The Majority 2
The Majority 2 Rulebook
Table of Contents
Table of Contents
- 4-1. Game Overview
- 4-2. Game Components
- 4-3. Board Member Card Overview
- 4-4. Game Setup
- 5-1. The Game Round
- 5-2. Income Phase
- 5-3. Exchange Phase (optional)
- 5-4. Draw Phase (optional)
- 5-5. Free Play Phase (optional)
- 5-6. Standard Play Phase (optional)
- 5-7. Cleanup Phase
- 5-8. Winning the Game
- Play Area Diagram
- 6-1. Additional Rules
- 6-2. Summary of Member Cards
- 6-3. Summary of Promo Cards
- 6-4. Additional Cards
4-1. Game Overview
In Majority 2, your goal is to create more political factions with higher powers than your opponent. Board members of the political factions are the various residents of Pandemonium: Witches, Demons, Dragons, Angels, and Reapers. These inhumane creatures are equipped with exciting and powerful special abilities that can aid your factions or hinder your opponents. The game has a very unique card drafting mechanics where the hand of cards are shared between you and your opponent. Therefore, you must carefully decide when and which politicians to hire for your factions as those left behind may comeback as a member of the opposition!
Can you utilize the special abilities to their full extent and form stronger factions than your opponent?
4-2. Game Components
- 60 board member cards
- 12 of each color (details in 6-2. Summary of Member Cards)
- 13 promo member cards
- 5 color discs
- 40 coin chips with denomination of 1
- 1 start player marker (player token)
4-3. Board Member Card Overview
- Member Illustration
- Member's Faction
- Witches → Blue
- Demons → Green
- Dragons → Red
- Angels → Pink
- Reapers → Black
- Member's Rank: Rank of the member in its faction. Each faction has: 2 [Aristocrat], 2 [Veteran], 2 [Senior], 3 [Junior], and 3 [Secretary].
- Cost: Cost to play the card. Turn coin chips face down to pay the cost.
- Requirements to play: Some cards have additional requirements to play.
- Special ability 1: Special effect that triggers when you play this card by paying its cost.
- Special ability 2: Some cards have an additional special effect.
- Victory points: Star indicates the number of victory points you will get at the end of the game if this card becomes faction representative.
4-4. Game Setup
- Shuffle all board member cards and form a face down deck in the center of your play area.
- Place all coin chips and color discs on the table.
- Give each player 3 coin chips face down.
- Deal each player 4 cards face down. The cards form the player's reserve and are placed face down in front of them.
- Player with the most cash in their wallet takes the start player marker. This player takes 6 cards from the deck which forms their hand.
- Keep your reserve separate from your hand at all times.
- Game starts with the player holding the start player marker.
5-1. The Game Round
The game is played over a series of game rounds. Each game round consists of 6 phases:
- Income Phase (gaining money)
- Exchange Phase (exchange cards - optional)
- Draw Phase (draw cards - optional)
- Free Play Phase (play a card - optional)
- Standard Play Phase (play cards - optional)
- Cleanup Phase (pass hand)
Each phase is completely resolved in the order above. At the end of the Cleanup Phase, the current round ends and a new round begins for your opponent, starting with the Income Phase.
5-2. Income Phase
- Turn all of your coin chips face up (showing the side with Witch icon). Only the face up coin chips can be used during the round to pay costs.
5-3. Exchange Phase (optional)
- You may exchange your entire hand with your entire reserve.
- You may choose to not exchange your hand.
- If you choose to exchange your hand, you must exchange everything. In other words, you cannot choose to exchange only a few cards of your hand.
- In the very first round of the game you may not exchange your hand (this rule only applies to the starting player).
- You must exchange your hand with your reserve in order to use cards from your reserve.
- However any cards you do not use this round will become your opponent's hand in the next round.
5-4. Draw Phase (optional)
- You may draw cards from the deck and add them to your hand. The number of cards you draw depends on the number of your opponent's formed factions.
| Number of opponent's formed factions | Number of cards to draw |
|---|---|
| 0~1 | 2 |
| 1~2 | 3 |
| 3~4 | 4 |
| 5~6 | 5 |
| 7~8 | 6 |
- You may choose to not draw any cards.
- If you choose to draw, then you are required to draw the number of cards indicated above. In other words, you cannot choose to only draw 1 card when you are required to draw 2 cards.
- If you have chosen to draw cards, your opponent will also draw 1 card and add it to their reserve.
- If you have no cards in your hand you must draw cards.
5-5. Free Play Phase (optional)
- You may choose one card from your hand and play it for free ignoring all costs.
- You may choose to not play any card during this phase.
- You do not resolve special ability unless otherwise noted.
- When you play a card, you choose one of the three columns to play and place the card face up at the bottom of your chosen column.
Forming a faction
- After playing a card, if you have 5 or more cards in one of your column, then you form a faction. In order to form a faction, you must have at least 3 cards of the same faction played in that column. If you have less than 3 cards of the same faction, then no faction is formed and all cards in that column are discarded.
- If you have 3 or more cards of the same faction, then a faction is formed. From the column, choose one card of that faction as a faction representative and place it face up in front of you, separate from your columns. This area is called score area.
- Then you take coin chips face down from the supply according to the number of cards you had of the faction. If you had:
- 2 or fewer cards of the same faction → take 0 coins
- 3 or 4 cards of the same faction → take 1 coin
- 5 or more cards of the same faction → take 2 coins
- If you have 2 or more factions with 3 or more cards in a column, you must only choose one faction to form.
5-6. Standard Play Phase (optional)
- You may play as many cards as you can afford from your hand by paying its cost.
- You may choose to not play any card during this phase.
- When you play a card, you choose one of the three columns to play just like in Free Play Phase.
- After placing the card in a chosen column, trigger the special ability written on the card.
- After resolving the special ability if you have 5 or more cards in a column, then follow the directions for [Forming a faction] as written above.
Paying the cost
- You pay the cost by flipping over coin chips. If you do not have enough face up coin chips (showing the side with Witch icon) then you may not play the card this turn.
- [Aristocrat] and [Veteran] members have additional requirements to play which is to have 1 or 2 cards of that faction in your score area.
Member Costs
| Member | Cost |
|---|---|
| Secretary | 2 coin chips |
| Junior member | 3 coin chips |
| Senior member | 4 coin chips |
| Veteran member | 4 coin chips; 1 formed faction |
| Aristocrat member | 2 coin chips; 2 formed factions |
5-7. Cleanup Phase
- You give your remaining hand to your opponent, which will become their hand next round.
- Your opponent will begin their round starting with Income Phase.
- If at this time your opponent has 5 or more formed factions, then the game ends.
5-8. Winning the Game
-
When the game ends, each player calculates their final score by adding victory points of all formed faction members and number of coin chips.
-
For example, if you have the following cards in your score area and 11 coin chips, then your final score is:
Demons party [Veteran] (6) + Demons party [Secretary] (4 since you have 2) + Demons party [Secretary] (4) + Angels party [Junior] (3) + Angels party [Junior] (3) + Angels party [Aristocrat] (4) = 24
24 + 11 coin chips = 35 total victory points
-
Player with the highest victory point wins the game.
-
In case of a tie, player that is not holding the start player marker wins.
Play Area Diagram
The printed play area diagram carries these labels (the diagram itself is not reproduced):
- Play Area (green dotted line)
- Your Columns (red line)
- Opponent's Columns (blue line)
- Columns (dotted line)
- Opponent's score area (Formed factions)
- Your score area (Formed factions)
6-1. Additional Rules
Discards
- All cards discarded during the game should be placed face up next to the deck. If a card's effect discards multiple cards, you may discard all of them in a single pile only showing the top cards being discarded to your opponent.
- If the deck runs out, shuffle all discarded cards and create a new face down deck.
Color Discs
- Certain cards' abilities such as Angels party [Senior] and Reapers party [Veteran] place color discs on top of played cards. Cards with color discs placed on them lose their original color (faction) and become the color of the disc. This affects requirements for playing [Aristocrat] and [Veteran] cards.
- If a card with a color disc is discarded or added to a player's reserve, then the disc is returned to the supply.
- If a card with a color disc is chosen as a faction representative when forming a faction, then the color disc remains on the card when added to the player's score area.
- You may only have a maximum of 1 color disc on a card.
- Color disc remains on the card until the game ends. For example, if you have a blue disc on Demons party [Secretary], that card will combo with Witches party [Secretary]. However that Demons party [Secretary] does not combo with Witches party [Secretary] since it's ability remains unchanged (it will only combo with other Demons party [Secretary]).
6-2. Summary of Member Cards
Witches Party (Blue)
Witches are the masters of wicked spells. They have abilities to affect reserves and reuse coin chips.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Secretary | 2 | +2 VP for each other Witches party [Secretary] in your score area. | 3 |
| Junior | 3 | Draw 2 cards and add them to your reserve. | 3 |
| Senior | 3 | Randomly discard 2 cards from your opponent's reserve. | 2 |
| Veteran | 4 | Discard any 1 card in play and add it to your reserve. | 2 |
| Aristocrat | 2 | Turn all your coin chips face up. | 2 |
Demons Party (Green)
Demons have been members of the assembly since the ancient time. They have strong powers and obsessed over gaining money.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Secretary | 2 | +2 VP for each other Demons party [Secretary] in your score area. | 3 |
| Junior | 3 | Draw 3 cards and add them to your hand. Then choose 1 card from your hand and add it to your reserve. | 3 |
| Senior | 3 | Your opponent must exchange their hand with their reserve next round. | 2 |
| Veteran | 6 | Cannot be played during Free Play Phase. | 2 |
| Aristocrat | 2 | Gain 2 coin chips face down. | 2 |
Dragons Party (Red)
Dragons have fierce breath that can burn everything in its ways. They have abilities to destroy oppositions but sometimes at the cost of their allies.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Secretary | 2 | +2 VP for each other Dragons party [Secretary] in your score area. | 3 |
| Junior | 3 | Discard 4th card counted from opponent's side of the column where this card was played. (see [Play Area] for the definition of column). | 3 |
| Senior | 3 | Discard your entire hand. | 2 |
| Veteran | 4 | Choose a color and then opponent chooses another color. Discard all cards in play of the chosen colors. | 2 |
| Aristocrat | 2 | Opponent chooses and discards one card in their score area. They must choose to discard [Secretary] if possible. | 2 |
Angels Party (Pink)
Fallen angels that have been cast out of heaven. They excel in protecting each other and recruiting members.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Secretary | 2 | +2 VP for each other Angels party [Secretary] in your score area. | 3 |
| Junior | 3 | Any card in your column where this card is played cannot be discarded. This ability is in effect regardless how this card was put into play. Cannot be played during Free Play Phase. | 3 |
| Senior | 3 | Put 2 color discs on any 2 cards in your columns without a disc. If the chosen color discs are already on another cards, move the disc from that cards to the chosen cards. | 2 |
| Veteran | 4 | Draw and immediately play 2 cards in the same column where this card was played, ignoring all costs. Cards played this way do not trigger their special abilities. | 2 |
| Aristocrat | 4 | Immediately score this card into your score area. Gain 1 coin chip face down. Then discard the rest of the cards in the column where this card was played. |
Reapers Party (Black)
Reapers have the knowledge of forbidden spells. They can transform themselves into another member or change opposing member's faction by stealing their soul.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Secretary | 2 | +2 VP for each other Reapers party [Secretary] in your score area. | 3 |
| Junior | 3 | Put a color disc on any 1 card without a disc in your opponent's columns. If the chosen color disc is already on another card, move the disc from that card to the chosen card. | 3 |
| Senior | 3 | Draw a card and replace this card with the drawn card, triggering its abilities. | 2 |
| Veteran | 4 | Put a color disc on any card in either player's score area without a disc. If the chosen color disc is already on another card, move the disc from that card to the chosen card. | 2 |
| Aristocrat | 2 | Your opponent loses 1 coin chip down to a minimum of 3. | 2 |
6-3. Summary of Promo Cards
Once you are familiar with the game, you may choose to replace some of the cards in the base game with these promo cards.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Witch [Senior] | 3 | Randomly discard X cards from your opponent's reserve where X is the number of cards you have in your score area. | 2 |
| Demons [Veteran] | 2 | +1 VP for each different faction (color) in your score area. Cannot be played during Free Play Phase. | 2 |
| Dragons [Junior] | 3 | Choose one card in the column where this card was played. If your opponent has a card in his score area with the same faction (color) as the chosen card, then discard the chosen card. | 3 |
| Angels [Veteran] | 4 | Remove all color discs placed on cards and return them to the supply. If you removed 4 or more color discs this way then gain 1 coin chip face down. | 2 |
| Reaper [Aristocrat] | 2 | Put all color discs currently in the supply on any cards (either in the play area or score area) without a color disc. | 2 |
6-4. Additional Cards
To change up the game, you may choose to add additional cards.
| Rank | VP | Special Ability | Qty |
|---|---|---|---|
| Independent [Ghost] | 5 | Move this card to any column of your opponent. Faction may form for your opponent as a result of this move. If this card does not have a color disc, then you must place a color disc on this card instead of placing a color disc on any other card in this column. | 2 |
- If your opponent has 5 cards in his column after moving this card, then follow the directions for [Forming a faction].
- The second part of the ability is in effect as long as this card does not have a color disc on it.
- It will interrupt an ability that puts a color disc on a card in the column where this card is played.
- If both Independent [Ghost] are in the same column, then the active player's card takes priority.