Chicago '68
Chicago '68 Rulebook
Table of Contents
Table of Contents
Components
- 1 Game Board
- 4 Player Aids (side 1, 2)
- 1 Delegate Draw Bag
- 2 TAC Forces
- 57 Blue Cubes (small): Level 1 Police Platoons / Humphrey Delegates / Capital Cubes
- 11 Blue Cubes (big): Level 2 Police Platoons
- 5 Yippie Agitators
- 28 Red Cubes (small): Level 1 MOBEs / McCarthy Delegates
- 7 Red Cubes (big): Level 2 MOBEs
- 4 Rally Flag standees (+1, +1, +2, +3)
- 4 x3/x5 Capital tiles
- 3 Markers (Round, Instability, Exposure)
- 3 National Guard Tokens
- 6 Barbed Wire standees
- 6 Barricade standees
- 6 Tear Gas Tokens
- 1 Convention Adjourned tile
- 4 Instability Bonus Tiles
- 1 Peace Token
- 1 No Vote Token
- 9 -1 Capital Tokens
- 2 Player Aid Cards
- 21 Mayor Policy Mini Cards
- 6 Mayor Action Cards
- 5 Yippie Action Cards
- 5 Police Action Cards
- 5 MOBE Action Cards
- 47 Street Theater Cards
Incendiary Events
- 4 Incendiary Event Cards
- 1 Jeep Standee
- 1 Wooden Pigasus Pigeeple
- 5 Pigasus Delegates
- 6 Post Tokens
- 7 Incendiary Counter-revolutionaries
Solo / Co-op Components
- 8 Active Tokens
- 5 Machine Mayor Action Cards
- 5 Machine Police Action Cards
- 6 Machine Tactics Cards
- 1 Machine Aid Card
- 18 Machine Mayor Policy Mini Cards
- 1 Hold Your Positions tile
- 1 Nomination tile (Solo & Co-op Only)
Setup
If you're setting up for the first time, remove the 7 Incendiary Counter-revolutionary cards with this icon in the bottom left corner from the Street Theater deck. Set aside the Solo / Co-op Action, Tactics, and Policy cards with this icon if you are playing competitive multiplayer.
- Place the Round marker in the first spot of the Time Record track on the top right of the board.
- Place the Exposure marker on the central star spot on the Exposure Track on the top of the board.
- Place two Humphrey delegates (any of the small blue cubes) and two McCarthy delegates (any of the small red cubes) on the Delegate Track on the top left of the board.
- Place eight small blue cubes and four small red cubes in the Delegate Draw Bag.
- Place the Instability marker on the 3 spot on the Instability Meter. Place the four Instability Bonus tiles in the "bonus tile" boxes. Place one Level 2 MOBE (big red cube) and one Level 2 Police Platoon (big blue cube) next to the "+2 UNIT" bonus tile.
- Shuffle the Street Theater deck. Draw one card and place it face up in the Demonstrators' play area, starting the Street Theater "splay". For first-time players, we recommend selecting Unbirthday Party for LBJ, then shuffling the remaining cards back into the draw deck.
- Place one Barricade token on the path between Michigan Ave and Grant Park West and one between Grant Park West and the adjacent Transit area. Place one Barbed Wire token on the path between the Convention Hall and the Transit area immediately below it.
- Place one Level 2 Police Platoon (big blue cube) in each starred City Area except Grant Park East. Place another Level 2 Police Platoon (big blue cube) in the Convention Hall and one Level 1 Police Platoon (small blue cube) in Michigan Avenue. Place one National Guard (NG) token in the Convention Hall and one in the Hilton Hotel.
- Collect the following Police units: two TAC Forces, four Level 1 Platoons, and three Level 2 Platoons. The Establishment may place these units in any City Area (including Transit Areas) except Parks. See suggested setup on the back of this booklet if this is your first game.
- The Demonstrators take ten Level 1 MOBEs (small red cubes) and one Level 2 MOBE (big red cube) and place all of them in any one Park. We recommend starting in Grant Park West for your first game.
- The Demonstrators place one Agitator and the +3 Rally Flag in the same Park as the MOBEs.
- Place the remaining Demonstrator pieces (12 Level 1 MOBE, five Level 2 MOBE, four Agitators, four Barricades, and three Rally Flags) in the indicated Demonstrator Supply area above the board.
Rules Reference
1. Game Structure
1.1. The game is played over five rounds, followed by a short final nomination phase. The round order proceeds as follows:
1.2. POST BAIL: Demonstrators may release any jailed units (see 2.3.4 Jailed Demonstrators). To release jailed units: at the beginning of each round, the Demonstrators may place one Capital from the general supply in the Municipal Budget box for each jailed unit they wish to release. Then, place released unit(s) in any Park area(s).
1.3. LEADERSHIP phase: each player gathers their Leadership Action Cards into their hands, including any cards discarded in the previous round (Mayor for the Establishment side, Yippies for the Demonstrator side). Alternate playing one card per turn, up to three cards per side. You may pass, forfeiting all further Leadership actions this round. The Mayor's turn is first.
1.4. RANK-AND-FILE phase: each player gathers their Rank-and-File Action Cards into their hands, including any cards discarded in the previous round (MOBE for the Demonstrator side, Police for the Establishment side). Alternate playing one card per turn, up to three cards per side. You may pass, forfeiting all further Rank-and-File actions this round. The MOBE's turn is first.
1.5 END OF ROUND EVENTS phase:
- 1.5.1. DEMONSTRATORS FLOCK: Demonstrators place Lv1 MOBE units at Rally Flags equal to the value of each flag.
- 1.5.2. CAPITAL ACCUMULATION: Establishment gains the printed Capital from City Areas with no Demonstrators present.
- 1.5.3. MEET THE PRESS: Each side gains 1 Exposure for every star City Area they control.
- 1.5.4. DELEGATE VOTE: Draw a random Delegate from the Delegate Bag to the Delegate Track (unless Mayor played WORK THE MACHINE).
- 1.5.5. CLEAN UP: Return any Tear Gas tokens in City Areas to the general supply (not the Police Supply), and proceed to the Leadership phase of the next round. If this was the final round, instead proceed to Final Nomination and determine victory.
1.6. FINAL NOMINATION: After the final round, fill the Delegate Track with cubes drawn randomly from the Delegate Bag. Then, check for victory.
2. Key Concepts
2.1. Sides: The Yippies and MOBE factions are collectively referred to as the Demonstrators. The Mayor and Police factions are collectively referred to as the Establishment.
2.2. The map consists of two key features: City Areas and Paths.
2.2.1. City Areas (also known as "areas") are any of the diamond and circular locations on the map where units can be placed. Most Areas are connected to adjacent areas by Paths.
2.2.2. The City Area name is relevant for Street Theater location requirements and some Mob Chaos card effects. Control of starred ★ City Areas counts toward the MEET THE PRESS bonus during the END OF ROUND EVENTS.
2.2.3. Capital Bonus (on the outer ring of each area) is the Capital reward that the Municipal Budget will receive at the end of each round from a City Area, as long as no Demonstrator units are present there.
2.2.4. Exposure Bonus (at the bottom of each area) is the amount of Exposure awarded to the instigator whenever a conflict takes place in the corresponding City Area. The blue value is awarded to the Establishment, the red value is awarded to the Demonstrators. The Transit areas have a universal Exposure value of 1, and Cook County Jail has an Exposure value of 0.
2.2.4. Cook County Jail - Demonstrators placed in this area after being targeted in conflict are considered "jailed" (see Jailed Demonstrators 2.3.4). All other Demonstrators on the map are considered "free".
Source note: the printed numbering repeats "2.2.4" for the Exposure Bonus and Cook County Jail entries, and "2.7.3"/"2.7.4" for two entries in 2.7 below; numbers are transcribed as printed.
2.3. UNITS
2.3.1. Units are wooden pieces: MOBE units (red cubes), Agitators (red meeples), Police Platoons (blue cubes), and TAC Forces (blue meeples).
2.3.2. Strength: MOBE units and Police Platoons have a strength level of 1 (small cube) or 2 (large cube), sometimes abbreviated to Lv1 or Lv2. Agitators have a strength level of 0. TAC Forces do not have a strength level (see 2.3.5).
2.3.3. Injured Officers: If a Lv2 Police Platoon is targeted in conflict, place it in the "INJURED" space on the board and replace it with a Lv1 Platoon from the "RESERVES" space on the board (if available). If a Lv1 Police Platoon is targeted in conflict, place it in the "INJURED" space, but do not replace it. Removing a Police Platoon in either of these ways is often referred to as "injuring" it.
2.3.4. Jailed Demonstrators: If a Demonstrator (MOBE or Agitator) is targeted in conflict, place it in the Cook County Jail City Area. Moving a Demonstrator to Cook County Jail in this way is often referred to as "arresting" it.
2.3.5. TAC Forces automatically win any conflict and always force a MOB CHAOS draw in conflict. TAC Forces do not have any strength level, cannot be injured, and do not contribute to Area Control.
2.4. OTHER TOKENS
2.4.1. Rally Flags are stationary tokens with Lv1 MOBE unit number values of 1, 2, or 3. Rally Flags are not units and cannot be directly attacked. Only one Rally Flag may be present in each City Area. Remove a Rally Flag if a Demonstrator unit is not present in the same City Area.
2.4.2. Tear Gas tokens are placed by the TEARGAS Police action (Appendix 3) and by some Mob Chaos events. All Demonstrator units must immediately leave, moving to adjacent areas chosen by the Demonstrator player, and following the normal restrictions on movement (any units that cannot be moved are instead removed to the general supply). No Demonstrator units may be placed or moved into an area with Tear Gas. Tear Gas in City Areas is removed to the general supply (not the Police Supply) at the end of each round.
2.4.3. National Guard Deployment (NG) tokens are stationary and each provide a +4 total strength bonus to all Police Platoons in the same City Area, including Platoons in Post (see Incendiary Event). NG cannot be Injured. The +4 NG bonus also applies to control, provided at least one Police Platoon is present.
2.5. SUPPLIES
2.5.1. Component Limits: all components are limited except for Capital.
2.5.2. General Supply: refers to any component not in play. All Demonstrator pieces (units, Rally Flags, Barricades, and other tokens) not on the board are placed in the General Supply. All Capital, Barbed Wire, and Tear Gas tokens not in these corresponding board spaces are in the General Supply. Any Delegates (small red/blue cubes) added to the Delegate Bag should be taken from the general MOBE or Capital supply unless otherwise noted.
2.5.3. The Establishment tracks its Municipal Budget (for Capital) and its Police Supply (for Barbed Wire and Tear Gas tokens) on the board.
2.6. AREA CONTROL is determined by the combined numerical strength value of all units of each side in each City Area. The side with the greatest combined strength in each City Area has control of that area; if tied, neither side has control.
2.6.1. TAC Forces and Agitators do not count toward control.
2.6.2. The +4 bonus from a NG token counts toward control only if a Police Platoon is in the same City Area.
2.7. CARDS
2.7.1. Action Cards: There are four hands of Action Cards, two per side: Yippie and MOBE, Mayor and Police. Each Action Card can be played only once per round, but the Yippie and MOBE hands contain two copies of some cards. Three special Police Action Cards (DRAW DOWN, FLAMETHROWERS and RAPID DEPLOYMENT) do not start in their hand and may instead be added by the activation of corresponding Mayor Policy cards during play.
2.7.2. Mayor Policy deck: Policy cards are played into the Mayor Policy splay. They can be activated by playing the MANDATE Action Card and paying their Capital cost.
2.7.3. Street Theater deck: These are drawn during the Yippie action phase with the AGITATE Action Cards and are played into the Street Theater splay. Street Theater cards in the splay can be activated on any Yippie or MOBE turn as a free action, if the Agitator location requirement is met.
2.7.4. Counterrevolutionary cards in the Street Theater deck must be placed into the splay when drawn. To discard them the Yippie player must remove a free Agitator from the board as a free action (see 2.9.2).
2.7.3. Opportunity cards in the Street Theater deck require two Agitators at the specified location. If activated, place it in the matching hand as an Action Card (some Opportunity Cards allow you to choose which hand to place them in). You may play this card on a later turn as if it were an Action Card.
2.7.4. Tactics deck: Tactics cards are active when placed in the CURRENT TACTICS space on the board (see STRATEGY OF CONFRONTATION Action Card) and grant a special card effect during the Police turn.
2.7.5. Mob Chaos deck: Draw and resolve a Mob Chaos card (1) after a conflict that involved five or more units, (2) after a conflict involving a TAC Force, or (3) if Instability would be increased past its maximum. Only one Mob Chaos card may be drawn per turn. Resolve the effect corresponding to the round marker's placement (Day or Night), and carry out the instructions as completely as possible.
2.8. SPLAYS
2.8.1. The Mayor Policy Splay is located on the bottom of the board. The card limit in the Mayor Policy splay is six (plus one if the "+1 Splay" bonus tile is claimed by the Establishment).
2.8.2. The Yippie Street Theater splay is located off the left side of the board. The card limit in the Street Theater splay is five (plus one bonus if the "+1 Splay" bonus tile is claimed by the Demonstrators). When drawing new Street Theater Cards, you may replace any face up card in the splay (exception: COUNTERREVOLUTIONARY cards, see 2.7.4).
2.9. ACTIONS
2.9.1. Anytime a card is played from the Mayor, Yippie, Police, or MOBE hands, it is a card action.
2.9.2. Free Action: Any number of free actions can be played before or after a card action. Free actions cannot interrupt other card effects.
2.9.3. Removing Barriers by discarding Conflict Cards (discarded cards return to hands next round) is a free action and may be repeated.
2.9.4 Most Police Tactics card effects provide a once-per-round free action (during a Police turn).
2.9.5 Removing an Agitator to discard a Counterrevolutionary card (during a Yippie or MOBE turn) is a free action.
2.9.6 Activating a Street Theater card (during a Yippie or MOBE turn) is a free action. The Street Theater card is discarded after activation (unless it is an Opportunity Card, in which case it is added to a hand). To activate a Street Theater card, you must meet the Agitator location requirement printed on it. An Agitator in either Grant Park area is sufficient to meet a Grant Park location requirement.
2.10. MOVEMENT RESTRICTIONS
2.10.1 Barriers obstruct unit movement. Each Path may contain a maximum of one Barrier of each type (Barricades and Barbed Wire). Police Platoons cannot cross Barricades. Demonstrator units cannot cross Barbed Wire. See Removing Barriers 2.9.3.
2.10.2. Demonstrators may not move or be placed into a City Area with a Tear Gas token, and must immediately leave any City Area where a Tear Gas token is placed, moving to an adjacent area.
2.10.3. If any unit is forced to leave an area (due to Tear Gas or another effect) and cannot do so due to the presence of Barriers or Tear Gas, it is removed to the general supply.
2.11. INSTABILITY
2.11.1. Instability ranges from 0–13, as displayed on the Instability Meter.
2.11.2. If Instability rises over 13, draw one Mob Chaos Card at the end of the turn. Only one Mob Chaos Card is drawn and resolved per turn.
2.11.3. When Instability levels 0, 1, and 2 are reached the Establishment player(s) may claim an available Instability Bonus tile, once per level (only once per game, even if that level is later reached again).
2.11.4. When Instability levels 8, 10, and 12 are reached the Demonstrators player(s) may claim an available Instability Bonus tile, once per level (only once per game, even if that level is later reached again).
2.11.5. There are four Instability Bonus tiles, with the following different rewards:
"+1 SPLAY" - Increase splay size by one (ongoing effect). For the Demonstrators, the Street Theater Card splay's maximum size increases to six cards. For the Establishment, immediately draw one Mayor Policy Card into the bonus space on their splay.
"+1 ACTION" - Play one extra Action Card (once per game). The player who picks this bonus may play an extra card action once during their turn (allowing them to play two Action Cards back-to-back).
"+2 UNIT" - Gain a Level 2 unit (immediate effect). The player who picks this bonus immediately gains the corresponding unit from next to this tile and places it in any City Area. The other unit next to this tile is returned to the box (not general supply).
"+5 EXP" - Gain 5 Exposure (immediate effect).
2.12. EXPOSURE
2.12.1. When a side gains Exposure, that side must move the Exposure marker toward their respective end of the Exposure Track (red for Demonstrators, blue for the Establishment). When losing Exposure each side must move the Exposure marker towards the opposite end of the track.
2.12.2. If the Demonstrators exceed the leftmost Exposure space on the track, they must remove one free Level 1 MOBE (if available) from a City Area and place it in the Delegate Bag. Disregard any additional Exposure gained.
2.12.3. If the Establishment exceeds the rightmost Exposure space on the track, they must place a new Tactics Card of their choice in the Current Tactics space (the new card may be activated again even if it was already used during this round). Return any previous Tactics Card to the supply. Disregard any additional Exposure gained.
- CONFLICT RESOLUTION
3.1. Each Conflict Card (CLASH, ADVANCE, MASS ARREST, or TEARGAS) will state which units are considered "in conflict".
3.2. When resolving, check the total strength value of the activated units versus the targeted enemy units. A single TAC Force is automatically victorious in conflict against any number of Demonstrator units, and TAC Forces cannot be targeted by Demonstrator Conflict Cards.
3.2.1. Whoever initiates conflict and meets the conditions for conflict (above) gains the Exposure value of the City Area (Blue = Establishment bonus, Red = Demonstrator bonus). The Transit Areas each provide 1 Exposure to either side.
- END OF ROUND EVENTS. Resolve these steps in order:
4.1 First, move the round marker to the next space on the Time Record track.
4.1. Demonstrators Flock - Place Level 1 MOBEs in all City Area(s) with a Rally Flag. Place units according to the number indicated on each Rally Flag (one, two, or three).
4.2. Capital Accumulation - The Mayor collects Capital from each starred ★ City Area with no Demonstrator presence. Michigan Avenue produces three Capital, if no Demonstrators are present.
4.3. Meet the Press - Each side is awarded 1 Exposure per starred ★ City Area they control (not Transit Areas or Cook County Jail). TAC Forces and Agitators do not count toward control.
4.4. Delegate Vote - If the WORK THE MACHINE action card has not been played this round, draw one cube at random from the Delegate Bag and place it on the Delegate Track.
4.5. Clean Up - Return all played Action Cards to each hand, and proceed to the next round (unless this was the final round).
4.6. Final Nomination - At the end of round five, fill all empty spaces on the Delegate Track with random cubes from the draw bag, then determine victory.
- VICTORY
5.1. The Establishment wins by having the most Exposure after five rounds and a majority of blue Delegate cubes on the Delegate Track.
5.2. The Demonstrators win by having equal or more Exposure than the Establishment or if the game ends without a majority of blue Delegate cubes on the Delegate Track. They win a major victory if both conditions are met.
5.3. The Demonstrators lose immediately if there are no Agitators on the board at the end of any round.
Optional Rules
- OPTIONAL RULES
6.1. VARIABLE TURN ORDER - The Variable Turn Order deck can be used to add more variability for experienced players. Construct the deck at the beginning of each round by placing one Mayor Turn card on the top, one Police Turn card on the bottom, and shuffling the remaining Turn cards at random between them. Draw one card from the top of the deck to see whose turn it is to take an action.
6.1.2. Removing Barriers: when playing with the Variable Turn Order deck, the MOBE or the Police may discard a Conflict Card to remove a Barrier on any path adjacent to their units as a free action at the start of any player's turn, not just during their own turn.
6.2. THREE- AND FOUR-PLAYER GAMES - The Establishment and Demonstrator roles may each be split between two players, with up to one player each controlling the Mayor, Police, Yippies, and MOBE. It is recommended to use the Variable Turn Order (8.1) if playing with three or four players.
Source note: the printed text refers to "Variable Turn Order (8.1)"; the Variable Turn Order rule is printed as section 6.1 and no section 8.1 exists in this document. The reference is transcribed as printed.
6.3. INCENDIARY EVENTS - Up to four Incendiary Events may be included to add further variability to the game. Each Incendiary Event favors one side or the other, and they may be used independently of one another. Players should select which Incendiary Events they want to use at the start of the game, then follow the setup instructions found on the large Incendiary Event cards (and summarized below):
6.3.1. PIGASUS THE IMMORTAL 4 PREZ - SETUP (last step): Add the Pigasus special unit to Grant Park East and place the five pink Delegate cubes in the Demonstrator supply. Pigasus is a zero strength Demonstrator that may be moved as normal. If arrested, remove it from the game instead of sending it to Jail. At the beginning of every round that Pigasus is on the board (including the first round), place one pink Delegate cube into the Delegate Bag. The Yippie player may move Pigasus to an adjacent City Area once at the end of each round. Remove Pigasus if it is in the same City Area as a Police unit at the end of a round (after moving).
6.3.2. POLICE POSTS - SETUP (last step): Place a Post token in every ★ City Area except Grant Park East, then the Police must place one of their units in each ★ City Area in that area's Post. Each Police Post may hold one Police unit of any type. As a free action, the Police may move Police units in or out of Posts in the same City Area. This free action may be repeated any number of times. Police Units in Posts are not affected by any card effects with one exception: Demonstrators may initiate Conflict with platoons in Posts if no other Police units are present in that area. If any Post is empty at the end of a round, the Establishment automatically loses the game.
6.3.3. DALEY DOZER - SETUP (last step): Place the Armored Jeep token on the path with Barbed Wire. At the end of every round, the Police player must move the Armored Jeep to a path connected to an adjacent City Area and remove any Barricades there. Then they must move the Armored Jeep again to a different path connected to another adjacent City Area and remove any Barricades there. The Armored Jeep may not move back to the path that it started the round on. Demonstrators may not move through any path occupied by the Armored Jeep.
6.3.4. AGENTS OF CHAOS - SETUP (last step): Replace every Counterrevolutionary card in the Street Theater Deck with the Counterrevolutionary cards with the rat cartoon in the lower left corner. The Demonstrators must resolve Counterrevolutionary card effects as soon as they are drawn and placed in the splay.
The Solo & Co-op Rules
or: How I Learned to Stop Worrying and Love the Machine
The Demonstrators must face Chicago's notoriously corrupt political Machine. When playing against the Machine, use all the normal game rules, except as modified below. The Machine uses a special set of Mayor Action, Police Action, Policy, and Tactics cards. Games against the Machine last only four rounds, ending after the second Night round and then proceeding straight to the nomination and victory determination.
Solo & Co-op Setup
Follow the normal setup rules with the following amendments:
- Replace the Policy, Mayor, Police, and Tactics cards with the matching Machine Cards. Place the matching Machine Policy cards in the first three spaces on the splay as usual. Set aside the standard WORK THE MACHINE, DEPLOY OFFICERS, and TEARGAS cards as reminders on how to resolve these effects during play.
- Remove the 11 MOB CHAOS cards with SOLO crossed out in the lower right corner.
- Shuffle the Machine Tactics cards and place them face down in a draw deck next to the Current Tactics box.
- Place the "Hold Your Positions" tile by the Convention Hall. Place the "Nomination" tile over the end of the Round track so that the game is now only four rounds plus a Final Nomination phase.
- For the remaining Police units in setup (step 9), use the suggested setup on the back of this booklet: a. Place one TAC Force in Michigan Avenue and one in the Convention Hall. b. Place two Level 1 Police Platoons in Michigan Avenue and one in the Convention Hall. c. Place one Level 1 Police Platoon in the transit area between Washington Park and Grant Park East. d. Place one Level 2 Police Platoon in Michigan Avenue, one in the Transit Area adjacent to the Convention Hall, and one in the Hilton Hotel.
- Place an Active Token in the same area as the Rally Flag.
- If playing cooperatively, hand one player the Yippie Action Cards and the other the MOBE Action Cards. You may also use the Variable Turn Order Deck (See Rules Reference 8.1).
- Decide whether to use any Incendiary Events (8.3), as modified by the instructions at the end of this section.
Solo & Co-op Rules
Play for the Demonstrators is essentially the same, with the following activity tracking rule:
WHENEVER AN ACTION CARD OR A STREET THEATER CARD EFFECT IS RESOLVED, YOU MUST PLACE AN ACTIVE TOKEN ON THE CORRESPONDING CITY AREA(S).
Street Theater - Place an Active token in the City Area(s) matching the card's Agitator location requirement or, if the requirement is Any Area, where the effect takes place. If a Street Theater card allows you to resolve an Action card, also place Active tokens as usual for that card (as described below). If no effect took place, do not place a token. Do not place an Active Token when an Agitator is removed to discard a Counterrevolutionary card.
ACTION CARDS - Place an Active token in every City Area affected by the Action. If no City Area is affected, do not place a token. For LEAD and MARCH, place an Active token only in the final City Area moved into.
Example: if you take a LEAD action to move from Grant Park East to Grant Park West to Michigan Avenue, place one Active Token in Michigan Avenue.
Rally Flags - Whenever you place a Rally Flag on the board, add an Active token to that area.
Mob Chaos, Instability Bonus, Bail - Do not place any additional Active tokens when resolving these effects (place Active tokens as usual if a Mob Chaos effect or Instability Bonus tile allows you to resolve an Action card).
There are eight Active tokens. If you run out of Active tokens, you must move a token from the Area with the fewest Active tokens (your choice if there is a tie). Important: if an Area has no Demonstrator presence, immediately remove all Active tokens in that area.
HOLD YOUR POSITIONS!
As the tile text indicates, the Machine will always try to keep one Lv1 Platoon and one National Guard token in the Convention Hall. It will ignore all priority considerations when moving out of the Convention Hall to maintain this status. Nonetheless, the Demonstrators may injure or remove these units from the Convention Hall per normal rules.
DRAW A NEW TACTICS CARD AT THE BEGINNING OF THE ROUND
If this is the beginning of the fifth round, skip straight to the Final Nomination and then determine victory (solo or co-op games will last only four full rounds). Otherwise, draw a new Machine Tactics card and place it in the Current Tactics box, discarding the previous Tactic (if there is one). Shuffle the discard and form a new Machine Tactics deck if you run out. Demonstrators may then Post Bail and the round continues as usual.
PRIORITY
The standard formula for any Machine decision is Priority, which is determined by assessing the number of Active tokens in each City Area.
The City Area with the most Active tokens is the highest Priority. In case of a tie, the Area with the highest blue Exposure Bonus has the Priority, then whether or not the area is starred ★, then highest number of Demonstrator units. If a tie still remains, determine randomly.
The reverse is true for determining lower Priority: least Active tokens, then lowest blue Exposure Bonus, then no star, then lowest number of Demonstrator units.
Breaking ties for Priority (card in the rulebook): 1. Number of Active Tokens. 2. Blue Exposure amount. 3. If Area has a ★. 4. Total number of Demonstrator Units. If tie remains, determine randomly.
TARGETS FOR CONFLICT
When a Machine Action Card initiates conflict, refer to the card text for which Police units are utilized. Then, select the first targeted unit that will allow for the most successful conflict resolution for the Machine.
Normal conflict rules apply (Exposure Bonus, Mob Chaos). Ignore the card effect if a conflict cannot be initiated or would result in a Machine loss.
MACHINE ACTION CARDS
Shuffle the two Machine Action decks separately and draw one card to resolve per turn. Just as in the multiplayer game, each side alternates playing one Action Card, resolving its effect as fully as possible, until three cards have been played per side per phase. Turn order is the same: Mayor and then the Yippies in the first phase, MOBE and then the Police in the second.
If a Machine Card Action results in no effect, discard the card and draw a new one. If a Machine Action deck is ever exhausted, shuffle the discard pile to form a new deck. This may mean that the Machine plays the same Action Card twice in one round.
See Appendix 5 below for any questions regarding the Machine's Action Cards.
MOB CHAOS
Draw Mob Chaos cards as normal when triggered by Demonstrator Actions or Establishment Machine Actions. Resolve all compulsory Mob Chaos effects as normal. If a Mob Chaos effect gives the Establishment Machine a choice, make decisions as follows:
- Always select the City Area of Highest Priority.
- Always place Police/NG/Tear Gas and always arrest/remove/replace Demonstrators if possible (Lv2 MOBE > Agitator > Lv1 MOBE).
- Only move Police Platoons if necessary to gain control, and always move from the adjacent area of Lowest Priority. Never move TAC Forces or Demonstrator units.
- Never discard Action Cards or remove Police.
- If the current Tactics Card is discarded, there will be no active Tactics until it is replaced by another card effect or at the start of the next round.
- Use a Machine Action card when given a choice to use an Action card, then discard it.
TACTICS CARDS
Each Machine Tactics Card will indicate when to resolve its effect (when drawn, at the end of the round, or ongoing). Discarded Tactics are placed in a separate discard pile. Shuffle the discard to form a new deck if the Tactics draw deck ever runs out.
POLICY CARDS
The Machine's Policy splay is activated with the STATE OVERSIGHT Machine Mayor Action Card. Each Policy card always costs the Machine Mayor two Capital to activate, resolved from left to right. Skip any Policy that would have no effect or would only raise Instability, and discard each Policy after a single activation (unless noted otherwise). After activating Policies in the splay you must refresh the cards by shifting any remaining policies to the leftmost empty space in the splay, then refilling the splay from the Policy Draw Deck. If you cannot completely refill the splay, shuffle the Policy discard to form a new draw pile.
INSTABILITY
If Instability falls to 2, 1, or 0 and allows the Machine to take a bonus tile, select one at random and resolve it as follows:
- +5 EXP - Resolve as normal.
- +2 UNIT - Place the Lv2 Police Platoon in the area of Highest Priority.
- +1 ACTION - Immediately resolve an additional Machine Action on the end of this turn.
- +1 SPLAY - Resolve as normal.
INCENDIARY EVENTS (SOLO & CO-OP)
All four Incendiary Events can be used while playing against the Machine, with some minor adjustments that are described below. AGENTS OF CHAOS and DALEY DOZER can be used to make the game more challenging for the players, while PIGASUS THE IMMORTAL 4 PREZ and POLICE POSTS will make the game harder for the Machine (and thus easier for the players).
- Agents of Chaos: Replace GOVERNMENT MOLE! with a regular Counterrevolutionary card. If FBI INFORMER! or SELLOUT! are drawn, the Machine will use their normal area priorities to decide where to arrest Demonstrator units.
- Daley Dozer: The Machine will move the Armored Jeep directly towards the closest path with a Barricade, then towards the area of highest priority (including to break ties between two equally close Barricades).
- Pigasus the Immortal 4 Prez: The Machine will arrest Pigasus as though it is an Agitator, and will always arrest Pigasus before other Agitators. Place an Active token in the City Area containing Pigasus whenever a pink cube is added to the Delegate Bag (including at the start of the first turn).
- Police Posts: The Machine will always keep one Police unit in every Post, placing a Lv1 Platoon there whenever possible (and placing a TAC Force only if no Platoons are available). If a Post ever has no Police units, it is treated as the area of highest priority until a unit is placed there (breaking ties between multiple Post areas with no units by assessing priority as normal).
Appendix 1: Mayor Actions
AUTHORIZE BARBED WIRE - Add two Barbed Wire tokens to the Police Supply (from the general supply).
DEPLOY OFFICERS - Place any number of Level 1 Police Platoons from the Reserves box in any City Areas, paying 1 Capital from the Municipal Budget per Police Platoon placed. Note: You may purchase as many available units as you can afford and place them in multiple City Areas, including Parks.
GREASE PALMS - Add 3 Capital to the Municipal Budget.
MANDATE - Pay to activate any number of cards in the Mayor Policy Card splay. The cost of each unique Policy is 2 Capital for the first activation, then an escalating cost of 2 additional Capital for each subsequent activation (2, 4, 6, 8...). Payments are made from the Municipal Budget. Notes: Place the Capital most recently spent on the Policy card to track the number of activations / additional cost. If any cards are discarded from the splay, return all Capital on them to the supply. A Policy may be activated multiple times in a turn.
STRATEGY OF CONFRONTATION 1 - Place an available Tactics Card from the Tactics deck in the Current Tactics space on the board (it is now active). You may choose any of the available Tactics Cards (you do not need to draw randomly). Note: Return any previously activated card to the Tactics deck - only one Tactics Card can be active at any time.
WORK THE MACHINE - Convert Capital into Delegates. Pay 3 Capital, then place one (from the general supply) on the Delegate Track. Note: We recommend placing the NO VOTE token on the Delegate Track to remind players not to draw an additional delegate cube during the End of Round Events. Skip the Delegate Vote at the end of the round (the vote is already committed when this card is played).
Appendix 2: Yippie & MOBE Actions
AGITATE (two copies) - First, you may replace one MOBE in the same area as an Agitator with an Agitator from the supply (if available). Then, draw one Street Theater Card per Agitator on the map (i.e., in any City Area, including Cook County Jail). Place any drawn cards face up in the Street Theater splay area as desired. Each card must be placed in an empty space in the splay, but existing cards may be discarded to make room for them (except for Counterrevolutionaries). Note: Counterrevolutionary cards must be placed in the splay, even if this requires discarding another card to make room.
LEAD (two copies) - Move one Agitator to an adjacent City Area, then move it again to a further adjacent City Area if desired. You may move other Demonstrator units in the same space as the Agitator both times, and you may pick up and drop off units along the way. Note: You may not cross Barbed Wire or move into a City Area that has a Tear Gas token.
RALLY - You may place one Rally Flag in each City Area you control without a flag. In each area where a flag is placed, gain the (red) Demonstrator Exposure Bonus. Note: If you run out of flags in your supply, you may not place any additional flags until a flag is returned to the supply (remember that flags are removed immediately if no Demonstrators remain in their area).
CLASH (two copies) - Conflict Card. Select a City Area and injure one Police Platoon there with lower strength than all Demonstrators in the same area combined. All Demonstrator units and one Police Platoon in the area are in conflict. Gain the area's (red) Exposure Bonus. Draw and resolve a Mob Chaos card if more than five units are in conflict. Lastly, raise Instability by 1. Note: As a free action, you may discard this card to remove one Barbed Wire token adjacent to any Demonstrator. Return this card to your hand next round.
MARCH (two copies) - Move as many Demonstrator units as you wish (including Agitators) from one area to an adjacent area. If the area that you move into already has Demonstrator units, you may repeat this action in that area (allowing you to move across any number of contiguous areas with Demonstrator presence in a single action). Note: You may not cross Barbed Wire or move into a City Area that has a Tear Gas token. As the moving units enter areas with other friendly units, these other units may join the march. You may also drop off units along the way.
SPEECHIFY - Activate the Rally Bonus of any one Rally Flag. Place Level 1 MOBE units (if available) from the general supply in the area with the Rally Flag that you activated, equal to the value of that flag.
Appendix 3: Police Actions
ADVANCE - Conflict Card. Move one Police Platoon or TAC Force to an adjacent City Area and arrest one Demonstrator there with lower strength than the moving unit (or any Demonstrator unit if a TAC Force is moving). Gain the area's (blue) Exposure Bonus. Draw and resolve a Mob Chaos card if a TAC Force was used. Notes: As a free action, you may discard this card to remove one Barricade token adjacent to any Police unit. Return this card to your hand next round. Moving Police units may not cross Barricades.
DEPLOY BARBED WIRE - Place any number of Barbed Wire tokens from the Police Supply on any paths adjacent to Police Platoons. Notes: Only one Barbed Wire token may be placed on each path, and tokens cannot be relocated once placed.
MASS ARREST - Conflict Card. Select one City Area and arrest up to four Demonstrator units with lower combined strength than all the Police Platoons there, or any four Demonstrator units if a TAC Force is there. All Police units and up to four Demonstrator units in the area are in conflict. Gain the area's (blue) Exposure Bonus. Draw and resolve a Mob Chaos card if more than five units or a TAC Force are in conflict. Notes: A single TAC Force can arrest four Demonstrator units, regardless of total strength. As a free action, you may discard this card to remove one Barricade token adjacent to any Police unit. Return this card to your hand next round.
MOVE - Move as many Police Platoons and TAC Forces as you wish to adjacent area(s). You may move to multiple areas, as long as each unit is moving to only one adjacent area. Notes: Moving Police units may not cross Barricades. National Guard tokens may not be moved.
TEARGAS - Conflict Card. Place a Tear Gas token from the Police Supply in up to two City Areas where a TAC Force is present with at least one Demonstrator.
After each token is placed, the Demonstrators must move their units to any adjacent area according to their movement rules (if they cannot, remove them from the board and return them to the supply - a grievous injury!). The second Tear Gas token should be placed after all Demonstrators have moved out of the first area.
Gain the (blue) Exposure Bonus for each area, then draw and resolve one Mob Chaos card if more than five units or a TAC Force are in conflict in either area (including Demonstrators forced to move by the Tear Gas).
Increase Instability by 1.
Notes: At the end of the round, return all Tear Gas tokens in City Areas to the general supply. As a free action, you may discard this card to remove one Barricade token adjacent to any Police unit. Return this card to your hand next round. The SMOKE 'EM Policy card may allow you to use Teargas in areas without TAC Forces.
Appendix 4: Additional Actions
DRAW DOWN - Remove one Lv1 Police Platoon from any City Area and place it in Reserves. Decrease Instability by 1 OR Gain 2 Exposure. Note: DRAW DOWN is added to the Police hand only if the corresponding Mayor Policy is activated.
FLAMETHROWERS - Permanently remove one Demonstrator in the same area as a National Guard token. Lose 2 Exposure. Note: FLAMETHROWERS is added to the Police hand only if the corresponding Mayor Policy is activated. A permanently removed Demonstrator is not returned to the supply and may not be placed back on the board.
RAPID DEPLOYMENT - Move any two Police Platoons into an adjacent uncontrolled City Area. Gain Exposure if that Area is now controlled by the Police. Notes: RAPID DEPLOYMENT is added to the Police hand only if the corresponding Mayor Policy is activated. The Exposure gained is equal to the blue value of the newly controlled City Area. Moving Platoons may not cross Barricades.
STREET FIGHTING MAN - Opportunity card; must have two Agitators in Michigan Avenue. Conflict Card. Select one City Area with one Level 2 MOBE and at least one Level 1 Police Platoon. Injure one Level 1 Police Platoon in that area and gain that area's Exposure Bonus. Note: STREET FIGHTING MAN is added to the MOBE hand as a Street Theater Opportunity Card. As a free action, you may discard this card to remove one Barbed Wire token adjacent to any Demonstrator. Return this card to your hand next round.
Appendix 5: Machine Actions
ARM THE POLICE (MAYOR) - First, place two Barbed Wire tokens from the general supply in the Police Supply box (if available). Then, place two Level 1 Police Platoons from the Reserves space in any starred ★ City Areas with no Police presence. If possible, remove one Barricade on a path between the two City Areas of highest Priority. Note: A National Guard token is not a unit and does not count for Police presence.
PARTY BOSSES (MAYOR) - If the Establishment controls Hilton Hotel, add one Capital from the general supply to the Delegate Bag. If it does not, place RAID ON THE MCCARTHY SUITE as the Current Tactic, discarding any Tactics Card already there. Note: Take RAID ON THE MCCARTHY SUITE from the Tactics discard if necessary.
POWER BROKER (MAYOR) - Assess the Municipal Budget: If 3 or less Capital are in the Municipal Budget, pay 1 Capital per Platoon to place as many Platoons from the Reserves as possible in the City Area of highest Priority. If no Reserves can be deployed, discard this card and draw another card. If 4 or more Capital are in the Municipal Budget, re-solve the WORK THE MACHINE card effect. Notes: WORK THE MACHINE: Return 3 Capital from the Municipal Budget to the general supply, then place one blue cube from the general supply - not the Delegate Bag! - on the Delegate Track. Do not add a Delegate during the DELEGATE VOTE event at the end of the round.
PRESS CONFERENCE (MAYOR) - Draw and resolve one Policy from the Policy draw deck. Then, the Establishment gains 1 Exposure per Humphrey (blue) Delegate on the Delegate Track. Note: If the Policy Draw Deck is depleted, shuffle the discards and form a new deck.
STATE OVERSIGHT (MAYOR) - Assess the number of Capital in the Municipal Budget: If less than 2 Capital are in the Municipal Budget, add 3 Capital to the Municipal Budget. If 2 or more Capital are in the Municipal Budget, activate Policies in the Policy splay, beginning with the leftmost card. Pay 2 Capital to the supply, resolve as fully as possible, then discard that Policy from the splay. Repeat this process until either the Machine can't afford another Policy, or no more Policies remain in the splay. Refresh the Policy splay by shifting all the remaining policies toward the leftmost space, then drawing Policy cards from the Policy draw deck to refill the splay. Notes: Some Policy Cards may reduce the activation cost of each Policy or the number of times it can be resolved. Others may have special rules regarding discarding. If the Policy Draw Deck is depleted, shuffle the discards and form a new deck.
ADVANCE (POLICE) - Conflict Card. First, move one TAC Force or two Police Platoons into the area of highest Priority from an adjacent area of lower Priority (see tiebreakers). If no Police are adjacent to the City Area of highest Priority, move into the City Area of next highest Priority. Select the moving units with the following formula:
TAC Force > Lv2 Police Platoon > Lv1 Police Platoon
Then select a target in that area with lower strength than the moving units (or any target if a TAC Force is moving): Lv2 MOBE > Agitator > Lv1 MOBE. Arrest the target unit, gain the area's Exposure Bonus, then draw and resolve a Mob Chaos card if a TAC Force was used. In rare cases an arrest may not be possible.
Notes: Conflict Resolution: Arrest one Demonstrator, then gain the (blue) Exposure Bonus of the City Area. If an arrest is not possible, then the Machine will just move Police and not gain any Exposure.
DRAW DOWN (POLICE) - Move all Level 1 Police Platoons in Injured to Reserves. If there are no Level 1 Platoons in Injured, the Establishment instead gains 2 Exposure. Decrease Instability by 1.
MASS ARREST (POLICE) - Conflict Card. Move four adjacent Police units into the City Area of highest Priority from area(s) of lowest Priority first. If no Police units are adjacent to the City Area of highest Priority, move into the City Area of next highest Priority. Select the moving units in the following order:
Lv2 Police Platoon > Lv1 Police Platoon > TAC Forces
Arrest up to four Demonstrators of lower combined strength than all Police Platoons in the area, or any four Demonstrators if a TAC Force is present. Target the units for arrest in the following order: Agitator > Lv2 MOBE > Lv1 MOBE.
Gain the area's Exposure Bonus, then draw and resolve a Mob Chaos card if a TAC Force was used or if five or more units were involved in the conflict.
Notes: Conflict Resolution: Arrest up to four Demonstrators, then gain the (blue) Exposure Bonus of the City Area. A single TAC Force can arrest four Demonstrators.
SUPPORT (POLICE) - Place all Barbed Wire tokens from the Policy Supply on any paths leading into the City Area of highest Priority. Start with the topmost path if possible, then place counterclockwise.
Remove one Barricade adjacent to the highest Priority area with at least one adjacent Barricade.
Move one Platoon (Lv2 > Lv1) into the highest Priority City Area from the adjacent City Area of lowest Priority.
Notes: There can only be one Barbed Wire token on each path. Once all paths adjacent to the Highest Priority City Area have Barbed Wire, do not place any more Barbed Wire. Check for the current TACTICS card. If Tactical Support is in effect, a conflict may be initiated.
TEARGAS (POLICE) - Conflict Card. First, move one of the two TAC Forces to the area of Highest Priority that can be reached without crossing any Barricades, then move the other TAC Force into the second Highest Priority area that can be reached. Both TAC Forces may move through any number of areas to reach their destination.
Then, place a Tear Gas token in each area with a TAC Force and Demonstrator units.
If no Tear Gas tokens remain in the Police Supply, arrest one Demonstrator unit in each area with a TAC Force.
Notes: Conflict Resolution: Place a Tear Gas token in two areas. Gain the (blue) exposure bonus in each City Area where a Tear Gas token is placed. Rally Flags must be removed from an area with a Tear Gas token. At the end of the round, return all Tear Gas tokens in City Areas to the general supply.
Glossary
- -1 Capital - Tokens used to mark the effect of Street Theater cards that reduce the Capital income of City Areas.
- Action Cards - Hand of cards used by each player to perform actions during the Leadership and Rank-and-File phases.
- Active - Tokens used to indicate that a Policy or Street Theater card is currently active. Also used to mark City Areas when playing against the Machine.
- Agitators - Red meeples controlled by the Demonstrators, with 0 strength but used to trigger Street Theater effects.
- Arrest - An action placing the targeted demonstrator(s) in the Cook County Jail area.
- Bail - Game phase during which the Demonstrators may release any number of their units from Cook County Jail to any park area(s); the Mayor gains one Capital for each Demonstrator released.
- Barbed Wire - Establishment Barrier, placed between two areas to prevent Demonstrator movement.
- Barricade - Demonstrator Barrier, placed between two areas to prevent Establishment movement.
- Barrier - Barbed Wire and Barricades, may be removed as a free action by discarding a Conflict card (return the Conflict card to your hand next round).
- Capital - Small blue cubes spent by the Mayor to pay for various actions.
- Capital Accumulation - Game phase during which the Mayor gains Capital for each City Area without any Demonstrators.
Source note: the document's final page (PDF page 23) is a reproduction of a 1968 Chicago Sun-Times front page, and PDF page 24 is a pictorial "Suggested Setup" diagram for a first game. Neither contains additional rules text; the diagram is pictorial and is not transcribed beyond the setup steps above, which the printed text cross-references.
Footnotes
-
"The Strategy of Confrontation" was a 77 page report published after the riots by the city's Corporation Counsel, Raymond F. Simon, with the help of the police, the United States Attorney's office, and the city law department. The report grossly exaggerated the threat of the protestors while underplaying the heavy-handed tactics of the Chicago Police Department. ↩