Republia
Republia Rulebook
Table of Contents
Table of Contents
- Summary
- Objective
- Components
- References
- Law cards
- Political Power points
- Action cards
- Corruption points
- Faction cards
- Situation cards
- Votes
- Initial setup
- Turn
- End of Round
- Later Rounds
- How to Win
- Tiebreak Rules
- Example of Play
- Faction Objectives
- Quick Reference Guide (Guía Rápida)
- Errata and Edition Notes
- Design Note
Summary
Each turn, the legislators of REPUBLIA present Law proposals that are then voted on. They must create a political speech to convince the rest, and each approved Law moves the Population in a direction across the board.
They may also Decree or Veto those Laws and launch all kinds of actions against other players, but they must be careful of Social Pressure!
Objective
Bring the Population to the Target Point, or fulfill the Objectives printed on the Faction cards.
Components
- 1 Box / Ballot Box
- 1 Population token
- 1 First President token
- 76 Law cards
- 30 Political Power points of 1
- 10 Political Power points of 3
- 6 Political Power points of 5
- 8 Faction cards
- 55 Basic Action cards
- 24 Special Action cards
- 48 Positive / Negative votes
- 20 Situation cards
- 1 Board
- 1 Social Pressure token
References
Box / Ballot Box
The REPUBLIA box is also the Ballot Box where votes are cast. The lid is used as the Drawer (Cajón) for vetoed Laws and for the Political Power points of the bank.
Board
The board has only one direction of use, indicated by the arrow pointing upward. It is very important that all players pay attention to where they must aim their Laws and where their Factions are.
As a reference, Laws proposing conservative measures point to the right, while progressive ones point to the left. The same applies to the vertical axis, where personal freedom is upward and more authoritarian states are downward.
The direction shown here is the only direction in which Laws can be approved. The position of each player is not taken into account.
Each of the marks on the circumference is a Target Point of a Faction; it is where each player must aim to win.
The four axes are labeled: LIBERTY (top), CONSERVATISM (right), AUTHORITY (bottom), and PROGRESSIVISM (left).
Population token
The Population token is used inside the colored circle of the board. It moves across the crossings of the grey lines, based on the Laws approved. It is also the token that indicates who can win either by Target Point or by Faction Objective.
First President token
This token marks who begins the Round and is passed between players only at the start of each Round. When a card refers to "the presiding player" or "the current president," it does not refer to whoever holds this token, but to whoever is on their turn.
Social Pressure token
The Social Pressure token is placed on the track bearing its icon. Society will respond to the actions of the players. Be very careful, legislators!
Law cards
Law cards are the most important cards in the game, since every strategy revolves around them. They are dealt at the start of each Round and are kept secret at all times.
For a Law presentation to be valid, the players must create a speech that includes, without exception, all the underlined words (which may also appear in the titles). The rest of the speech is completely free, but it is not possible to remain silent during the presentation.
The top icon indicates which Faction will be favored if the Law is approved, while the title and description give a general idea of the content and of why it moves in its direction.
The arrows indicate the direction of movement on the board, and the number of icons at the bottom indicates the cost in Political Power points to Decree it.
Speech examples
A) Read the entire card as it is presented.
B) Read only the underlined words: "Vote Freedom" or "Freedom of Vote".
C) A new, deceptive speech: "In this country it has been shown that freedom of vote is a recipe for failure, since not all ballots should count the same. That is why we present this law, so that from now on those same ballots are qualified: the vote of a gentleman cannot be worth the same as that of a thief."
D) Another speech, with no relation to the true content: "Our administration has always stood for the noblest values: respect, the homeland, freedom, the people and the truth. That is why I ask in this humble act, dear legislators, for a positive vote for this project, which will bring us even closer to the defense and development of these values we so seek."
Card anatomy (as labeled on the printed example card "NON-MANDATORY VOTE"): Title; Description; Faction that benefits when approved; Movements on the board when applied (the arrow and number); Cost in Political Power to Decree.
Political Power points
Political Power points are dealt at the start of the game and are used to Decree, Veto, Exchange, and for each Faction's Objective. They are recovered in the Replenishment, with a unanimous vote and with some Situation cards.
They exist in denominations of 1, 3 and 5 points for making change.
Action cards
Action cards produce various effects among players, such as adding or subtracting positive votes, making another player lose their turn, requiring more information about the Law being voted on, lifting extra Laws, drawing Action cards or Political Power points, and much more. Each player starts the game with the same cards, and then new ones are drawn at random at the start of each Round (except the first) during the Replenishment.
There are two types: Basic and Special. The latter are more powerful, are not held at the beginning of the game, carry more Corruption points, and raise Social Pressure when applied.
Most Action cards are used in the Ballot Box together with the votes, except those marked as Instantaneous.
Card anatomy (as labeled on the printed examples FRAUDE and MOVILIZACIÓN): Effect; Corruption points (the icons at the bottom of the card); "Used in the Ballot Box" (Urn symbol); for Special cards, the Instantaneous icon (lightning), labeled "Not used in the Urn".
Basic Action cards
SOBORNO (Bribe) Adds one positive vote, which counts as one more vote when checking whether the vote was unanimous (see page 12).
FRAUDE (Fraud) Subtracts one positive vote; it does not count as a negative vote.
GOLPE ECONÓMICO (Economic Coup) Cancels all other Action cards that appear in the Ballot Box, including Special ones. If two of these appear, they do not cancel each other.
INFORMANTE (Informant) This card must be used after the presentation of a Law and before the vote. The presiding player publicly shows the title and therefore the Faction icon that would benefit from its approval. If someone Decrees or Vetoes a Law, this card cannot be used. The effect of this card cannot be avoided.
LIDERAZGO (Leadership) This card may only be used at the start of one's own turn. It allows drawing another Law card from the deck, which must then be Legislated, Decreed or Vetoed. It is not possible to keep a Law card in hand at the end of the turn; one action must be taken for each Law card held. Several Leadership cards may be used in the same turn, and they are permitted during the Contubernio, Direct Democracy and D.N.U. Situations.
Special Action cards
ATENTADO (Assassination Attempt) The player who presided the previous turn loses 3 Political Power points. If they do not have enough, they lose first their Political Power points and then the remaining amount in Basic Action cards drawn at random.
SERVICIO SECRETO (Secret Service) The player presiding the current turn chooses another player and draws 1 Action card of their choice and 1 Political Power point from them.
ESCÁNDALO (Scandal) The player who is the next president loses their turn, 1 Political Power point, and must return the Law card to the middle of the deck. If this card is used in the last turn of the Round, the next First President loses their turn.
AUSENTISMO (Absenteeism) Unless there is an Economic Coup, the entire vote is annulled: everything in the Ballot Box is discarded, the Law card that was just voted on goes to the Drawer, and the Social Pressure token moves one extra position. No other Action cards that might appear in the Ballot Box are applied (with the exception of Economic Coup), and the presiding player does not draw Political Power points in unanimous votes.
MOVILIZACIÓN (Mobilization) The person who presents this card chooses another player who will not draw an Action card or Political Power points during the next Round's Replenishment.
DESAFUERO (Removal from Office) The victim of this attack is sent to Prison: they lose their turn (returning the Law card to the middle of the deck if they still hold it), they vote only publicly, they cannot use an Action card, and they cannot ask in the Press Conference. At the end of the Round they may play normally again.
Recommendation: For Mobilization / Removal from Office, the most effective use is at the start of the Round, leaving the cards in front of the victim as a reminder.
Card note (Mobilization and Removal from Office): Not used in the Ballot Box; the lightning icon shows they are Instantaneous. Usable in any Turn, but not during the application of Laws or the Replenishment.
Corruption points
Corruption points are found on Action cards and indicate their power. To achieve Faction Objectives, the points held in hand must be added together, so each time an Action card is used, its Corruption points are lost.
If someone held the cards shown here in hand, they would have 9 Corruption points, enough to win with all Factions except the Anarchist, Liberal and Neoliberal, which require more than that amount.
Faction cards
Faction cards tell each player which Faction (or Factions) they represent and what their Objectives are. It is very important to locate the Faction icons on the board and find the direction the Population must be pushed toward. This information is secret.
The printed Faction card shows: the Faction icon (top); the Faction name; the political inclination and type of liberty (for example, "Conservative / Authority"); the Objective, with its victory conditions (bottom); and a historical quote (bottom).
Each Faction has different Objectives, which are the minimum conditions for winning:
- The Anarchist, Socialist and Fascist Factions require the Social Pressure token to be placed above position 9. For the rest of the Factions, it does not matter where the token is.
- Sum of Corruption points in the Action cards that each player holds in hand.
- Political Power points held in hand by the player.
- Location of the Population token on the board.
All of these conditions must be met for someone to win (see page 15).
For example, to win as the Monarch, the printed page 7 example says a player would need to hold at least 8 Corruption points and 12 Political Power points, with the Population token on the right side of the board. Editor's note: the printed Faction Objectives table on page 22 lists 7 Corruption points for the Monarch (see that table); both figures are transcribed as printed.
Clarification: For someone to be considered a winner, the Population must be inside the area marked in the Objective; the horizontal and vertical axes are not included. This means that, for example, for the Liberal to win, the Population must be above the central horizontal line, not on it.
Situation cards
Situation cards change the normal development of the Rounds, adding different ways to interact and play. Some disable the use of Action cards, indicated by the icon at the bottom left (this includes the Instantaneous ones). On the right side they automatically modify the position of the Social Pressure token.
They are used only in the even-numbered Rounds (the first Round of the game is played without them), and must be applied at the start of those Rounds. When a card says "the presiding player," it refers to every president in each of their respective turns, so some actions repeat at the start of each turn. If a card indicates an action with an arrow, that action happens under a condition. For example, "Each negative vote: +1 (Social Pressure, with arrow)" means that each time a Law is voted negatively, the Social Pressure token moves up 1 position.
DEMOCRACIA DIRECTA (Direct Democracy): All votes will be public, and those presiding use only one vote. During that Round, Action cards cannot be used. The Social Pressure token moves -2 at the start of the Round.
Clarifications
- Logro Deportivo (Sporting Achievement): leaves the Laws of value 1 free to Decree.
- D.N.U. / Bipartidismo / Diplomacia: there will be no Press Conference.
- Transparencia (Transparency): if a unanimous vote occurs, the 3 Political Power points of Transparency + 1 Political Power point for unanimity are drawn.
- Imagen Positiva / Acuerdo F.M.I.: one Political Power point and one Action card are drawn, without exception.
- In 3-player games it is recommended not to use Imagen Positiva / Acuerdo F.M.I. / Contubernio.
Votes
Votes are always used in the Ballot Box, unless the vote is public, and they are not limited in any way. Nobody may accumulate them; players may take as many as they need at any time.
Recommendation: Leave a stack of votes beside the board so that each player can take the ones they need.
Initial setup
Begin by clarifying to all players that the board has only one direction of use: Progressivism to the left, Liberty upward, Conservatism to the right and Authority downward.
Place the Population token in the centre of the board, place the Social Pressure token on the first empty circle beneath its icon, and separate the Basic Action cards from the Special Action cards.
3 / 4 players: Join two adjacent Faction cards, according to one of the following combinations:
- A) Liberal / Neoliberal; Monarch / Fascist; Totalitarian / Communist; Socialist / Anarchist.
- B) Anarchist / Liberal; Neoliberal / Monarch; Fascist / Totalitarian; Communist / Socialist.
5 players: Discard 3 contiguous Factions. Movements on the Laws approved that point outward past the dotted lines toward the grey zones are not considered. The following are not played:
- Anarchist / Liberal / Neoliberal
- Neoliberal / Monarch / Fascist
- Communist / Totalitarian / Fascist
- Communist / Socialist / Anarchist
6 players: Discard 2 opposite Faction cards on the board. Two modes are recommended:
- A) Left vs. Right (without Liberal / Totalitarian)
- B) Liberty vs. Authority (without Socialist / Monarch)
7 / 8 players: All Faction cards are used. With 7 players, one is not played.
Start: Each player is dealt:
- A Faction card (or a pair in 3- or 4-player games), secretly and at random.
- One Basic Action card of each type: Informant / Economic Coup / Bribe / Fraud / Leadership.
- Political Power points: with 3 or 4 players, 4 points each; with 5 to 8 players, as many points as there are players in total (for example, 7 points each if there are 7 players).
- Positive and negative votes, distributed more or less evenly among all players.
The different decks are placed on their icons on the board: the Law deck, and the leftover Basic cards mixed with the Special cards and the Situation cards. The remaining Political Power points are placed inside the lid of the Ballot Box, which from now on is called the Drawer (Cajón). The Approved Laws icon remains empty.
The player who has voted the most times in their life begins and receives the First President token.
First Round: Players have a few moments to review their Faction card, which they keep secret, and analyze which side of the board their Objectives lie on. Play proceeds clockwise, and a new Law card is dealt to each player to begin.
Turn
On a turn, the presiding player may take one of three actions with a Law card:
- A) Legislate by vote, or
- B) Decree, or
- C) Veto.
A) Legislation by vote
Presentation. The presiding player briefly states the content of the Law and why it should or should not be approved. To build the speech, they must read aloud all the underlined words (in any order); the rest of the speech is free, and it may misrepresent the project. No questions or comments are answered at this stage.
Press Conference. The other players may raise their hand. The presiding player then chooses the Journalist, who may ask up to one question. The presiding player is obliged to answer, although lying is possible. There may be no questions during this phase.
Clarification: At this moment someone may play the Informant card, forcing the presiding player to publicly show the title of the Law and the Faction icon that would benefit from its approval.
Voting. Everyone must put one vote in the Urn, except the presiding player, who uses two votes. Players may optionally add up to one Action card per person (including the presiding player).
Count. The presiding player first counts the votes and then reads aloud the Action cards in the Urn. These are applied automatically (be careful: Economic Coup cancels all the others).
Counting Bribes as positive votes and subtracting Frauds:
- If there is a majority of positive votes, or an equal number of positive and negative votes: the Law goes to the pile of Approved Laws on the board.
- If there is a majority of negative votes: the Law goes to the bottom of its deck.
The Action cards that were applied are returned to the bottom of their deck.
See the Example of Play on page 16 for speeches and sample counts.
Clarifications
- Nobody may see the content of the Law except the presiding player. The Situation card Cuarto Poder (Fourth Estate) is the only exception to this rule.
- Only one question is allowed during the Press Conference.
- If, when counting votes, the number is greater than expected, the vote is repeated. The Action cards remain, and no new ones may be added.
- If there are fewer votes than required, a player who forgot may vote, at the cost of publicly exposing their vote.
- Talks and pacts are allowed, except while someone is presenting a Law.
Unanimous votes. If the sum of positive or negative votes equals the number of players (regardless of whether there is one opposing vote), counting the number of positive votes plus Bribes and subtracting the Frauds, the presiding player takes 1 Political Power point from the bank.
Recommendation: To speed up play after a vote, each presiding player may keep the votes that were used during their turn.
B) Decree
The presiding player may directly approve the Law by paying the amount of Political Power points shown at the bottom of the card (in green), without needing to say or answer anything. The rest of the players may not use Action cards, the Social Pressure token advances 1 position, and the Law goes directly to the pile of Approved Laws on the Board.
C) Veto
The presiding player may veto the Law by paying 1 Political Power point (regardless of the Decree value of the card), so that it is neither legislated nor discussed. It is placed in the Drawer without the rest of the players seeing its content; nobody may use Action cards, and the Social Pressure token advances 1 position.
End of Round
Application of Laws
When all players have been presidents, the Laws on the Approved Laws icon are shuffled, to protect the identities and interests of the Factions, and applied to the board: the Population token moves the number of jumps indicated by each arrow. It may not move outward or past the circumference (see Clarifications, page 15). Every approved Law, whether approved by Decree, by Legislation, or coming from the Drawer through Social Pressure, is returned to the bottom of its deck once applied.
Verification of Faction Objectives
At the end of the application, a player may announce that they have won (see page 15). If this does not happen, a new Round begins. A player may only announce victory by Faction Objective at this moment, before the next Round begins, and always after all the Laws in the pile of Approved Laws have been applied.
Later Rounds
Replenishment
At the start of each Round, everyone receives:
- 1 Law card, 1 Action card, and 1 Political Power point.
- In even-numbered Rounds (see below), the Situation card described below is applied.
Whoever suffered a Mobilization does not draw an Action card or Political Power points. The person to the left of whoever began the previous Round receives the First President token. In each even Round, this player reads aloud and applies the first Situation card in the deck. The odd Rounds (including the 1st) have no Situation cards.
Social Pressure
Society is not outside the political discussion, so the Social Pressure token moves along its track each time:
- A Law is Decreed.
- A Law is Vetoed.
- A Special Action card is applied.
- A Round ends without Laws approved by legislation.
- A Situation card moves it back or forward.
As the Social Pressure token advances, it will land on different positions along its track, which trigger the following actions:
| Position | Action | If there are no Laws in the Drawer |
|---|---|---|
| 6th | One Law at random from the Drawer goes to the pile of Approved Laws | The 1st card of the deck is approved |
| 7th | The Exchange (Canje) is activated for the entire game | — |
| 12th | Half of the Laws in the Drawer, at random, go to the pile of Approved Laws | The first 3 cards of the deck are approved |
| Crisis (end of track) | All the Laws in the Drawer go to the Approved Laws, and the game ends (see How to Win, page 15) | The first 10 cards of the deck are approved |
Clarifications
- It does not matter whether the Social Pressure token advances or retreats: each time it lands on the 6th or 12th position, Laws are placed on the pile of Approved Laws.
- Laws approved from the Social Pressure track are placed on the Approved Laws icon and mixed with the rest of the Laws approved by players. These are not counted as approved by legislation; therefore, if during a Round only Laws from the Drawer were approved, the Social Pressure token moves 1 position at the end of that Round.
- When approving at the 12th position, round down if the amount is odd.
Exchange (Canje)
From the 7th position of the Social Pressure track onward, each player may, at the start of their turn, exchange cards or tokens in one of the following ways:
- 2 Political Power points → draw the first Action card from the deck.
- An amount of Corruption points equal to one Action card's value → the same amount in Political Power points.
Only one exchange per turn per player is allowed, and it must be made before doing anything with the Laws held in hand. The exchanged Action cards go to the bottom of their respective decks.
This ability remains available for the rest of the game, even if the Social Pressure token retreats behind the 7th position.
How to Win
-
Target Point: If the Population token lands on the Target Point of a Faction (there may still be movements left to apply), that Faction wins. If this does not happen, it is time to review the Faction Objectives.
-
Faction Objective: If a player meets all the requirements of the Objective on their Faction card, they win. All the approved Laws must be applied before anyone may announce that they are the winner. All requirements (the Social Pressure token, Corruption points, Political Power points, and the position of the Population token) must be met; the minimums are those shown on the Faction cards (see page 22).
-
Crisis: If the Social Pressure token reaches the end of its track, all the Laws in the Drawer are approved together with those already in the pile of Approved Laws. The Round continues, and at its end the movements of these Laws are applied. If the Population token does not land on a Target Point and nobody achieves their Faction Objective, the player whose Population token is closest to their Target Point wins.
The printed diagram on this page shows examples of valid moves (green check) and invalid moves (red cross) for the Population token, and the Target Point and Faction Objective example for the Anarchist.
Clarifications
- The Population token will not move outward or past the circumference.
- Contradictory jumps are counted, so the Population token may end in the same place where it started.
- All movements of the Laws must be applied before anyone announces a win by Faction Objectives, and they must be moved in the order in which they are written (first the horizontal axis, then the vertical).
- If the Population token lands on a Target Point, the remaining Laws that are yet to be applied are not considered.
Tiebreak Rules
If several players reach their Faction Objective at the end of the same Round, or after a Crisis, ties are broken in the following order:
- The winner is the player whose Population token is closest to their Target Point. Each horizontal and vertical jump is counted.
- If the distance between the Population token and two Target Points of different Factions is equal, the winner is the player with more points when adding their Political Power points + Corruption points in hand.
- If the sum of Political Power points + Corruption points is the same among the players, the winner is the player with more Political Power points.
- If there is still a tie, the winner is the player with more Action cards in hand.
Example of Play
Four players: Matías (Anarchist / Liberal), Analía (Communist / Socialist), Rodrigo (Fascist / Totalitarian) and Martina (Monarch / Neoliberal). All players begin the game with 4 Political Power points, a Soborno, Fraude, Informante, Golpe Económico and Liderazgo card, 1 positive vote and 1 negative vote, and 1 Law card.
Round 1
- 1st turn, Matías: Matías presents: "This law I propose is to allow the citizenry to have more lax, calmer immigration regulations, so that people can enter and leave the country without problems." Press Conference: Martina asks, "Can anyone enter and leave without a background check?" Matías answers: "That's right; we seek to make access to REPUBLIA faster and more efficient." Voting: 3 positive / 2 negative. Final count: 3 / 2. Approved.
- 2nd turn, Analía: Analía presents: "My law proposes to improve our current production, in order to ease somewhat the burdens on our workers, who with all their strength are trying to lift this nation!"
- Press Conference: Rodrigo asks, "What kind of production do you want to organize?" Analía answers, "All national production: agricultural, livestock and industrial."
- Voting: 1 positive / 4 negative, with Soborno and Golpe Económico. Final count: 1 / 4 (Golpe Económico cancels Soborno). Analía takes 1 Political Power point for a unanimous vote. Not approved: the Law goes to the bottom of its deck.
- 3rd turn, Martina: Martina presents: "Considering what is happening in the world, and taking into account the most violent terrorism, I believe it is extremely important that we have security over the calls." Press Conference: Matías asks, "Are you attracted to the idea of invading another country?" Martina answers, "No, not necessarily."
- Voting: 4 positive / 1 negative, with Fraude. Final count: 3 / 1. Approved.
- 4th turn, Rodrigo: Rodrigo says, "I veto this law." Rodrigo pays 1 Political Power point to the bank. The Law goes to the Drawer, and the Social Pressure token moves +1 for the Veto.
End of Round 1. The Laws are shuffled and applied in this order: 1) Intercepción de llamadas; 2) Inmigración Limitada.
Round 2
- Replenishment: Everyone receives 1 Law card, 1 Action card at random, and 1 Political Power point. Round 2 is an even Round, so the Situation card Despotismo is applied. Because the Population token is below the central line of the board, Despotismo applies.
- 1st turn, Analía: Analía steals 1 Action card of her choice from Rodrigo because of Despotismo. Analía presents: "I wish to enter this law into our venerated chamber. It concerns the redistribution of wealth: we seek for those who have more money to pay more, and those who have less to pay no taxes."
- Press Conference: no questions.
- Voting: 2 positive / 3 negative, with Servicio Secreto. Final count: 2 / 3. Analía steals 1 Action card of her choice and 1 Political Power point from Martina because of Servicio Secreto. Not approved: the Law goes to the bottom of its deck. The Social Pressure token moves +1 for the application of a Special card.
- 2nd turn, Martina: Martina steals 1 Action card of her choice from Analía because of Despotismo. Martina decrees the Law and pays 2 Political Power points to the bank. The Law goes to the pile of Approved Laws, and the Social Pressure token moves +1 for the Decree.
- 3rd turn, Rodrigo: Rodrigo steals 1 Action card from Analía because of Despotismo. Rodrigo presents: "It is necessary to help people overcome their traumas, which can be terrible. This law will not leave them alone. This law represents everything we fight for: social justice, equality, abortion, education and public health."
- Press Conference: Martina asks, "Won't leave them alone for what, exactly?" Rodrigo answers, "Won't leave them alone with their traumas..."
- Matías uses Informante, and Rodrigo shows the title of the Law, "Penalización del Aborto" (with the Fascist icon).
- Voting: 2 positive / 3 negative. Final count: 2 / 3. Not approved: the Law goes to the bottom of its deck.
End of Round 2. No Law was approved by Legislation, so the Social Pressure token moves +1 and reaches position 6. Therefore the only vetoed Law in the Drawer is taken and placed on the pile of Approved Laws. The order of application is: 1) Bajar Gasto Militar; 2) Ingreso Básico Mínimo; 3) Escuela Laica.
Round 3
- Replenishment: Everyone receives 1 Law card, 1 Action card at random, and 1 Political Power point. Round 3 is odd, so there is no Situation card.
- 1st turn, Martina: Martina uses Liderazgo, drawing another Law card from the deck. Martina presents her first law: "Consume narcotics." Press Conference: Rodrigo asks, "Is that advice, or what the law proposes?" Martina answers, "It is advice, which the law gives."
- Voting: 3 positive / 2 negative. Final count: 3 / 2. Approved.
- Martina presents her second law: "This law should not be approved, since it attacks life and seeks to make it punishable under our civil code." Press Conference: Analía asks, "Do you want to prohibit births?" Martina answers, "No, this law seeks it. Please do not vote positively."
- Voting: 3 positive / 2 negative. Final count: 3 / 2. Approved.
- 2nd turn, Rodrigo: At the start of the turn, Martina uses Movilización on Matías. Rodrigo presents: "We are tired of these people who preach equality, who have a paternal gaze on cultures. This is a law to abolish anti-discrimination issues."
- Press Conference: Analía asks, "Does this mean we could go to church doors and attack whoever happens to come by?" Rodrigo answers, "If this law were approved, of course yes."
- Voting: 3 positive / 2 negative, with Ausentismo. The Social Pressure token moves +2 (+1 for the Special card, +1 because Ausentismo moves 1 extra). The Exchange is active. The vote is annulled by Ausentismo, and the Law goes to the Drawer.
- 3rd turn, Matías: Matías exchanges a Soborno for 2 Political Power points. Matías presents: "This law seeks to generate debate in the media about the great current issues: education, health, immigration, the public and the private."
End of Round 3. With the Social Pressure token on the 10th position, it allows Analía to win as the Socialist, Matías as the Anarchist, and Rodrigo as the Fascist (although the position of the Population does not allow the last two). The order of application is: 1) Salud Pública; 2) Eutanasia Legal; 3) Consumo no penado.
Faction Objectives
The table below is printed in the rulebook on page 22. The icons show the Social Pressure requirement (pencil icon), the Corruption points in hand (crossed-out icon), the Political Power points in hand (fist icon), and the direction arrows indicating where the Population token must be. Where a row has no Social Pressure requirement, it is not required.
| Faction | Social Pressure | Corruption | Political Power | Direction arrows (as printed) |
|---|---|---|---|---|
| Anarchist (Anarquista) | +9 | 11 | 10 | ← and ↑ |
| Liberal | — | 11 | 12 | ↕ (double, green up / red down) and ↑ |
| Neoliberal | — | 10 | 11 | → and ↑ |
| Monarch (Monarca) | — | 7 | 12 | → and ↔ (double) |
| Fascist (Fascista) | +9 | 9 | 11 | → and ↓ |
The printed page 22 table is the reference; the arrow glyphs are reproduced as displayed on the printed card layout.
Quick Reference Guide (Guía Rápida)
Round
- Pass the First President token to the person on the left.
- Odd Round: normal Round (→).
- Even Round: apply a Situation card (→ Situation icon).
Replenishment — everyone takes: 1 Law card, 1 Action card, and 1 Political Power point (except in the 1st Round).
Turn — with a Law card:
- Presentation, Press Conference, Voting → Approved (to the pile of Approved Laws) or Not Approved (to the bottom of the deck). Unanimous vote? → the presiding player takes 1 Political Power point.
- Decree: pay the amount shown on the card → Approved Laws → +1 Social Pressure.
- Veto: pay 1 Political Power point → to the Drawer → +1 Social Pressure.
- Round with no approved Laws → +1 Social Pressure.
- Application of Special cards → +1 Social Pressure.
Exchange (Canje)
- 2 Political Power points → 1 Action card.
- X Corruption points (of one card) → X Political Power points.
- Unlockable; only one exchange per player at the start of their turn.
End of Round
- Shuffle and apply all the Laws on the Approved Laws icon to the board.
- Verify Faction Objectives.
Errata and Edition Notes
Errata, first edition
- Page 6, Ausentismo should read: "Unless there is an Economic Coup, the entire vote is annulled: everything in the Ballot Box is discarded, the Law card that was just voted on goes to the Drawer, and the Social Pressure token moves one extra position. No other Action cards that might appear in the Ballot Box are applied (with the exception of Economic Coup), and the presiding player does not draw Political Power points in unanimous votes."
Errata, second edition (corrections to the page 18 example in version 1.2.5)
- On page 18, the Law presented by Rodrigo should not be approved. The vote count should be: 2 positive / 3 negative, Not Approved, to the bottom of its deck.
Differences between the first and second editions
- Unanimous votes: in the second edition only 1 Political Power point is taken, regardless of the number of players.
- Components: the second edition has cardboard tokens in values of 1, 3 and 5, whereas the first edition has painted MDF tokens of 1 and 3.
- Clarifications and various adjustments in the Rulebook and the Quick Reference Guide.
- Updated back icon for the Faction cards.
Design Note
This game aims not only to entertain but also to be a springboard for ideas, conversations and debates. It intends to be a basis for gatherings that offer intellectual nourishment, to criticize with respect, and above all to build new political paths.
Questions for players: What do you think the representative system is? Do you believe this game faithfully reproduces its facets? What do you think democracy is? What are its strong and weak points?
Acknowledgements, playtester list, credits, trademark and copyright notices, and social media and contact details from the printed rulebook are omitted.