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Syncanite Foundation

Syncanite Foundation Rulebook

Table of Contents

Table of Contents

  • Game Material
    • Game Material: The Great Council Box
    • Dignitary Pack Vol. 1
  • Token Legend
  • Trade Overview
  • Card Anatomy
  • Game Setup
    • Game board setup
    • Player area
    • Special rules for certain numbers of players
  • Game Objective
    • Defeat of All Players
  • Game Mechanics
    • Discarding Victory Condition Cards
    • Rounding of Values
    • Public and Secret Information
    • Handshake Deals
    • Order
    • Capitals
    • Free, Self-occupied and Occupied Spaces
    • Crises (overview)
    • Hand Card Limit
    • Playing Cards
    • Bribes
    • Intrigue
    • Privilege
    • Assassinations
    • Laws
    • Headlines
    • Field cards
    • Advocate cards
    • Swarms
    • Fortresses
    • Artillery
    • Capital Value Scale
    • Dignitaries
  • Game Play
    • Phase I: Conflict
    • Phase II: Offers
    • Phase III: Parliament
    • Phase IV: Foundation
  • Crises in Detail
    • Revolution
    • Monopoly
    • War
    • Triage
    • Tyranny
  • Role Cards in Detail
  • Pariah Special Victory Conditions
  • Digression: Solo Mode
    • Phase I
    • Phase II
    • Phase III
    • Phase IV
    • The State in Crises
  • Appendix A: Additional Card Explanations
  • Tips for Getting Started
  • FAQ

Game Material

  • 1 rule book
  • 1 game board
  • 177 punchboard tokens: 4 x debts, 19 x permanently no income, 19 x swarms, 4 x 1 cycles no income, 3 x half, 3 x double, 8 x fortresses, 31 x per army, 6 x artillery, 6 x dignitaries, 6 x player order tokens, 3 x market tokens
  • 85 capital cards: 20 x 1er capital, 10 x 2er capital, 10 x 5er capital, 10 x 10er capital, 10 x 20er capital, 10 x 50er capital, 10 x 100er capital, 5 x 500er capital
  • 6 role cards
  • 4 armour cards
  • 20 victory condition cards (for War)
  • 13 Foundation Shares (for Monopoly)
  • 3 market tokens
  • 3 x market tokens
  • 7 Dice: 5 x D6, 1 x custom D10 (for market change), 1 x D6 (cycle die, with Roman numbers)
  • 1 double-layered capital value scale
  • 3 double-layered market boards
  • 4 x battle order, tarot-sized (for War)
  • 150 wooden resources (50 x for each resource)
  • 3 acrylic markers (for Monopoly)
  • 3 velvet bags
  • 30 x resources 5-meeple (10 x for each resource)
  • 4 x cycle chronology, tarot-sized
  • 5 crisis events, 5 crisis game mechanics
  • 1x double-layered crisis counter board, 5x crisis counters
  • 53 operation cards (black background on front) — influence cards: operations: 41 x operation, 12 x assassination
  • 12 headlines (role deck: Censor), 20 laws, 6 doctrines
  • 30 bribery cards (white background on front) — influence cards: bribes: 5 x privilege, 9 x intrigue, 16 x bribe
  • 10 advocate cards (role deck: The Pariah)
  • 20 tactical measures (for War)
  • 7 field cards (role deck: Investor)
  • 6 Pariah special victory conditions
  • 1 Ascendant card
  • Start hand cards: 4 x "Pact with the Order," 8 x approval (1 thumb), 8 x rejection (1 thumb)
  • 24 forward transaction cards (for Monopoly)

(Thumb cards are considered voting cards in the following. Voting includes all cards that can be used to vote, including: voting cards, intrigues, assassinations and some operations.)

Game Material: The Great Council Box

The Great Council Box adds:

  • +2 cycle chronology, tarot-sized
  • +2 battle order, tarot-sized
  • +45 capital cards
  • +10 victory condition cards
  • +2 Pact with the Order
  • +4 approval (1 Thumb)
  • +4 rejection (1 Thumb)
  • +12 forward transaction cards
  • +2 armour cards
  • 62 x token (2 armies), 1 mini gavel, 6 x player mat (for solo mode), 19 state cards
  • Material upgrades (all available separately): neoprene play mat, sleeve pack, LaserOx premium wooden insert

Dignitary Pack Vol. 1

17 dignitaries.

Token Legend

  • Debts
  • Swarms
  • Fortresses
  • Artillery
  • Half
  • Double
  • Permanently no income
  • 1 cycle no income
  • Dignitaries token (for War variation and scenarios)

Trade Overview

The Icon-List distinguishes Victory Condition icons from Crises icons, and shows the resource meeples: Goods Meeple, Food Meeple, and Syncanite Meeple (each worth 5).

Card Anatomy

Role Cards: show the role name, role colour, flavour text, and the role card effect.

Dignitaries: show the name of the dignitary, combat value, flavour text, and the effect of the dignitary, plus the phase in which the effect can be used.

Crises Cards come in three parts:

  • Victory Condition — victory condition name, colour shows connected crisis, description of the victory condition, flavour text.
  • Event — event name, colour shows connected crisis, flavour text, the direct event that is dealt with immediately after the crisis occurs.
  • Mechanic — mechanic name, flavour text, the active mechanic that comes into play when the crisis is activated.

Doctrine Cards: doctrine name, belonging (nation), doctrine effect, direct and one-time bonus when drawn.

Laws: law name, icon and colour show connected crisis, crisis value, effect of the law that becomes active through the election.

Operation Cards (Operation Deck): operation name, icon and colour show connected crisis, combat value, recommended phase, operation effect.

Assassination Cards: assassination name, icon and colour show connected crisis, combat value, flavour text, assassination target.

Privilege Cards: privilege name, permanent bonus or effect through the privilege.

Bribery Cards (Bribery deck): bribe name, shows the value for law vote, flavour text.

Intrigues Cards: intrigue name, icon and colour show connected crisis, combat value, flavour text, effects of the intrigue: these can vary depending on how you play the card (see Intrigue).

Advocate cards (Role Cards decks): card name, effect usable only by the Pariah role, effect usable by all players except the Pariah role.

Field Cards: field card name, icon and colour show connected crisis, combat value, flavour text. Bonus: the player who occupies a region with a field card at the end of phase I receives the bonus or effect shown.

Headline Cards: headline name, icon and colour show connected crisis, combat value, flavour text, headline effect.

Game Setup

Game board setup

Market boards, resources and capital:

  1. Place the 3 market boards in their respective places and fill them with 12 resource cubes each, starting at the highest price.
  2. Place the velvet bags filled with the remaining resource cubes next to the markets and place the corresponding 5-resources separately.
  3. Form the operation card deck (black background on the front) from all operations, except "Pact with the Order," and all assassinations. Place it face down next to the goods market. Now form the bribery deck (white background on the front) from bribes (except for the starting bribe with only one thumb), intrigues, and privileges. Place it face down next to the syncanite market.
  4. Place the 3 consumption price tokens onto the respective markets. Place the food token with 1 facing up, the syncanite token with 2 facing up, and the goods token with 3 facing up on the appropriate market.
  5. Place the sorted capital cards next to the game board as the bank.

Capital value scale and crises:

  1. Place the capital value scale at the bottom right of the game board.
  2. Place the cycle die on the capital value scale next to +0 with I facing up.
  3. Place the 5 crisis game mechanics face down in the middle of the gaming space. Place the 5 crisis events face down on the corresponding mechanics. Place the Ascendant card between the mechanic and the Tyranny event.
  4. Place the crisis counter board under the crisis cards and set the crisis counters to mark 0 for each crisis.

Remaining materials:

  1. Place the 20 laws shuffled into the corresponding space.
  2. Sort the remaining cards into separate decks and place them face down next to the game board. (The state cards are only needed for solo mode).
  3. Place armies, dice, and tokens next to the game board as supply.
  4. When playing with dignitaries: shuffle the dignitary deck and place it face down next to the game board. Reveal the top dignitary.

Player area

Each player sets up:

  • A. Chooses a role card or draws one at random.
  • B. Places the 5 different victory condition cards face down in front of or next to their board.
  • C. Keeps this space free for their doctrine card. (see Redrawing Doctrine)
  • D. Keeps two spaces free for their privileges. (see Privilege)
  • E. Keeps this space free for their dignitary. (see Dignitary)
  • F. Takes 5 armies in one color (ideally matching the role color). (2 colors only included in The Great Council Box)
  • G. Takes one cycle chronology, 1 x "Pact with the Order," 2 x "Rejection 1," 2 x "Approval 1" as starting hand cards.

Variant for experienced players: When playing with dignitaries, each player may draw 3 dignitaries at the start, select one, and keep it. Shuffle the remaining 2 back into the deck.

Special rules for certain numbers of players

For 2 players:

  • Take 10 armies instead of 5; your limit is also 10.
  • Choose 2 roles.
  • Do not choose the role of The Pariah.

For solo mode (available in The Great Council Box):

  • Play the role of The Pariah.
  • Take the 19 state cards.
  • Place the remaining role cards on the corresponding colour-coded crises.

For games with 5-6 players (available in The Great Council Box):

  • The cost of bribes and operations is reduced by 1, i.e. Bribe: 1 syncanite, Operation: 2 goods.

Game Objective

You win the game if you fulfil one of the victory condition cards that you have in your hand at that moment.

You can only fulfil a victory condition card when the crisis of the same colour is active. Players actively influence the occurrence of crises through their actions (see crises below).

Each of these crises introduces a new game mechanic. Taking advantage of these is the key to victory. Several crises, or even all of them, can be active; the player who exploits the crisis mechanics in such a way that they fulfil the corresponding victory condition card first wins! It is sufficient to fulfil a single victory condition card to win the game. Alternatively, you can also lose all victory condition cards to fulfil a Pariah special victory condition card that is not tied to the crises.

Defeat of All Players

If the Tyranny crisis is active or becomes active and all players simultaneously hold Pariah special victory condition cards, all players lose immediately, unless one player has the Pariah special victory condition card "A Final Act". This card wins the game for its owner if all players hold a Pariah special victory condition card in their hand (purge by the Ascendant).

All players also lose the game if the cycle die exceeds the value VI (time limit).

Finally, all players lose the game if more than 10 laws become active (bureaucratic deadlock).

Game Mechanics

Discarding Victory Condition Cards

When you have to discard a victory condition card, select a victory condition card and place it face down under your role card. From now on, you will no longer be able to win with this victory condition unless you pick it up again (for example, through card effects). If you discard all victory condition cards, draw a Pariah special victory condition card.

Rounding of Values

Unless otherwise stated, numerical values are always rounded up.

Public and Secret Information

The number of resources, armies, capital, influence cards, and victory condition cards each player has is public. Which victory condition cards and influence cards a player holds remains secret to others but may be revealed by the player themselves to everyone.

Handshake Deals

You can seal deals with a handshake at any time. If you break a deal, you must discard a victory condition card. The content of a deal can be anything, but material items may only be exchanged in phase IV. (see Player Trading)

Such a deal is indicated with a debt token, and the player who takes on a debt must take this token. You can forgive a player's debt at any time.

Order

If at any point there is no clear definition of the order in which to play, for example, if two players want to invoke a law at the same time, the player order of the cycle always applies.

Capitals

The three capitals are Avadur, Rhiel and Tycos. Unless explicitly stated otherwise, you may not place armies in capitals. Capitals are immune to operations. Capitals can be occupied during the crisis War and increase your army limit by 5. They also give you 30 capital +10 capital for each space belonging to the nation, that you have occupied (see War).

Free, Self-occupied and Occupied Spaces

Spaces are considered free if there are no armies in them. If the armies in a space are your own, it is self-occupied. If an opponent has armies in a space, it is occupied.

Crises (overview)

Each crisis activates a unique mechanic that can be used to win with that crisis and also unlocks the corresponding victory condition.

A crisis is triggered as soon as the crisis counter below it has reached at least 10. Unless explicitly stated otherwise, these are never counted down. Crises are not considered card effects.

Crises are counted up by 4 different actions:

  1. Playing cards. These include operations, bribes, field cards and headlines. Crises with the same colour as shown on the card count up, usually with a value of 1-3.
  2. Passing laws increases crises of the colour and symbol shown on them (top centre) by 3-5. This value is shown in the centre of each law and is called the crisis value.
  3. Emptying or filling markets immediately triggers crises. However, this effect can only be used once per market per game (i.e. the space on the market that increases a crisis counter by 10 is only triggered once)! Completely emptying the syncanite market board immediately triggers the Tyranny crisis. Completely emptying the food market board triggers the Triage crisis, and completely filling the goods market board triggers the Monopoly crisis.
  4. Moving up or down the cycle die on the capital value scale. These effects can also only be used once per game (i.e. each space on the scale is only counted once, never multiple times)! This can increase the crises Revolution and War by 2 or 3 when the cycle die is placed on the respective space.
  • Revolution: Use your political influence (voting cards) to harm your rivals (play thumbs-down against them) and elect yourself as Chancellor (thumbs-up become victory points).
  • Monopoly: Multiply your capital on the markets through forward transactions and win the bidding war for Foundation Shares, which count as victory points.
  • War: Transform the bidding competition into a war game with massive dice manipulation by placing armies, where you win by occupying 13 of 19 spaces or all three capitals on the map with your armies.
  • Triage: Force all players to make donations and make as many as possible to discard as few victory condition cards as possible or even pick some back up. Win by ending the crisis, by replenishing the markets and by having the most victory condition cards in your hand at that moment.
  • Tyranny: Force your rivals to discard victory condition cards and prevail by being the last player to still hold victory condition cards. Alternatively, win together by defeating the Ascendant.

Hand Card Limit

There is a hand card limit of 10 influence cards. Other cards do not count towards this limit. If you receive cards through bonuses, you may take these cards, but you must then immediately discard down to 10 cards again. However, you may not buy cards or receive cards through your own actions if this would exceed your hand card limit.

Playing Cards

Operations may be played at any time and directly influence crises (see crisis overview). If a card specifies a particular phase, this is only a recommendation. You may still play this card at any time, which will activate it. However, they are usually more effective during the recommended phase. Cards with the keyword "anytime" take effect more quickly than others and are placed on top of each other when played and dealt with from the last card played to the first. These anytime-cards can therefore be used as counters and can also be played as counters to actions such as transactions. This action can then be redecided. Once you no longer wish to play any cards, deal with the cards as described above.

Example 1: Player A wants to make a transaction and sell all of his 12 food. Player B counters this by playing "Confiscation" and taking half of Player A's food. Player A may then decide whether to sell the remainder, not sell at all, or sell only a portion.

Example 2: Player A plays "Syncanes Bombardment" onto the "Wasteland". Player B counters with "Mentar Intervention" to redirect the card to the "Hill Country" and pays 2 syncanite to halve the armies. Player C plays a "Bunker" to protect his armies in the "Hill Country", whereupon Player B plays an "Intervention" to cancel the "Bunker". All cards are played and discarded. They are triggered in the following order: Intervention, Bunker, Mentar Intervention, Syncanes Bombardment.

Bribes

Unless otherwise stated (exception: anytime-cards), bribes can only be played in phase III. Privilege cards may be played at any time.

Intrigue

Intrigue cards are played during votes, unless explicitly stated otherwise. Sometimes there is the option to play them face-up to activate an alternative effect. Play these cards face up at any time during phase III to use the effect. You can also wait until all votes have been revealed. If you want to play intrigues as a vote, you must place them face down as a vote on a law as normal. However, they do not count as voting cards.

Privilege

Privileges are special bribes and may always be played. They are placed in front of the player who plays them and offer a permanent advantage. A player is allowed to have a maximum of 2 privileges. If a player with 2 privileges plays a third, they must discard one of their already active privileges.

Assassinations

Assassinations are special operation cards. They are played in phase III and exclusively in this phase as a secret vote on laws. The only exception is when the card explicitly states that it is played openly, but even then, it is only permitted in phase III and is settled with the remaining assassinations. They are not considered voting cards. Each player can only be hit by one assassination per cycle. Assassinations specify a target, for example, "Target: All players". Targets that are hit discard victory condition cards equal to the number of the currently active cycle. You can read this on top face of the cycle die.

A player is hit if the assassination value exceeds the combined number of armies and the combat value of the targeted player's dignitary. If you are playing without dignitaries, only the armies count. If the value of the dignitary is exceeded, it is discarded in any case, even if the assassination does not hit the player.

The assassination values of all assassinations that have been played are added together if they aim at the same target.

Example: "Terror from Within" targets all 3 players. In addition, a "Knife in the Back" was also played on a martial law (red law). All players are affected by an assassination value of 24 except for player C, who is the Strategos (red player) and is therefore affected by an assassination value of 36. "Knife in the Back" always affects the player who has the same colour as the colour of the law and has an assassination value of 12. Player A has 25 armies and is spared. Player B has 21 armies and a dignitary with a combat value of 10. He is spared but must discard the dignitary. Player C has a dignitary with a combat value of 10 and 15 armies. He is therefore hit and must discard the dignitary. Since the cycle die shows III, player C must discard 3 victory condition cards.

Laws

Laws are determined in phase III and can be active from then on (more on this later). Laws may not be worth the paper they are written on; hence, the following applies: Once laws have been passed, you must actively refer to them in order for them to take effect. If a player refers to a law, everyone must obey it. If you forget a law or agree to ignore it, then it does not apply. Laws are considered card effects. There can be up to 10 laws in play (see Defeat of All Players).

Headlines

Headlines are played immediately in phase IV during role card effects and, unless their effect specifies otherwise, are valid for a maximum duration of one cycle (4 phases). (See Roles in Detail)

Field cards

Field cards are played immediately in phase IV when role card effects are resolved and placed on the game board in the appropriate locations (the illustrations make it easier to assign them). These cards remain permanently on the game board and continue to have their effects usually in phase I as additional income on the respective space. Field cards can be removed by card effects such as "Syncane's Bombardment" and cannot return to play. Important: Unless explicitly stated, the income from these cards is not treated as yield and is therefore excluded from the bonus of the "Intrigue" doctrine card. (See Roles in Detail)

Advocate cards

Advocate cards are considered anytime-cards. These cards also have two parts: top and bottom. The top effect must be used by the player with The Pariah role. The lower effect is meant for players who do not have this role and becomes relevant when the player with The Pariah role sells or gives away their advocate cards to other players (see Roles in Detail).

Swarms

Swarms are represented by tokens that may be placed in free or self-occupied spaces. Without the active crisis War, fields with swarms cannot be entered. Once War is active, a conquest move (see War) can be made into the field with the swarm. When you enter such a space, roll a D6. Discard half of the roll in armies. If you still have armies left, discard the token.

Fortresses

Fortresses are represented by tokens that may only be placed in self-occupied spaces. These are only relevant during the War crisis (except in solo mode). Fortresses give the defender a +2 bonus to their roll in battle. Fortresses are discarded when a player completely leaves the space or an opposing player captures the space. Fortresses cannot be moved.

Artillery

Artillery is represented by tokens that may only be placed on self-occupied spaces. Except in solo mode, these are only relevant during the War crisis. With artillery in a space, you can bomb neighbouring spaces at any time by paying 50 capital each time. Roll a D6 for this. Armies equal to half the roll are destroyed. Artillery is discarded when a player leaves their space without the artillery or an opposing player occupies a space with artillery. Artillery can be taken along when moving. A player may only control one artillery.

Variant: Bring dignitaries into the war using the dignitary token. They are treated like armies, but do not require maintenance and have two lives. If a dignitary is destroyed during a roll, subtract one life instead. If the dignitary's life drops to 0, discard the token and the card. A dignitary regenerates its life at the end of the conflict phase and increases every roll of a battle in which it is involved by +2.

Capital Value Scale

The capital value determines inflation/deflation and starts at 0 (see Game Setup). The movement of its marker is determined by the role card effect of the Magnate and by individual crisis events. The capital value is relevant for transactions on the markets as it changes the price of resources. It is indicated by the position of the cycle die on the capital value scale. Prices can fall below 0 due to the capital value, which means that players receive capital in addition to resources. The number of the currently active cycle has nothing to do with the capital value. The cycle die therefore fulfils two different tasks.

Dignitaries

Dignitaries can be auctioned off in phase II (see Game Play). Each player may only control one dignitary at a time. If a player purchases a new dignitary, the old one is returned to the bottom of the deck. The dignitary has a combat value, which also indicates the minimum amount of capital that must be bid for that dignitary.

Dignitary effects can only be used in the specified phase and, unless otherwise stated, may only be used once per cycle in that phase. If no specific phase is specified, the effect is considered an anytime effect. The effects are explicitly not influence card effects, so they cannot be cancelled by "Intervention". However, they are card effects.

Game Play

Syncanite Foundation is played in cycles until one player wins, all players win, or all players lose.

Each cycle is divided into four phases:

I. The Conflict Phase, which is a military phase for harvesting resources. II. The Offer Phase, which is the economic phase for conducting transactions and maintaining armies. III. The Parliament Phase, which is the political phase for voting on laws and the possibility of intrigue and assassinations. IV. The Foundation Phase, which is the oligarch phase, in which you use role card effects and blackmail each other.

These phases proceed as follows (points marked in colour and marked with icons on the cycle chronology are only executed when the respective crisis is active).

Phase I: Conflict

Increase the cycle die: At the beginning of phase I, increase the cycle die by 1 by turning it. Do not move its position. In the first cycle, the cycle die is set to Roman numeral I.

Redraw doctrine: There are 3 different doctrines, each appearing twice. Collect all doctrine cards and shuffle them. The Strategos always draws 3 doctrines first, chooses one of them, and puts the rest back. Shuffle the deck again and draw the doctrines at random in any order.

Take the immediate bonus shown on your doctrine. Vile players take 2 operations, scheming players take 2 bribes, and superior players take 2 armies + the number of the active cycle.

Example: In the 2nd cycle, the superior player takes 4 armies. 2 + 2 for the active cycle.

Each doctrine also has a passive effect that influences alternating placement and harvesting (these change during War). Scheming players harvest 1.5 times as much in each field. Wicked players always kill one army when outbidding. Superior players can only be outbid with at least twice the number of their armies.

Example: Player A is superior and has 2 armies in the "Hill Country". Player B, who is wicked, outbids A with 4 armies. In doing so, he returns one army to A and puts one army back into the supply. Player C is scheming and occupies the "Calvus Archipelago" with 2 armies and remains there until the end. He harvests 2 syncanite and 3 food instead of 1 syncanite and 2 food.

Initiative auction: The order of play is determined by the initiative auction. This proceeds as follows:

All players keep the capital they want to bid hidden (e.g. under the table). One player counts to 3 and everyone shows their bid. You may also bid 0 capital. The player order for the entire cycle is determined by the bids, with the highest bidder becoming the first player, etc. If several players place the same bid, they bid against each other again until an order is determined. Players who do not bid are automatically last in the order. If several players do not bid, they roll a D6 to determine their position. Capital that has been bid is discarded. In the first cycle, the entire player order is determined by rolling dice. Distribute the appropriate tokens according to the player order.

Example: 5 players bid for the initiative in cycle II. Player A bids 5 capital, players B and C bid 3 capital, and players D and E bid 0. Player A becomes the first player. Players B and C bid again for the 2nd and 3rd place, while D and E roll the dice for the 4th and 5th place.

Conquest moves (only with active War): Carry out conquest moves according to the battle order (for more information, see Crises in Detail: War).

Otherwise: Take turns. Place armies in player order. Consider the passive effects of the doctrine. During your turn, place any number of your armies in a space (including one you already occupy, to reinforce it) or pass your turn. If you pass your turn, you may only place again once you have been outbid. Then rejoin the player order. Once you have placed your armies, it is the next player's turn. If a player wants to place armies in an occupied space, they must outbid the armies in the space and return those armies to the other player. A player can no longer place armies if they have previously passed or have no more armies. If a player who has no more armies receives armies again, they may place them again (e.g. through effects). Placing continues until no player can place any more armies.

Harvesting: Now harvest the yield shown on the spaces you occupy. The number of armies has no influence on the yield. Pay attention to the doctrine and the field cards. Then (if no effects are activated) withdraw your resources.

Retreat: Now withdraw all armies to your playing area (except in war). If you have fewer armies than your limit allows, take the armies you are missing and set them aside to be recruited in phase IV. If you have more armies than your limit, flip over all armies that exceed your limit.

Imperial Servitude (only with active Tyranny): Check whether any player has not harvested any resources this round. If this applies to a player, they must discard a victory condition card. Only the actual harvest counts here, not capital or card effects.

Cutthroat politics (only with active Revolution): Implement cutthroat politics (more on this in Crises in Detail: Revolution).

Chancellor election (only with active Revolution): Hold a chancellor election (more on this in Crises in Detail: Revolution).

Reveal two laws and vote: Draw 2 laws and reveal them. Read the laws aloud. Now vote on the laws with any number of cards, face-down. Use voting cards (thumb cards and intrigues) and influence cards that explicitly state that they may be played (assassinations and certain operations). Once no more players wish to vote, collect the votes for the laws separately and shuffle them. Count the votes starting with the law that was drawn first. The count determines whether the law is passed or rejected. In the event of a tie, the Chairman decides. If the Chairman is not in play or does not wish to exercise their right, a coin is tossed. Laws that are passed are placed next to the game board and the crisis value of the corresponding crisis is increased accordingly (by the value of the law, printed in its centre). (see Card Anatomy)

Example: A vote is taken on "Planned Economy". After all players have cast their votes, the votes are shuffled and then revealed. They show 12 thumbs-up and 11 thumbs-down. The Chairman uses his role card effect to add a thumbs-down vote, and since the law is then tied, he decides against the law.

Intrigues and assassinations: If you reveal intrigues or assassinations while counting the laws, read the text on them aloud. Apply the effects of intrigues to the respective votes. Place assassinations with the law for now and wait until the counting is finished. Then carry out the assassinations (see Assassinations). When the Ascendant card is revealed, note that assassinations with a combined value of over 99 end the game immediately. If your assassinations fall below this value, proceed as usual. You may also agree to assassinate the tyrant before a vote is cast.

Decree of the Emperor (only with active Tyranny): Draw the top law from the deck. This takes effect immediately and without a vote. This increases the crisis value for the corresponding crisis.

Phase II: Offers

Conclude forward transactions (only with active Monopoly): Conclude forward transactions. (For more information, see Crises in Detail: Monopoly)

2 Transactions: Take turns performing transactions in player order until all players have performed two transactions. A transaction is the execution of a trading option:

  • Buy: Buy any number of resources from a market or resource type at the price indicated next to the respective cube. Please also note privileges and the capital value. If a market is empty, no purchases can be made there.

    Example: Player A buys 3 syncanite from the market. They pay 30 capital for this, as the syncanite costs 9+9+12.

  • Selling: Sell any number of resources of one type at the respective market at the price indicated next to the spaces. Note privileges and capital value. If a market is completely full, sell the resources at the lowest possible price on the market. These resources are returned to the supply.

    Example: Player A sells 3 syncanite at the market. They receive 36 capital, as the next highest free fields show the price 12+12+9. The capital value is +1, resulting in 13+13+10=36. If player A also had the "Insider Trading" privilege, which increases the selling price by the active cycle, they would receive 15+15+12=42 capital, played in cycle II.

  • Consumption: Consume 1 food for each army, 2 syncanite for each bribe, and 3 goods for each operation. Use the consumption price tokens as a guide. In a transaction, it is possible to choose one of these options and use it multiple times. Return consumed resources to the supply.

    Example: Player A consumes 6 syncanite for 3 bribes and returns them. They now hold 10 cards and are therefore not allowed to purchase any further bribes. The player is also not allowed to purchase 2 bribes and 1 operation instead, as this would constitute 2 transactions.

When it is your turn, you choose one of the options described above: buy, sell, or consume a resource. Once everyone has made a transaction, everyone can make another transaction. This means you can carry out two separate transactions with your two turns. Foundation Shares are only sold when Monopoly is active. (see Crises in Detail: Monopoly)

You can also pass your transaction, but this means you lose the right to use the passed transaction. Passed transactions cannot be used by other players.

Dignitary auction: The topmost dignitary card, face-up on its deck, is auctioned off. Use the same method as for the initiative auction. However, you must bid at least the combat value of the dignitary (see Dignitaries). If none of the players bid, place the dignitary under the deck. Then reveal a new dignitary.

Humanitarian donations (only with active Triage): Make humanitarian donations (more on this in Crises in Detail: Triage).

Army maintenance: You must pay maintenance for all armies that exceed the limit and have survived phase I (marked by being turned over). Armies that you cannot or do not want to maintain are returned to the supply. Normally, the limit is 5, except for a two-player game, where it is 10, or in War, where it is increased by 5 per capital. Armies acquired in phase II are therefore exempt from maintenance.

Example: Player A has 8 armies in the first cycle after phase I due to superiority. A buys 2 new armies through transactions. However, A only has 2 food when paying for maintenance and can therefore maintain 2 armies out of the 3. After paying for maintenance, A therefore has 5 + 2 + 2 armies. 5 due to his limit, 2 due to the transaction and 2 fed armies from phase I.

Other fees and income: Now, fees that are payable in phase II and have not yet been paid are collected. These may arise from effects. You may also pay such fees earlier during phase II. Now is the last point in time when these fees must be paid. In addition, you can now collect income from laws or card effects at the latest.

Phase III: Parliament

Conclude forward transactions (manipulable bets) and win the bidding competition for the Foundation Shares, which count as victory points.

Example: The syncanite market is marked at the lowest price of 6. Player A bets 100 capital on rising syncanite prices. These rise to the top price of 9. Player A thus triples his stake and receives 300 capital including his own capital (i.e. 100 stake + 200 profit). Player B has bet on falling syncanite prices and thus makes a 300% loss. Since B cannot pay another 200 capital, he discards a victory condition card.

Mechanics: "Forward transactions with bull and bear cards": Forward transactions are initiated either in phase II or through "Kleptocracy". If the current prices of resources are not recorded by the 3 transparent acrylic markers (e.g. due to "Kleptocracy"), position the markers accordingly. Then conclude up to 3 forward transactions (max. 1 x per market).

For a forward transaction, you place any amount of your capital on a market. In doing so, you speculate on its price development in order to make a profit if your speculation is correct. To do this, you use bull cards (for rising prices, i.e. fewer resource cubes on the market) and bear cards (for falling prices, i.e. more resource cubes on the market), which are placed face down on the capital to be bet on the corresponding market. This completes the forward transactions.

In phase IV, the forward transactions are triggered. In player order, reveal your forward transactions and calculate how much profit or loss they generate. You check this by counting from the marked price starting with 0 to the current price and multiplying this value by your tied-up capital. If you have incorrectly predicted the market development, you pay the calculated amount. The capital you have invested is included in the payment. If you cannot pay, discard a victory condition card. If you make a profit, take the calculated amount from the bank, including the capital you have invested. A player with several forward transactions calculates the total profit or loss of their forward transactions and only then pays or receives the capital.

Victory condition: "Majority Shareholder": You win with Monopoly via "Majority Shareholder" if you own 2 more Foundation Shares than the player with the 2nd most shares. This must be the case at the end of any phase.

Foundation Shares: Foundation Shares are shares in the Syncanite Foundation and give you, as the owner, 100 capital in each phase I. One or more shares can be purchased as a transaction for 250 capital each, but only when Monopoly is active. If only one share is left to purchase, it is immediately auctioned to the highest bidder. The buyer of this share can win the game via "Majority Shareholder". All shares already purchased count towards the bid with their purchase value of 250 capital. A share is not lost or spent when the last share is purchased.

Example: Player A has 2, player B has 5 and player C has 4 shares. Player A buys his third share in 1 transaction, leaving only the last share available. This is immediately auctioned off. The players' base bids are the purchase price of all their shares, so A has 750, B has 1250 and C has 1000. Player A bids a total of 1550 with his capital, player B does not bid any additional capital and player C bids another 600 for a total of 1600. C thus wins the auction and receives the share. Since he does not hold a majority stake, the game continues.

Phase IV: Foundation

Role card effects: Use your role card effects immediately in player order. Selected cards, for example, must be played immediately. If a role that has an effect in phase IV (Magnate, Censor, and Investor) is not in play, activate their effects randomly after the players have completed all their effects. The Pariah is never played automatically, i.e. if The Pariah is not in play, ignore its effect.

After the players have completed their effects:

  • "Investor": Reveal a random field card and play it immediately.
  • "Censor": Draw a random headline and play it immediately.
  • "Magnate": Roll to determine how much the capital value decreases or increases. Use the custom D10, which ranges from -5 to +5. Depending on the dice roll, move the capital value (cycle die) in the corresponding direction, but no more than the number of steps the Magnate could take at that point. This equals twice the number of the active cycle. If this triggers a crisis, it is resolved immediately.

Example: The Censor, Strategos, and Chairman are in play. The Censor plays a headline, whereupon the Chairman takes a bribe because he did not make use of his right in phase III. A random field card is then revealed for the Investor. The D10 is rolled, with a result of -4. Since the Magnate can move a maximum of 2 steps because the game is in cycle I, the capital value moves down by 2.

1 Transaction: Carry out one transaction each, following the player order, using the transaction rules described under Phase II: Offers.

Triggering forward transactions (only with active Monopoly): Trigger your forward transactions and receive or pay capital (see Crises in Detail: Monopoly).

Player trading/blackmail: In this phase, you may trade with each other and blackmail each other. This is the only phase in which you may exchange material goods, apart from the Pariah role effect and when cards explicitly state otherwise. You may trade anything. You may also now redeem promises and deals (see Handshake Deals). Do not forget that a victory condition card must be discarded if there are any unpaid debts.

Fill armies to limit: Draw the armies that were set aside in phase I (see Phase I: Retreat). These are the armies that were missing after phase I to reach your army limit.

Ascendant tribute (only with active Tyranny): Pay the Ascendant 10 resources of one type (see Crises in Detail: Tyranny).

Market change roll: Roll the custom D10 for each market. Add or remove the rolled score at the respective market. If this triggers a crisis, deal with it immediately.

Example: A +2 is rolled for the syncanite market. This is added to the market, bringing the total from 5 to 7. A -3 is rolled for the food market, causing the market to fall from 2 to 0 and triggering Triage. A supply crisis (see Crises in Detail: Triage) is triggered, halving the goods and syncanite markets. The halved goods market now contains 4 goods and a +2 is rolled. The goods market now contains 6 goods.

Crises in Detail

Revolution

Use your political influence (voting cards) to harm your rivals (play thumbs-down against them) and elect yourself as chancellor (thumbs up become victory points).

Event: "Terror and Virtue": Immediately after Revolution is triggered, set the capital value to 0. Execute all dignitaries, i.e. all active dignitaries are placed under their deck. Increase the cost of bribes and operations by 1. To do this, flip the consumption price tokens (except when playing with 5-6 players).

Mechanics: "Cutthroat Politics": Revolution activates "Cutthroat Politics" as a mechanic at the start of phase III.

First, choose a player to discard a victory condition card. If you cannot agree, everyone loses a victory condition card. This vote is open and verbal.

Now, in player order, you have the opportunity to harm other players with thumbs-down cards. When it is your turn, you may lay down as many rejection cards as you wish. 2 thumbs-down cause a random card from your target's hand to be drawn and discarded. 3 thumbs-down cause a player of your choice to discard a victory condition card. A player can play any number of thumbs-down on one or more players to use these effects as often as they like against those players.

Example: Player A plays 10 thumbs-down. A chooses to have player B discard a victory condition card and a card from their hand. Therefore, player A draws a random card from B's hand and discards it. They do the same with player C. Alternatively, player A could also have one player discard 5 cards from their hand or divide these 5 cards among the other players.

Victory condition: "Chancellor Election": Reveal all your approval cards (thumbs-up). If one player has twice as much approval as the player with the second most approvals, they win if they have the matching victory condition card in their hand. If there is no winner, take back your approval cards.

Monopoly

Multiplies the bidding competition through army placement — multiply your capital on the markets through forward transactions (manipulable bets) and win the bidding competition for the Foundation Shares, which count as victory points.

Event: "Kleptocracy": Each player receives 100 capital. In addition, the current price of resources is recorded using the 3 transparent acrylic markers. Each player may now conclude up to 3 forward transactions (max. 1 x per market).

(See Phase III: Parliament above for the "Forward transactions with bull and bear cards" mechanics, the "Majority Shareholder" victory condition, and Foundation Shares.)

War

Transforms the bidding competition through army placement into a war game with massive dice manipulation, in which you win by occupying 13 of 19 spaces or all three capitals on the map with your armies.

Event: "Outbreak of War": Increases the capital value by 3. Place armies into free or self-occupied spaces in player order. At least one army must be placed. Do not place armies in capitals. Do not outbid other players. This continues until all armies have been placed. From then on, the armies are no longer withdrawn from the game board. If you obtain new armies in any way, place them directly into a space. For that, you can use only spaces you already self-occupy. If War is triggered in phase 1, during placement and outbidding, "Outbreak of War" must be resolved and "Conquest Moves" played immediately afterwards.

Mechanics: "Conquest Moves": Once phase I is reached, 5 conquest rounds are played, replacing placement and outbidding. These are counted using the crisis counter. After the 5 conquest rounds, harvest as usual, but do not retreat. Also harvest capital from the capitals.

Conquest Moves: When it is your turn to make a conquest move, you may move any number of armies from one space to an adjacent one. If you move armies into a space occupied by another player, this triggers a battle, which is carried out according to the battle order. Please also note the relevant status tokens (e.g. fortress) and their effects.

Capitals: Capitals are unaffected by the effects of operation cards and dignitaries. Capitals can be occupied during War by a conquest move and increase the army limit by 5. They give the player who controls them 30 capital +10 capital for each field belonging to the nation (colour-coded borders) that this player occupies.

Battle: A battle can consist of several rolls. For each roll, the attacker receives 3 red D6 dice and the defender receives 2 blue D6 dice. You roll the dice and only the highest score counts. These two scores are compared, with the defender winning in the event of a tie. After each roll, both sides have the option of a tactical retreat. The defender decides first, then the attacker. If neither side wishes to retreat, the battle continues. After each roll, kill one army of the losing side. For each army lost in a roll, you draw a tactical measure. This does not apply to executions. You can use these cards to modify dice rolls, but for other purposes as well. A battle lasts until one side's armies have been wiped out, have retreated, or have been forced to retreat (see Execution). During the battle, also consider the new doctrine effects, armour, and mass advantage.

Battle Checklist:

  1. Check for: execution, end of battle due to complete annihilation of armies or retreat (not on the first roll).
  2. Bonus and penalty calculation: Add up all bonuses and penalties that count towards your dice rolls. These include: doctrines, mass advantages, armour and dignitary effects.
  3. Rolling the dice and calculating damage: Roll your D6. Add the bonuses and penalties to your highest score and compare them. If possible, tactical measures are now played.
  4. Damage settlement: Remove the losing side's armies (usually one). Pay attention to the players' doctrines and any tactical measures that were played.

Retreat: After the battle begins, the first roll must be played. Following that, both players have the option to retreat. The defender decides first, followed by the attacker. If neither player wishes to retreat, the battle continues. Retreating costs one army. If one player retreats, the battle ends immediately. You may only do so if an adjacent space is free or self-occupied. Players with the "Intrigue" doctrine can retreat without loss.

Doctrines in War: Each doctrine retains its immediate bonus. The effects of "Superiority" and "Vileness" are no longer applicable, as there is no longer any outbidding. "Intrigue" retains its effect for the harvest. Each doctrine also receives an additional passive and active effect in War. The passive effects are permanent in War, while the active effects can be used for 50 capital. The active effects can be used as often as you can pay for them, at a cost of 50 capital each.

  • Vileness — Passive: Kill 3 armies instead of just one in a battle when you win a roll. Active: Place an artillery token in a space you occupy. Use it to bombard any adjacent space. Roll a D6. Half the score of armies in the bombarded space are destroyed. You may use your artillery again for 50 capital. If armies move out of the space, the artillery may move with them. Each player can have only one artillery at any time. If a player leaves their artillery behind, it is discarded. Keep in mind that although you may use your artillery an unlimited number of times, for 50 capital each time, you must discard your existing artillery in order to set up new artillery. You may only do this if you leave the space without it or if another player takes over your space.

  • Intrigue — Passive: As an "Intrigant" player, you may hold 4 tactical actions (but still only draw and play a maximum of 3). You also draw one tactical action at the start of each battle. In addition, you may retreat without suffering losses. Active: Place a swarm token in an empty or self-occupied space. This acts like a mine. If someone moves an army into a field with a swarm token, they roll a D6. Half the score rolled represents the number of armies that fall. After that, if there are armies left to move into the space with the swarm, discard the swarm token. No tactical measures are drawn by swarms.

  • Superiority — Passive: Increase your roll by +1 in every battle. Furthermore, as an attacker, there is no mass advantage against you. Active: Place a fortress token in a space you occupy. In this space, the defender's dice rolls are increased by +2. If a space with a fortress is captured by an attacker, the fortress token is removed from the game board. If you leave a space with a fortress, it is also removed.

Tactical measures: You always draw tactical measures when you lose one or more armies through a roll in battle. Then draw one tactical measure for each army lost, but you can draw a maximum of only 3 per roll. This does not apply to executions. You may hold a maximum of 3 tactical measures in your hand (except for players with "Intrigue" who can hold 4). You may play tactical measures at any time during a battle (maximum 3 per roll). It is also possible to play tactical measures at any time outside of battle. This means that tactical measures are faster than retreats.

Example: Player A attacks player B with 10 armies against 8 armies. Because B is "intriguing", he draws a tactical measure. Player A rolls a 6 and B rolls a 3. B does not want to play the tactical measure. Because A is "vile", he kills 3 armies. This causes B to draw 3 tactical measures. On the second roll, B plays a "Guillotine" to win the roll and 2 "Destroy +2" cards, for a total of 5 armies. Player A then retreats to an empty space with the loss of one army.

Effects of these cards:

  • Make 2 additional moves with an army, but do not start a new battle OR dice roll result +2
  • Destroy +2 armies on a winning roll
  • Dice roll result +3
  • Dice roll result +5 OR use the active doctrine effect (see above): place a fortress, swarm, or artillery. With artillery, you can use it immediately
  • Guillotine: Win the next roll immediately and unstoppably (cannot be played against an impending execution)

Mass advantage: Mass advantages reward you when you fight with superior numbers. For example, a player with a 2 to 1 army ratio receives +2 to their roll. All mass advantages are also listed on the battle order.

Example: Player A attacks player B with 6 armies against 3 armies. Player A thus has a numerical advantage, granting him a bonus of +2 on his score, and rolls a 5 while B rolls a 6. Player A wins 7 to 6.

With a numerical advantage of 4 to 1 at the start of the battle, one of the defeated armies is executed, and the rest is forced to retreat. You must take the retreat costs into account. If retreat is not possible, the army is completely executed. This also happens if only one army remains and the retreat costs cannot be paid (except in the case of "Intrigue"). If a 4 to 1 situation arises during a battle, the losing player must retreat immediately. Follow the same rules as described above.

Mass advantages:

  • 2 to 1: +2 on the rolled score
  • 3 to 1: +4 on the rolled score
  • 4 to 1: Execution

Armour: Players can purchase armour levels at any time for 50 capital each. Armour 1 must be purchased before armour 2, etc. Each level can only be purchased once. The armour effects are cumulative, so a player with armour 4 has all effects. All armour effects are listed on the battle order.

Armour level:

  • 1: +1 on the rolled score
  • 2: +2 on the rolled score (as these overlap, granting a total of +3)
  • 3: Destroy +1 army if roll is won
  • 4: Execution already at 3 to 1 mass advantage

Example: Player A has armour level 1 and 3 armies. Player B attacks with 3 armies but has armour level 4. A rolls a 4 and B rolls a 3, giving A a total of 4+1=5 and B a total of 3+1+2 = 6. Player B therefore wins and kills 2 armies. Player A must now retreat, otherwise they would be executed, but cannot do so because their army would die in the process. They receive NO tactical measures (see battle order).

Victory condition: "Supremacy": Occupy 13 of 19 spaces or all 3 capitals at any point in time.

Variation (recommended for experienced players): Occupy either 13 of 19 spaces or all 3 capitals at any point outside of the conquest moves (including immediately before or at the end of them).

Special rule when all of a player's armies got annihilated: If one of you no longer has any armies on the game board, that player may not play any conquest moves until the next phase I. This player may replenish their armies to their limit in phase IV but may also purchase armies. In phase I, at its beginning after drawing the doctrine, they may move these armies from the centre to a space as an extra conquest move, thereby occupying a field or triggering a battle. This rule excludes Tycos, so you cannot move directly into this capital.

Triage

Force all players to make donations and make as many as possible in order to discard as few victory condition cards as possible or even pick some back up. Win by ending the crisis by replenishing the markets and having the most victory condition cards in your hand at that moment.

Event: "Supply Crisis": As soon as Triage is triggered, empty the food market completely and halve the stock of the goods and syncanite markets (round up).

Victory condition: "Dignity and Honour" (donations): Make "Humanitarian Donations" in phase II. Each player must donate each resource with an amount equal to the current cycle, in player order. If you do not want to or cannot donate, you lose victory condition cards equal to the number of markets in which you did not donate. If you donate to all markets, take back one victory condition card. You may also donate more than is required. All donations are placed in the respective market. If the markets are full, place the donations in the corresponding bag.

Example: Player A donates 2 resources to all markets in cycle II. At the goods market, they even donate 4 resources to fill it. Player A takes back one victory condition card. However, player B has few resources and could only donate food. B decides not to donate anything and discards 3 victory condition cards. Alternatively, player B could donate only food in order to discard only 2 victory condition cards.

Victory condition: "Dignity and Honour" (ending Triage): If the Triage is ended because the food market has been completely filled and the other markets contain at least 7 resources, it is checked whether a player has won. To do this, compare the number of victory condition cards you have in your hand. If one player has the appropriate victory condition card, "Dignity and Honour", in their hand and the most victory condition cards, they win. If there is a tie, flip Triage and continue playing as usual. The same applies if the player with the most victory condition cards does not have "Dignity and Honour" in their hand. Reset the crisis value of Triage to 0.

Tyranny

Force your rivals to discard victory condition cards and prevail by being the last player to still hold victory condition cards. Alternatively, win together by defeating the Ascendant.

Event: "A new Ascendant": As soon as the crisis becomes active, trigger "A new Ascendant". Reduce the capital value by 3. All players discard a victory condition card and place the Ascendant card onto the game board above the laws.

Victory Condition: "Freedom or Submission": The player who is the last to have not picked up a Pariah special victory condition card and also has "Freedom or Submission" in their hand wins the game. If you are the last player without a Pariah special victory condition card, but do not have "Freedom or Submission" in your hand, the game continues as normal. If you pick up this victory condition card again, you win at that moment.

Tyrannicide: Players can also win the game together by assassinating the Ascendant in phase III. The Ascendant has a combat value of 99. If enough assassination cards are played in phase III to reach a total assassination value of at least 100, the Ascendant dies immediately and all players win together, regardless of their victory condition cards.

Mechanics: "Reign of Terror": "Reign of Terror" activates 3 mechanics:

  • Imperial Servitude: Check whether any players have harvested resources this round. If a player is affected, they discard a victory condition card. Only the actual harvest counts here, not capital or card effects.
  • Decree of the Emperor: The law on top of their stack is drawn and takes effect immediately.
  • Ascendant Tribute: Pay the Ascendant 10 resources of one type in player order. Receive the respective reward in return:
    • 10 food = 15 armies
    • 10 goods = 5 operations
    • 10 syncanite = all other players -1 victory condition card. This is done in player order.

If you do not want to or cannot pay, discard a victory condition card.

Role Cards in Detail

Strategos: In phase I, the Strategos always draws 3 doctrines first, chooses one of them, and puts the rest back. Shuffle the doctrine deck.

Chairman: During the vote on each law, the Chairman may manipulate the vote by one thumb. In addition, he may decide in the event of a tie. If he does not exercise these rights, he may draw a bribe in phase IV.

Magnate: The Magnate may move the capital value in phase IV. However, this may only be a movement with a maximum of twice the active cycle.

Example: In phase IV of the second cycle, the Magnate may move 4 steps. This shifts the capital value from +1 to -3 and therefore counts War up by 3. In cycle 1, only a movement of 2 steps would have been possible.

Investor: The Investor draws 3 field cards. One of the field cards must be played and is placed on the corresponding space. The remaining cards are placed under the deck. In addition, the Investor may take capital equal to the active cycle multiplied by 10. He may also reduce the market stock by 4 in a market of his choice. (For more information on field cards, see Field cards.)

Example: The Investor plays the "Offshore Trading Post" on the "Storm Sea" space. Monopoly is increased. In addition, he takes 20 capital, as the players are in the second cycle, and reduces the food market by 4 resources.

Field cards with their positions:

  • Dravaren Hunt: Land of Eternal Night
  • Syncane Pipeline: Ice Sea
  • Offshore Trading Post: Storm Sea
  • Special Trade Zones: Iron Front
  • Cape of Freedom: Hill Country
  • Arms Industry: Wasteland
  • Temple Ruins: Frost Plateau

Censor: The Censor draws 3 headline cards. The player chooses one of these cards and plays it. The effect is activated and the respective crisis is increased. The remaining cards are placed under the deck (for more on headlines, see Headlines).

The Pariah: The Pariah draws 3 advocate cards and keeps one of them. Another card is returned to its deck and one card must be given away or sold by The Pariah. Material resources may also be exchanged or promises made in return. The Pariah must offer a card to the other players. If no player accepts the trade, he must give a card away. The cards held by The Pariah are not revealed. Therefore, he can sell or give away a deception (for more information on advocate cards, see Advocate cards).

Example: The Pariah draws two cards with effects and one deception. He keeps one card with an effect. He offers his fellow players a card with an effect, but none of them want to accept the trade. Therefore, the pariah gives away a deception.

Pariah Special Victory Conditions

If you had to discard all victory condition cards, you pick up a Pariah special victory condition card. To do this, draw 3 of the cards and choose one. From now on, this card is your victory condition. Pariah cards are unstoppable and also immediate as soon as they are played face up. They cannot be prevented or removed. Pariah special victory condition cards are not to be confused with advocate cards or the Pariah role card. However, players may pick up victory condition cards again and win with them. Tyranny may be picked up again as a victory condition card, but it may not be used to win. Players with a Pariah special victory condition card are excluded from winning with Tyranny. Pariah special victory condition cards are also more immediate than normal victory condition cards. If a situation arises in which two players fulfil their victory conditions at the same time, the Pariah special victory condition wins.

"A Final Act": With this special victory condition, you win the game when every player holds a Pariah special victory condition card. This special victory condition takes precedence over "Purge by the Ascendant" and "Retribution". When the Tyranny crisis is active, once per game, as soon as an assassination is played, you may reveal the "A Final Act" card, causing the assassination to affect all other players.

"Spider in the Shadows": You may reveal this card at any time to use its effect. With this card, you choose a victory condition, except for the "Freedom and Submission" victory condition card, with which you can win again from now on. Furthermore, no one else can win with this victory condition. You may also draw as many bribes and operations in any combination until you have reached your hand card limit.

"Calvus' Calculation": Place this card face up immediately. Immediately trigger the Triage crisis and the fees for humanitarian donations are now twice as high for all players. If the Triage crisis was already active, apply Supply Crisis again and receive the resources discarded as a result. If the Triage crisis was not active, trigger "Supply Crisis" in the same way as described above. You win if 2 of the 3 markets contain at least 15 resources at the same time.

"Scorched Earth": Reveal this card immediately. Immediately trigger the War crisis. After the outbreak of war, immediately use the effect of "Syncane's Bombardment" once per cycle die value. In addition, you can use the effect of "Syncane's Bombardment" 3 times + number of the active cycle in phase I. Use all of these actions simultaneously. Once all spaces with yields are set to 0, you win the game.

"Retaliation": With this card, you can use the anytime-effect as often as you like. To do so, reveal the card. When you use the effect, pay 3 armies. Then roll the dice as in war against a player of your choice. The battle order applies here. When rolling the dice, you must consider the players' doctrines, which may also allow them to take tactical measures. Armour must also be taken into consideration. To double a dice roll, you can discard one assassination or three tactical measures. If you win the roll, you steal one of your opponent's victory condition cards. You draw this at random, first from the pile of discarded cards if there is one. If this is not the case, draw from your opponent's hand. You win if you hold 5 victory condition cards or if no one else has any victory condition cards left.

"Polar Exile": Play this card face up immediately. End the War crisis immediately. Then permanently place 5 armies on the capital of Avadur. Avadur cannot be outbid or otherwise affected by negative card effects. Avadur allows you to harvest 15 syncanite in each phase I. If you have 50 syncanite at once, you win.

Alternative: Play this card face up immediately. Gain 5 syncanite at the end of each phase. If you have 50 syncanite at once, you win.

Note: These cards are overpowered. They are not a catch-up mechanic but a punishment for the entire table, if you go too far.

Digression: Solo Mode

To play solo mode, set up the game for solo mode as described in Game Setup. The state (Automa) starts with 25 armies and always begins with its turn.

In solo mode, crises can only become active once the respective roles of the crises have been assassinated and thus come into your possession. Do not reveal crises beforehand, even if the crisis value reaches 10. As soon as the role is assassinated while the crisis is already at 10, the crisis becomes active immediately.

You win in solo mode when you have unlocked a crisis and fulfilled the corresponding victory condition.

The game in solo mode is played according to cycle chronology, with the state always being the starting player. The starting player plays each of their actions from the state deck. These cards are divided into 3 areas: top, bottom left, bottom right.

Phase I

Redraw doctrine: The state does not receive a doctrine (variant: the state has all 3 doctrines and only applies the respective doctrine in the corresponding nation, see Redraw Doctrine).

Conquest moves (only with active War): Conquest moves are carried out according to the battle order. Note the state's move pattern (see the state in crisis, below).

Otherwise, place alternately — State action: The name of the card indicates in which space the state places armies. The number on the card determines how many armies the state deploys. It deploys at least the value shown on the card. However, it outbids the player if necessary, using the player's number of armies + the number on the card. If this is not possible, the state draws the next card. If no further move is possible, it passes. Always-effects are activated in this phase.

Example: The state draws "Iron Front" and places an army there. Alternatively: If the player has 3 armies in "Iron Front", the state places 3+1= 4 armies. The always-effect is also activated, so the next field occupied by the state is protected and cannot be occupied or attacked for one cycle.

Harvesting and Retreating: The state does not harvest resources. Instead, it harvests operations, bribes, capital and armies. All 19 state cards are examined for scoring. If a space is controlled by the state, it receives the harvest shown on the card with the name of the space (top right icon). The armies are added to the supply. Any capital harvested by the state is 10 times the active cycle. Bribes and operations are counted and noted.

After counting, the state deck is shuffled and the harvested number of operations is revealed and dealt with at the beginning of phase II (effects at the bottom left). The harvested armies are added to the withdrawn armies. The number of bribes is noted. These become relevant in phase III (effects at the bottom right).

Phase II

Conclude forward transactions (only with active Monopoly): The state does not conclude forward transactions (Player see Phase III: Parliament).

2 Transactions: The state does not make any transactions (Player see Phase II: Offers).

Dignitary auction: The state offers all the capital it possesses. If it wins the auction, the dignitary is set aside.

Humanitarian donations (only with active Triage): The state is exempt from donations (Player see Crises in Detail: Triage).

Maintenance and other fees: State armies are exempt from maintenance, so it never pays maintenance or fees (Player see Phase II: Offers).

Phase III

Cut-throat politics (only with active Revolution): The state pursues cut-throat politics (see Crises in Detail: Revolution).

Chancellor election (only with active Revolution): The state cannot win. It can only prevent the player from winning. (See Crises in Detail: Revolution.) The player can not play cut-throat politics against the state.

Reveal laws and vote: As usual, 2 laws are revealed. The state bribes that have been collected are shuffled and divided alternately among the laws. The player may now vote; then all cards are revealed (see Phase I: Reveal two laws and vote).

Decree of the Emperor (only active in Tyranny): The Emperor's Decree remains unchanged (see Crises in Detail: Tyranny).

Phase IV

Role card effects: All role cards in your possession may be carried out by you. All other role card effects are executed randomly (see Phase IV: Foundation).

Player trading and blackmail: The state does not negotiate.

Armies fill up to limit: The state does not replenish here. The player takes the armies that were set aside after phase I, if this was the case.

1 Transactions: The state does not make any transactions (Player see Phase II: Offers).

Triggering forward transactions and bonus transactions (only with active Monopoly): This remains unchanged (Player see Crises in Detail: Monopoly).

Ascendant tribute (only with active Tyranny): The state remains unaffected by the Ascendant. The player must pay tribute as usual (Player see Crises in Detail: Tyranny).

Roll for market stock change: This remains unchanged.

The player continues to play in this modified cycle chronology until either the player has won or the state has won because the player had to discard all of their victory condition cards.

The State in Crises

Revolution: If Revolution is active, the state discards all harvested bribes at the beginning of phase III. The thumbs down are added up in cut-throat politics and force the player to discard victory condition cards for every 3 thumbs-down from the state. The player can not play cut-throat politics against the state. In the chancellor election, the player must have twice as many thumbs-up as the state in order to win. If the player does not win the chancellor election, the state's cards are shuffled and distributed among the laws as before.

Monopoly: The state receives 2 Foundation Shares in phase IV when triggering forward transactions.

War: Conquest moves are carried out by the state as follows. As with placing and outbidding, a card is drawn during the state's turn. This card shows which space a conquest move is to be carried out on. To do this, all of the state's armies are moved from an adjacent space to the target space. The army with the highest number of army tokens must be moved. In the event of a tie, the player decides. The battle is carried out according to the battle order. If a state cannot carry out the conquest move, a new card is drawn. Always-effects are also triggered in this phase.

Triage: The state is exempt from donations. The player cannot win through Triage.

Tyranny: The state remains unaffected by any costs. The player cannot win through Tyranny.

Appendix A: Additional Card Explanations

As these cards are often misunderstood, they are explained below:

Tycanian Banker: The "Tycanian Banker" allows you to impose a loan of 10 resources on another player. You take these from the general supply. The player who received the loan now owes you 20 resources of their choice. They may give these to you in phase IV. For each phase III in which this debt exists, you may draw cards from their hand equal to the number of the active cycle and keep them. You may only use this effect if the player has had the chance to repay the debt and your hand card limit allows it.

Forced Collectivisation: You may now place armies in capitals during phase I. If you occupy a capital, you harvest all spaces in the corresponding nation (colour-coded borders). If someone else occupies a space in this nation, the harvest of the space is divided between you and them (rounded down, as noted on the law).

If you have any further questions about card effects during the game, please visit the glossary. All cards are listed here with their effects and an explanation. You can also ask questions via Discord and the developers will try their best to answer and can add questions to the FAQ.

Tips for Getting Started

Act like a conspirator. The slow blade cuts deep. Syncanite Foundation is a game that rewards the reactive player. Although hasty attempts to go for 100% on a single win have often ended the game in two cycles, it is often worth not pulling out all the stops straight away. Always have a way out—if necessary, the pariah's way. Knowing which crises entail which gameplay is the key to victory.

Crisis Revolution: Revolution is worth activating if you really want to get rid of your rivals' dignitaries. Through the "Terror and Virtue" event, all dignitaries in the game will be executed. It also makes access to cards more expensive, which slows down the game and makes it more predictable. Finally, the event normalizes prices, which can—but does not have to—work against the Magnate. To win with Revolution, you should try to take a lot of syncanite to invest in bribes. Always keep Approval x3 in your hand if possible. Also, keep lots of other cards in your hand so that you don't lose your important cards due to the cutthroat politics.

Crisis Monopoly: Do you want speed? Then activate Monopoly. Put in 100 capital and give the game a kick. This crisis is particularly worthwhile if you can take away the newfound wealth from your rivals or if you are dealing with gambling-addicted "maniacs". In addition, the capital boost can be used to monopolize the markets: Because each player has a transaction in phase I, each player can buy an entire market empty one after the other. But pay attention to the crises that you may trigger. Where there is a Monopoly, Triage, and Tyranny quickly prevail.

Crisis War: War massively limits players' access to resources and makes everything more expensive. This can be both a blessing and a curse. Because a War doesn't always have to end with a military victory: Use the War to gain the Monopoly on your nation's main resource and use it for the victory of your choice. Avadur in particular, with its defensive geography and access to syncanite, is ideal for aiming for a Revolution victory and being the only one who can invest a relevant number of syncanite in bribery cards. Also remember that the capitals in War are economic powerhouses that provide you with tons of capital: ideal for a Monopoly victory.

Crisis Triage: This crisis punishes all players—except those who have accumulated a lot of resources. The crisis is emptying the food market and halving the others. Especially when preparing for war, Triage can be ideal for cutting off other players' supplies for armies. In addition, the crisis can be ended immediately if a player accumulates 20 food and donates or sells it in one fell swoop. Because most of the time the other markets are still in the black after the halving. Alternatively, the crisis can be used wonderfully to make incredible profits on the markets—instead of gambling on an immediate end to the crisis. There are a variety of options, especially with regard to a Monopoly victory. If Triage lasts too long, it could be that several players at the table have drawn a Pariah card. Be careful when playing with fire!

Crisis Tyranny: Tyranny offers the most flexible way to win. Combine effects that remove other victory conditions to emerge victorious from this conflict. Especially players, who may even play assassinations against themselves in order to denounce others and get hold of Pariah cards, hate this trick! Oh: Have you ever thought about faking the tyrant murder?

Pandora's Box (Risk Opening): The Monopoly crisis can be triggered via the goods market by filling it with 8 goods. Selling goods does not provide any capital at the start of the game. You can still consciously try to collect 8 goods to "donate" them to the goods market with your first transaction, which will trigger the Monopoly crisis! This gives all players 100 capital, which provides you with a variety of options in the second transaction.

You could suddenly empty the food market and trigger Triage to put your opponents under pressure. In addition, the high food supply may enable you to overcome this crisis. Alternatively, you can invest the food in armies in preparation for War and then overrun them.

As long as syncanite is not too expensive, Tyranny can be triggered using the same model. You can invest the syncanite gained from sweeping the market directly into the "Wrath of the Emperor" at the Ascendant Tribute so that your rivals lose a victory condition. This is how you get a head start!

Another popular option is an absolutely insane undertaking: use your newly won capital to leverage the speculative business. Whether you pursue one of the previously mentioned strategies with your winnings or simply try to achieve a Monopoly victory is entirely up to you. However, keep in mind that each Foundation Share gives you a basic income of 100 capital, which can be used in many ways. A disadvantage of this opening is that your rivals also receive 100 capital and you have to give away 8 goods in return.

Combine Crisis Effects with Your Role: If you want to master Syncanite Foundation, you have to be aware of how the crises affect the game and actively use this to your advantage. A master of the game combines the effects of multiple crises for a very individual momentum.

Game Variant for Beginners: If you want to learn the game slowly, it is recommended to play without dignitaries. You can also limit the number of crises. For example, only play with the War crisis. Then you can prepare for this scenario and play it through to the end. Do this with all the crises you may encounter in isolation, and then start combining them—and grow into the game.

FAQ

Missing something? Ask in the Discord forum.