, Trust, and the special resources - Infamy and Legacy, and keep them in the play area.
  • All players vote to determine player 1. Players cannot vote for themselves. In case of a tie, the player who last went to a protest is player 1.
  • Players take turns clockwise.
  • Player 1 takes any 1 resource of their choice. Player 2 takes any 2 resources and so on. Players must keep their resources on their Player Mats. Players cannot take special resources, i.e. Infamy or Legacy during setup.

Table 1 - Number of Ideology Cards and Azadi Points by Number of Players

Number of PlayersNumber of Ideology CardsEasyMediumHard
2 players148910
3 players1881012
4 players24101112
5 players25121314

Number of Azadi Points: the difficulty columns give the number of azadi points you must earn to gain azadi.

Setup (continued, Example for a 4 Player Game):

  • Place the HQ Mat in the play area.
  • Shuffle and place the Voter Cards on the HQ Mat. Draw the top 3 Voter Cards and place them face up.
  • Player 1 now lays down the capital, the 8/15 zone, in the play area. In clockwise turn order, every player must place a 7/13 zone each. The zone placed right after the capital must be adjacent to it. All zones placed after this must be adjacent to at least two other zones.
  • Choose your difficulty level. This determines how many azadi points you must earn to gain azadi and how many Ideology Cards you have to do so. Refer to Table 1 to select the scope of your challenge.
  • Place the Rebel Flag on the Azadi Tracker on the HQ Mat. For 2 players, place the Rebel Flag on 2, for 3 players on 3 points, and so on. Place the Fort to mark the number of points you require to gain azadi, based on your chosen difficulty level.
  • If the game still feels too easy or too hard, we recommend changing the number of azadi points you require accordingly.
  • Shuffle the Ideology Cards and Tyranny Cards belonging to your chosen campaign. Place the Ideology Cards in the Ideology Card Box provided.
  • The Fuse represents the march of history. Place it inside the Ideology Cards Box, as per your chosen difficulty level. This marks how many turns you have to gain azadi. For example: if you're playing a 4 player game on hard, place the Fuse after the first 24 Ideology Cards.
  • The first player begins their turn by placing the Crown on any column of the Imperial Arms Mat and resolving its actions.

Illegal zone placement: In the example diagram, the zone at the bottom is adjacent to only one other zone. This makes it an illegal placement.

Example 4 Player zone placement (diagram steps):

  1. Player 1 places the capital zone.
  2. Player 2 places a 7/13 zone.
  3. Player 3 places a 7/13 zone adjacent to the other two zones.
  4. Player 4 places a 7/13 zone adjacent to any two other zones.

The diagram also labels the HQ Mat, the Rebel Flag (placed based on the number of players) and the Fort (placed as per the chosen difficulty level).

Shasn Recap

If you have played SHASN before, please take into account the following rule changes before playing AZADI.

Standard SHASN rules apply for Ideology Cards, ideologues, resources, influencing voters, forming majorities, and gerrymandering.

  • Eviction: If you evict another player's voters, those voters go to their Player Mat, and count towards their resource cap. Evicted voters must be placed back by that player after they answer an Ideology Card. Evicted Imperial voters can be placed on any player's Player Mat. Your own evicted voters can be placed in any zone as soon as you evict them.
  • Headline and Conspiracies: AZADI does not have Headline and Conspiracy Cards. Instead, it has Tyranny Cards and Resistance Cards. They are explained further along in the rulebook.
  • Volatile Areas: Now, when your voter enters a volatile area, instead of a Headline Card, you trigger a Tyranny Card.
  • Coalitions: You can now form coalition majorities in the game. How you do so is explained further along in the rulebook.
  • Gerrymandering: If there are more Imperial voters in a zone than voters of any other player, then the Imperials have gerrymandering rights in that zone. Voters in volatile areas cannot be gerrymandered. Apart from this, normal gerrymandering rules apply.
  • Discarding and converting: In your turn, you may discard or convert as many of your own voters as you want. You may do so free of cost. Depending on the game situation, this sacrifice might further your revolution or give you access to new powers.

Gaining Azadi

Every turn, you will answer Ideology Cards, gain resources, influence voters, and form majorities. However, a true democracy is impossible without azadi.

You and your fellow revolutionaries must work together to inspire your people and gain azadi. Based on your chosen difficulty level, you require a certain number of azadi points to gain azadi. There are four ways to gain azadi points and move your Flag forward on the Azadi Tracker -

  • Gain 1 point when you resolve a Tyranny Card.
  • Gain 1 point when you overturn an Imperial Order.
  • Gain 1 point when you form a majority in a zone.
  • Gain 1 point when you break an Imperial majority.

Over the course of the game, you can lose azadi points -

  • Lose 1 point every time the Imperials form a majority.
  • Lose 1 point every time a Rebel majority breaks.

However, you have limited turns to gain azadi. If you reach the Fuse Card in the Ideology Card Box before your Rebel Flag reaches the Fort, the game immediately ends and you all lose. The Imperials continue their reign of terror.

The Imperial Arms

The Imperial Arms Mat is the command center of the Imperials, from where they launch devastating attacks upon you and your revolution every turn. At the start of your turn, before you answer an Ideology Card, you must move the Crown one space forward on the Imperial Arms Mat. Using the Imperial Arms Mat, the Imperials take two actions every turn.

  1. Parley: When you parley with the Imperials, you may choose to add up to 1 Imperial voter to any or all of the open zones. The Imperial voters, represented by the white Voter Pegs, symbolize those who sympathize with or actively support the colonizing powers. For every zone you choose to add an Imperial voter in, the Imperials will reward you with any 1 resource of your choice - resources you can use to fuel the revolution.
  2. Imperial Attack Cards: After parleying, the player who moved the Crown must resolve the Imperial Attack Card the Crown has landed under. As you and your fellow Rebels grow stronger, so do the Imperials, revealing even stronger Attack Cards. Whenever a player unlocks a level 3 or level 5 ideologue power, they must discard the top card in the corresponding column to reveal a more dangerous attack.
  • At the end of your turn, the next player moves the Crown one space forward and resolves the Imperial Arms actions again.
  • Be careful when you parley with the Imperials, for if the Imperials form a majority, you will lose an azadi point. Make the most out of the parley by striking the right balance between your personal ambition and the needs of the revolution.
  • When you parley, the number of zones you add an Imperial voter in is up to you. For example: if you add 1 Imperial voter to 5 zones, gain any 5 resources of your choice. If you add 1 each in 3 zones, gain 3 resources. You may choose to add no voters during the parley, gaining no resources.
  • When you parley, you cannot add more than 1 Imperial voter per zone.
  • Imperial voters cannot be placed in volatile areas.
  • Each Attack Card targets a specific ideologue, and affects all players who are a level 2 of that ideologue. Even if a player did not move the Crown, but are a level 2 of the ideologue the Attack Card is targeting, they will be affected by its powers.
  • You can refer to the Player Aid to understand what each Imperial Attack Card does.
  • Adding Imperial voters for resources is optional, but the Imperial Attack Cards are not. Once the parley is complete, you have to resolve the effects of the Imperial Attack Card you've landed under.
  • Based on the Ideology Cards you have, you may be affected by more than one column of the Imperial Arms Mat through the course of the game.
  • The Imperial Arms Mat remains active until you gain azadi.

Coalitions

In SHASN: AZADI, players can capture zones together by forming coalition majorities. Forming a majority, coalition or otherwise, will gain you an azadi point. Forge alliances with your fellow Rebels to consolidate your power and move closer towards azadi.

Two players can form a coalition in a zone if the total of their combined voters meets the majority requirement of that zone. To form a coalition in a zone, the two players must exchange one Ideology Card with each other. The exchanged card must belong to whichever ideologue they hold the most cards of. This represents the ideological cost of compromise.

Keep in mind though - if you gain azadi, unless specified otherwise, all coalitions will collapse, and it'll be every player for themselves.

  • While forming a coalition, players can split the majority voters in any ratio, open to negotiation.
  • Coalitions can only be formed during the turn of one of the two players involved in forming the coalition.
  • Gerrymandering rules apply as usual in a zone with a coalition. The player with the most voters in that zone has its gerrymandering rights, even if they are not a part of the coalition majority.
  • Players can form coalitions with different players in different zones. Ideology Cards must be traded for every coalition in every zone that is formed.
  • A player can withdraw from a coalition at any time during their turn. The moment they announce their withdrawal from a coalition, it collapses, and all its majority voters are flipped over blank side up.
  • If you still haven't gained azadi, you will lose an azadi point the moment your coalition majority is broken.
  • A new coalition can be formed in a zone if an old one collapses.
  • All coalitions collapse the moment you gain azadi, unless specified otherwise.
  • You cannot form a coalition with the Imperials, unless specified otherwise.

Example: this zone's majority requirement of 7 voters is met in a 5-2 coalition between player purple and player green.

Tyranny Cards

Tyranny Cards are the battleground where you will combat the oppression of the Imperials, unlock new zones, and build your legacy.

Each Tyranny Card is a unique event from history where you are placed at a crossroads of resistance. How you choose to proceed will dictate the story of your revolution.

Trigger a Tyranny Card by placing a voter in a volatile area. With each Tyranny Card, the Imperials unleash a new Imperial Order intended to stifle your revolution. At the same time, resolving a Tyranny Card will bring your revolution closer to azadi and -

  • Earn you an azadi point.
  • Give you Legacy.
  • Unlock a new Resistance Card.
  • Open up a new zone.

Inside of a Tyranny Card

Each Tyranny Card has two choices, one on each side of the card, each with its own title and narrative. For each choice:

  • Read out the 2 choices and their narrative.
  • Read out the task for each choice.
  • The number shown beside a choice (for example "x 6") is how many times you have to do either task to complete the Tyranny Card.
  • Each choice shows a power you can use to help complete the task (a "While Active" power).
  • The number at the bottom of each choice is the Resistance Card Number, which identifies the Resistance Card you unlock if you complete that choice.

Example (the card illustrated in the rulebook, "Redevelopment" and "Flag Raising"): one choice reads "Evict 1 Imperial Voter", x6, with the While Active power "At the end of your turn, evict 1 voter for every 3 resources left on your Player Mat"; the other reads "Discard 1 of your own voters", x6, with the While Active power "Once a turn, choose another player. They may take any 2 resources you spend on a Voter Card."

Front of a Tyranny Card (setting up a Tyranny Card)

When a Tyranny Card is triggered:

  • Read the title and narrative out loud.
  • Immediately place 2 Imperial voters in every zone.
  • Place the specified Imperial Order in a zone without an Imperial Order or Resistance Card.
  • The front of the card shows your paths of Resistance (the Resistance Card numbers for each choice).

Completing a Tyranny Card

Once completed, place the Tyranny Card to the left of the Imperial Arms, flipped over to its last page, marking the choice you completed.

a) Triggering and Setting Up a Tyranny Card

  • You cannot trigger more than 1 Tyranny Card at a time.
  • The player whose voter enters a volatile area earns a Legacy for triggering the Tyranny Card and taking the fight to the Imperials.
  • Imperial voters cannot be gerrymandered into volatile areas. They cannot trigger Tyranny Cards.
  • If there is no empty space in a zone to place an Imperial Order, it may be placed over any Resistance Card, blocking its power.
  • Place 6 Infamy tokens in the zone where you have placed the Imperial Order.
  • After this, open the Tyranny Card and place it under the Imperial Arms Mat.
  • Place 6 Legacy for both choices in the spaces provided on the Imperial Arms Mat.
  • You do not gain resources for adding an Imperial voter from a Tyranny Card.
  • You cannot trigger Tyranny Cards after your nation gains azadi.

b) Tyranny Card Actions

  • Complete all actions on one side of a Tyranny Card in order to complete a Tyranny Card and gain an azadi point.
  • Take a Legacy for each action you complete on a Tyranny Card. Legacy you earn goes on your Player Mat and counts towards your resource cap.
  • Players do not have to pursue the same choice. That being said, the choice which is completed first will determine the Resistance Card you unlock.
  • You can pursue both choices in your turn, taking Legacy from both sides.
  • Similarly, you can use the "while active" power on both sides of the Tyranny Card.
  • You can use any powers you have unlocked to complete the Tyranny Card.
  • When a "while active" gives you the power to spend specified resources to do an action, it means that you must pay those specified resources to the Public Reserve.
  • Unless specified otherwise, you can use "while actives" as many times as possible. Most "while actives" will tell you how many times you can use them per turn.
  • Certain Tyranny Cards would ask you to discard or convert your own voters. In your turn, you may discard or convert as many of your own voters, free of cost, in order to complete these actions.

c) Resolving a Tyranny Card

  • The player who completes the Tyranny Card, i.e. completes the last action of either choice, will place a new zone and the Resistance Card they unlocked.
  • They may place either a new 9/17 or 11/21 zone, adjacent to any two zones.
  • They must also place the Resistance Card earned from the choice they took on the Tyranny Card. Pick a Resistance Card corresponding to the title of your choice and the number at the bottom of that choice. The Resistance Card must be placed in any zone without an existing Resistance Card or Imperial Order.
  • If azadi is achieved while a Tyranny Card is ongoing, that Tyranny Card is immediately discarded. You do not unlock a new zone or Resistance Card from that Tyranny Card.

Imperial Orders And Infamy

An Imperial Order is a devastating new law enacted by the Imperials to stifle your revolution and keep your country shackled. Dissenting against this unjust law and overturning it will earn you an azadi point.

  • The player who triggered the Tyranny Card places an Imperial Order in a zone of their choice. The Imperial Order only applies to the zone in which it is placed.
  • Once you put down an Imperial Order, place 6 Infamy tokens in the space provided beside it.
  • You and your fellow Rebels can remove Imperial Orders by committing acts of dissent against the Imperials, and taking all the Infamy placed beside it. The cost to commit an act of dissent is denoted on each Imperial Order. For each act of dissent you commit by paying this cost - you gain Infamy, earning you the respect of your people, and giving you access to dangerous new powers.

The Imperial Order card has a Dissent Cost on its front and an Imperial Order Number; its back is the Imperial Order.

  • Some Imperial Orders make it costly to enter a zone. For example: the Imperial Order above says you cannot place any voters in this zone, unless you discard 1 of your own voters. Discard 1 of your own voters in any zone to gain the benefit of placing any Rebel voters in this zone in your turn.
  • If there is no empty space in a zone to place an Imperial Order, you may place it over any Resistance Card, blocking its power.
  • Imperial Orders do not apply to Imperial voters. You may continue adding Imperial voters without any cost to zones that have an Imperial Order.
  • Once you and your fellow Rebels commit 6 acts of dissent against the Imperial Order, taking all 6 Infamy from that zone, the Imperial Order will be discarded, and you will gain an azadi point.
  • Infamy you earn is placed on your Player Mat and counts towards your resource cap.
  • The level 3 Idealist discount does not apply to Imperial Orders. Similarly, you cannot use your level 3 Supremo power to snatch Infamy.
  • Infamy can be traded with other players for any other resources, including Legacy.

Imperial Order and Infamy placement: place the Imperial Order in the zone, and place 6 Infamy tokens beside it.

Maidaan

You can spend your hard-earned Infamy to gain one-time powers from the Maidaan.

The Maidaan is the focal point of your revolution, the place where new ideas are brought to life, and people are mobilized for action. You can use powers in the Maidaan to help you resolve Tyranny Cards, build majorities, and even combat other players.

  • Powers purchased in the Maidaan must be used immediately in the same turn.
  • You can use the Maidaan as many times in your turn as you want, as long as you pay the cost for its powers.
  • Maidaan powers affect both Rebel and Imperial voters.
  • As denoted on the Maidaan, some powers affect only non-majority voters, while others affect both majority and non-majority voters.
  • The Level 3 Idealist discount does not apply to the Maidaan.

Maidaan card - Cost (paid in Infamy):

  1. Pick an open Voter Card. Resources required for this Voter Card are interchangeable.
  2. Evict or move 2 non-majority voters.
  3. Discard 2 voters. They may be majority voters.
  4. Convert 2 voters. They may be majority voters.
  5. Use any 2 Resistance Cards in play, even if you're not eligible for them.
  6. Answer an extra Ideology Card.

Resistance Cards

Each choice in a Tyranny Card unlocks a different Resistance Card, giving you access to a new ideological power. The methods you choose to resist the Imperials permanently alter the fabric of your nation, strengthening one ideologue permanently for the rest of the game.

The Resistance Card is placed in any zone with an empty space by the player who completed the Tyranny Card. Each Resistance Card belongs to one of the four ideologues. You must be a level 3 of that ideologue in order to use it. Many players can be eligible to use the same Resistance Card in their turn.

However, if you have a majority in a zone with a Resistance Card - only you can use its power, as long as you meet its ideological requirement.

  • Once placed, a Resistance Card cannot be moved.
  • Unless specified otherwise, you can use any Resistance Card you are eligible for once a turn. You may be eligible to use more than 1 Resistance Card in your turn.
  • If you have a coalition majority in a zone with a Resistance Card, then both the players can use that Resistance Card, as long as they meet its ideological requirement.
  • If an Imperial majority is formed in a zone with a Resistance Card, no player can use its power. Eligible players can use its power only once the Imperial majority is broken.
  • If an Imperial Order is placed on a Resistance Card, its power is blocked until that Imperial Order is overturned.
  • If you don't meet the ideological requirement for a Resistance Card, you cannot use it, even if you have a majority in that zone.
  • If someone else has a majority in a zone with a Resistance Card you are eligible for, you cannot use it until their majority is broken.
  • Imperial Order, Resistance Card, Tyranny Card, and Mandate costs must be paid separately. For example: If an Imperial Order says - "To place any Rebel voters in this zone, you must discard 1 of your own voters." And a Resistance Card says - "Discard 1 of your own voters to influence an open Voter Card." This means that you have to discard 1 of your own voters to access the zone the Imperial Order is in. Meanwhile, to use the Resistance Card, you need to separately discard 1 of your own voters. You will have to discard 2 voters in total.

The Resistance Card has a Front (showing its Resistance Card Number and its ideologue requirement, "Level 3 Ideologue") and a Back (showing its power).

Legacy

Lead from the front to earn Legacy by triggering and resolving Tyranny Cards.

Your Legacy as a revolutionary is directly tied to the visibility of your efforts. Legacy you earn goes on your Player Mat and counts towards your resource cap.

You can invest your Legacy towards erecting a Monument to the nation's struggle using the Monument Tracker. The more contributions you have marked on the Monument Tracker, the greater your powers would be towards the end of the game.

  • You gain a Legacy when you trigger a Tyranny Card or complete an action on either side of the Tyranny Card. You gain 1 Legacy for each action you complete on a Tyranny Card.
  • You can spend your Legacy on the Monument Tracker to mark your contribution to the movement. The Legacy required to do so is written on the Monument Tracker.
  • Pay this cost and mark your contribution by placing a new voter on the spot you paid for, party symbol side up.
  • The number of contributions you have made to the Monument will impact your power to shape the nation once you gain azadi. (explained in the next two sections)
  • Legacy you have can be traded for any other resources, including Infamy.
  • You cannot use your level 3 Supremo power to snatch Legacy from other players. Similarly, you cannot use your level 3 Idealist power on the Monument Tracker.
  • Once you gain azadi, you may cash in every remaining Legacy on your player mat for a voter each. For example: if you have 3 Legacy, you may cash them all in to immediately gain 3 voters in any zone. These voters may be split across zones.

Foundation Cards

Once you have earned enough azadi points to gain azadi, you and your fellow Rebels will receive a Foundation Card to help you decide the sort of nation-state you wish to build.

While azadi has been achieved, your nation stands at a crossroads. At the moment of azadi, tally the Ideology Cards players have received to determine the dominant and the second most dominant ideologies in the nation. Select and pick the Foundation Card corresponding to this ideological combination.

Each Foundation Card represents two different types of nation-states, each adding a new ruleset for the final act of the game, and benefiting a specific ideologue. Players must vote to decide the nation-state they wish to found. The number of votes they have in this debate is equal to the number of contributions they have marked on the Monument Tracker.

  • In turn order, each player must declare which side of the Foundation Card they are voting for.
  • The choice you make in the Foundation Card will determine the soul of your nation and add a new ruleset for the rest of the game.
  • Each Foundation Card also gives an additional power to a specific ideologue. The moment you become level 3 of that ideologue, you gain access to this power.
  • In case there is a tie between the dominant ideologies when picking a Foundation Card to vote on, the player who has the most contributions on the Monument Tracker gets the deciding vote. If players are tied for contributions, between the tied players, the player who last marked a contribution gets the deciding vote.
  • In case of a tie on which side of the Foundation Card to play with, use the same tie-breaker rules as above.

Foundation Card anatomy: each card shows the Monument Unlocked, the Dominant Ideology and Second Most Dominant Ideology it is chosen by, the Soul of the Nation (a rule for the rest of the game) and the Ideologue Buff. An example card, "We Own the Future", is labelled 2 Player Compatible.

Selecting the card: the printed illustration arranges the Foundation Cards in a grid by the dominant ideologue (1, The Idealist) and the second most dominant ideologue (2, The Capitalist). The grid's small per-card labels are too small to be read reliably in the source PDF, so the exact card-to-combination mapping is not transcribed here; consult the printed Foundation Card grid in the rulebook.

Monuments

Monuments are powerful symbols of your contribution to the nation's struggle, and give you a new power to use once your nation gains azadi.

After you've voted on the Foundation Card, a Monument will be erected to celebrate your nation's revolution. The Monument your nation earns will be denoted on the Foundation Card itself. This Monument gives you and all other players access to a new, devastating power that can only be used once over the course of the game.

The more contributions you have marked on the Monument Tracker, the stronger your power will be.

  • Timing is key. The Monument power can be used by each player only once through the course of the game.
  • The Monument can only be used after your nation gains azadi.
  • When playing a 2 player game, make sure to use the 2 player power listed on the Monument.
  • If you have marked no contributions on the Monument Tracker, you cannot use the Monument power.
  • Each Monument Card is numbered on its back. The Monument Card you have to pick is denoted on the Foundation Card you have voted for.

For example, in the card illustrated, the number of voters you gain depends on your contribution to the Monument. If you have marked 5 contributions, you will gain 2 voters in 5 zones.

Transfer Of Power

Once you gain azadi, the Imperials will relinquish control of the nation and withdraw their forces. Having emerged as the heroes of the revolution, you will now campaign to lead your new country. As your fellow revolutionaries now become your political rivals, it's every player for themselves. With the Imperials now gone, and your nation free, new rules come into effect -

When your Flag reaches the Fort on the HQ mat, you have gained azadi and can begin the transfer of power.

  • The player whose action gained the last azadi point must open up a new zone and place it.
  • In case you earned the last azadi point by resolving a Tyranny Card, first resolve the Tyranny Card and place a new zone and the Resistance Card you unlocked. After that, place another zone to begin the transfer of power.
  • The Imperial Arms Mat is no longer in effect. You may discard it for the rest of the game.
  • Players must pick out their Foundation Card, and vote on which side of the Foundation Card should apply to their country. The new rule set from the Foundation Card is now in effect for the rest of the game.
  • Unless specified in a Foundation Card, all non-majority Imperial voters are immediately discarded.
  • Imperial majority voters remain on the map. These are zones in your nation that the Imperials still control, despite most of your nation being free. However, since these majorities can be affected by your powers, you can get these zones back.
  • Similarly, Imperial Orders that are still active when azadi is won, stay on the map. These oppressive laws have become a part of your nation now. However, you can continue dissenting against them and making use of your Infamy in The Maidaan.
  • Unless specified in a Foundation Card, all coalitions that were made before azadi collapse immediately, and new coalitions can no longer be formed.
  • The Monument you unlock from the Foundation Card now comes into effect.
  • Entering a volatile area will no longer trigger a Tyranny Card or give you Legacy. However, voters in volatile areas continue to remain unaffected by other powers.
  • All unlocked Resistance Cards remain active until the end of the game.

End-Game Scoring

Unless specified otherwise by a Foundation Card, the game ends when all possible majorities in all zones have been formed. Every voter used to form a majority is worth 1 point. The player with the highest number of majority voters wins the game.

Only your total number of majority voters will be taken into consideration during scoring, not the number of zones you capture.

  • Non-majority voters do not add to a player's final score.
  • If every single voter area on the map gets filled, without all majorities having been formed, every player will play their final turn, starting with whoever filled the final empty area.
  • The game can end even with Imperial majorities on the map.

Tie-Breaker: In case two extremely well-matched politicians end the game with the same number of points, the player with the greater real-life privilege wins. This will help you calculate your privilege: www.playshasn.com/privilege

All players must agree to this rule and calculate their privilege before the game begins. We do not recommend using this rule in your first playthrough.

2 Player Game Mode

Go one on one against an opponent, while working together to fight for azadi. Will you rise together to face the challenge or fall in the face of adversity? Follow the instructions below to set up your game!

  • Follow setup rules as you would for a normal game mode. The game would begin with only 2 zones.
  • Place the Rebel Flag on 2 points on the HQ Mat, and the Fort as per your chosen difficulty level.
  • All rules are the same. The only differences are in the transfer of power once you gain azadi.
  • The Monument powers are different when playing a 2 player game. The different 2 player powers are denoted on the Monument Cards themselves.
  • Do the rest of the transfer of power as you would for a normal game mode.
  • You can play the Seat Of Power game mode with 2 players as well. However, when playing with the Seat of Power game mode, begin with 3 zones instead of 2.

Seat Of Power Game Mode

The Seat Of Power game mode allows you to experience each campaign of AZADI with greater historical fidelity, turning the capital into the most sought after zone in your nation. Fight off the despotic Imperials, take control of the capital, and set the nation's mandate to lead you and your revolution to glory. Each campaign of AZADI comes with a unique Mandate Card, allowing you to play this game mode.

We recommend that you play your first game without these Mandate Cards.

  • During setup, pick your campaign's Mandate Card and place it in the capital, crown side up, along with 6 Infamy tokens.
  • This functions much like an Imperial Order - adding a rule to the game to restrict your powers. Dissent against it as you would with an Imperial Order.
  • The cost to dissent against an Imperial Mandate is any 3 resources.
  • Once you and your fellow Rebels have overturned the Imperial Mandate, taking 6 Infamy from the zone, the Mandate flips to the other side. You also gain an azadi point for your efforts. Now, you have the chance to lead the nation's Mandate.
  • This Rebel side of the Mandate Card offers you a new power - one that reflects the unique historical conditions of your campaign.
  • This power is only available to the player who has gerrymandering rights in the capital.
  • If no player has gerrymandering rights, no player gets to use this power.
  • Similarly, if the Imperials have gerrymandering rights in the capital, no player can use this power.
  • In case there is a coalition in the capital, again, only the player who has gerrymandering rights can use this power.
  • Rules set via Mandates trump even Resistance Cards. If an Imperial Mandate is stifling your revolution by impeding your access to a Resistance Card, work towards overturning it.
  • If you want to explore an alternate history with your game, you can try playing with a Mandate Card that does not belong to your campaign.
  • Look at Table 2 below to know which Mandate Card belongs to which campaign.

Table 2 - Mandate Card and Campaign

MandateCampaign
Divide and RuleSouth Asian Independence
Feudal LawFrench Revolution
PatrimonialismRussian Revolution
State Of EmergencyEgyptian Uprising
Tax Without RepresentationAmerican Revolution
The Path Of OnenessMars 1 AE
Divine RightIndus Valley Civilization
Unlawful Assembly???

The source prints "???" in the Campaign column for the Unlawful Assembly mandate; it is transcribed as printed.

Combining SHASN And AZADI

Playing A SHASN Campaign Using AZADI's Modular Map

  • Each player selects a color, and takes a Player Mat and Voter Pegs corresponding to that color.
  • All players vote to determine player 1. In case of a tie, vote again. Players cannot vote for themselves. Players take turns clockwise.
  • Player 1 takes any 1 resource of their choice from the Public Reserve (i.e., the resource bank). Player 2 takes any 2 resources and so on. Players keep their resources on their Player Mats. Players cannot take Infamy or Legacy.
  • Place the HQ Mat SHASN side up in the play area.
  • Shuffle and place the Voters Cards on the HQ Mat. Draw the top 3 cards and place them face up.
  • Based on the number of players, each player will get to put down a specific number of zones, as specified in Table 3.
  • Place the zones in turn order, one zone at a time. Player 1 places the first zone. Player 2 must place the second zone, adjacent to the first zone. All subsequent zones placed must be adjacent to at least two other zones.
  • Select a campaign from SHASN.
  • Shuffle the Headlines and Conspiracies from that campaign and place them face down on the HQ mat.
  • Shuffle the Ideology Cards.
  • Begin playing!

Table 3 - Number of Zones per Player (SHASN campaign with AZADI map)

Number Of PlayersNumber of Zones/player
24
33
42
52

Playing A SHASN Game With An AZADI Campaign

  • Each player selects a color, and takes a Player Mat and Voter Pegs corresponding to that color.
  • All players vote to determine player 1. In case of a tie, vote again. Players cannot vote for themselves. Players take turns clockwise.
  • Player 1 takes any 1 resource of their choice from the Public Reserve (i.e., the resource bank). Player 2 takes any 2 resources and so on. Players keep their resources on their Player Mats. Players cannot take Infamy or Legacy.
  • Shuffle and place the Voters Cards on the HQ Mat. Draw the top 3 cards and place them face up.
  • Based on the number of players, each player will get to put down a specific number of zones, as specified in Table 4.

Table 4 - Number of Zones per Player (AZADI campaign)

Number Of PlayersNumber of Zones/player
24
33
42
52
  • Place the zones in turn order, one zone at a time. Player 1 places the first zone. Player 2 must place the second zone, adjacent to the first zone. All subsequent zones placed must be adjacent to at least two other zones.
  • Pick an AZADI Campaign to play with.
  • Shuffle the Ideology Cards.
  • Begin playing!

Additional Optional Rules - You can play with any one, or both of these rules:

  • Each player must place a Mandate Card Rebel side up in any zone without a card. They will do so in turn order. You gain the power denoted on this card once you have gerrymandering rights in that zone.
  • You can use powers on the Maidaan without spending Infamy. Pay twice the Infamy cost in resources to use a power of that value.

Turn Order

Start of Turn (in order)

  • At the start of your turn, you must move the Crown to the next column, and resolve its actions.
  • The player to your right will draw the top Ideology Card and read both sides aloud to you, without revealing the ideologues. You must choose between the 2 available answers.
  • However, before answering, you may choose to have the Ideology Card redrawn by paying any 4 resources to the Public Reserve.
  • After confirming your answer, keep the Ideology Card under your Player Mat with your answer face up. Receive the resources corresponding to your answer, and any other resources earned from passive ideologue powers.
  • Check your resource cap. If you cross it, choose and discard any excess resources down to your current cap before taking any other actions.
  • If you unlock a level 3 or level 5 ideologue power, remove the top card from that ideologue column on the Imperial Arms Mat.

Turn Actions (in any order)

  • Influence Voter Cards: Spend resources to influence open Voter Cards on the HQ Mat.
  • Place voters: Place influenced and evicted voters on the map.
  • Form majorities: Form majorities by influencing more than half the voters in a zone.
  • Trade Resources: Trade resources, including special resources with other players. Players can also trade before answering their Ideology Card.
  • Gerrymander: Gerrymander voters.
  • Ideologue Powers: Use unlocked ideologue powers.
  • Volatile Areas: You can place a voter in a volatile area to trigger a Tyranny Card. The player whose voter is placed in the volatile area earns a Legacy. You can trigger no Tyranny Cards after gaining azadi, even if you place a voter in a volatile area.
  • Resistance Cards: Use any Resistance Cards that you are eligible for.
  • Tyranny Cards: If there is an active Tyranny Card, you can complete its actions on either side.
  • Dissent: Pay resources to dissent and earn Infamy.
  • Maidaan: Spend Infamy in the Maidaan to access new powers.
  • Monuments: You may invest your Legacy by marking your contribution on the Monument. After azadi, you can begin using the Monument powers.

Tyranny Card Actions

The moment a Tyranny Card is triggered, the player whose voter is placed in the volatile area must take the following actions in the specified order -

  • Read the Tyranny Card out loud.
  • Place the Imperial voters as specified in the Tyranny Card.
  • Place the specified Imperial Order in a zone with an open space.
  • Players may begin resolving Tyranny Card actions in the same turn it was triggered.
  • If a Tyranny Card is completed, then the player who completed the last action on the Tyranny Card immediately places a new 9/17 or 11/21 zone. They also place the new Resistance Card unlocked by the choice taken in the Tyranny Card.

Post Turn

  • Once your turn has ended, the next player must begin their turn by moving the Crown to the next column and resolving the Imperial Arms actions.

Glossary Of Terms

  • Active Player: The player whose turn is ongoing is known as the active player.
  • Interchangeable Resource: This means that a resource can be used as any other resource of your choice.
  • Area: Each slot on the map where a voter can be placed is called an area.
  • Move: Anytime a voter in a zone is moved to another zone. This includes moves made through gerrymandering, Resistance Cards, and any other powers. Placing back an evicted voter does not count as a move.
  • Convert: When you convert an opponent's voter, replace it in the same area with your voter. When you convert your own voter, replace it in the same area with another player's voter or an Imperial voter.
  • Discard: When you discard a voter, remove it from the map permanently. You can discard your own voters too. You can discard as many of your own voters as you want each turn.
  • Discount: Having a discount allows you to pay 1 less resource on a purchase, as specified by the card or power.
  • Donate: You can donate resources only when specified by a card or action. Donate a resource by giving it to another player free of cost, without receiving any resources in return.
  • Evict: When you evict a voter, it is removed from the map and placed back on the Player Mat of its corresponding player, counting towards their resource cap. In their turn, that player can place the evicted voter back anywhere on the map. If they fail to do so, the evicted voter gets discarded. If you evict your own voter, you must place it back on the map right away.
  • Having more voters than any other player in a zone grants you gerrymandering rights in that zone. You do not need a majority in that zone to have gerrymandering rights. Gerrymandering rights allow you to move one non-majority voter in between adjacent zones every turn, within that zone's area of influence. If the Imperials have the most voters in a zone, then they have gerrymandering rights.
  • Foundation Card: You may use any powers or actions listed on the Foundation Card once it is unlocked.
  • Gerrymandering Rights:
  • Ideologue: There are 4 ideologues in the game - The Capitalist, The Supremo, The Showstopper and The Idealist. Ideologues should not be confused with Ideology Cards.
  • Passive Resources: These are resources you earn for having 2 Ideology Cards of the same ideologue.
  • Rebel voter: Any non-Imperial voters are Rebel voters. These include your voters as well as that of other players.
  • Snatch: The snatch action allows you to steal resources from an opponent without giving them anything in return.
  • Resources: Funds, Clout, Trust, and Media are to be considered when using the word "resources".
  • Special Resources: Infamy and Legacy are to be considered when using the word "special resources".
  • Secondary Resource: This is the third resource you earn on an Ideology Card, i.e. the resource that does not belong to the ideologue on that card.
  • Trade: You can initiate a resource trade at any point during your turn. One player in the trade must be the active player. You can trade in any ratio, but at least one resource must be exchanged by both players.
  • Volatile Area: Every zone on the map apart from the capital has one volatile area in it. Placing a voter in a volatile area triggers a Tyranny Card. Voters inside volatile areas cannot be discarded, evicted, converted, gerrymandered, or otherwise affected.
  • Zone: There are 13 zones in the game. Different zones have different majority requirements.