Game Rules

Rules

Learn the flow in 5 minutes

🧭 This page explains the core flow and how dominance works. Use it as a quick reference during play.

⚡ Quick start

1

Your leader: two parties

Each player gets a leader with 2 loyalties and a starting hand (3 cards). Keep your loyalty hidden.

2

Play a card

On your turn, play exactly 1 card face-up (effect) or face-down (hidden, no effect).

3

Gain doctrines

At turn start, earn doctrines for pairs of open cards and for score-gap bonuses.

4

Score dominance

After each turn, the dominant faction gains +1 point (skip the first turn).

Objective

Your goal is to align the winning faction with your hidden loyalty.

  • 🤫 Your leader gives you two loyalties; keep them secret.
  • 🎯 The first faction to reach the dominance target ends the game.
  • 🏆 The winning player has the most cards of the winning faction.

Setup

Markers start at center; markets and leaders are prepared before play.

  • 🕰️ Place markers A and B at position 0.
  • 🛍️ Reveal 3 open market cards; the rest form the closed deck.
  • 🎴 Each player starts with 3 cards in hand after the initial discard.
  • ⚙️ Set dominance target and turn timer in room settings.

Turn structure

Every turn follows the same rhythm: prep, play, and end turn flow.

  • 🔄 Refill the open market to 3 cards.
  • ♻️ Optional: exchange 1 hand card with the closed market.
  • 🎯 Play exactly 1 card (face-up or face-down).
  • 🧤 End turn: draw up to 4, then discard to 3.

Playing cards

Face-up cards resolve their effects; face-down cards stay hidden.

  • 👁️ Face-up: effect resolves, card stays open in your tableau.
  • 🙈 Face-down: no effect, card stays hidden; doctrines are locked this turn.
  • 🧭 Movement arrows shift marker A or B up to the movement cap.
  • ⚡ Some cards need targets; resolve the modal before ending your turn.

Doctrines

Doctrines are one-time movement boosts tied to your open card sets.

  • ✅ At turn start, gain 1 main doctrine per 2 open cards of each faction.
  • ✨ Extra doctrines come from score-gap bonuses for your leader factions (hidden).
  • ⏳ Doctrines can be spent only on face-up turns and expire after your turn.
  • ➕ With 4 open cards of a faction, your movement cap increases.

Dominance

Dominance is decided by marker zones and relative distance to center.

  • ⚖️ Center zone (10–2) favors Centrists; chaos zone (4–8) favors Anarchists.
  • 🧲 Otherwise, the marker closer to center wins (Left/Right).
  • 🧮 If still tied, most open cards decide (then reveal hidden).
  • 🏁 The dominant faction gains +1 point each turn (skip the first).

Factions

Four forces compete; your loyalty decides your personal victory.

  • 🟦 Left (Marker A) — wants A closer to center than B.
  • 🟥 Right (Marker B) — wants B closer to center than A.
  • 🟨 Centrists — both markers in the center zone.
  • 🟪 Anarchists — both markers in the chaos zone or opposite positions.

End game

When a faction hits the target score, determine the personal winner.

  • 🎯 Game ends when a faction reaches the target score.
  • 🏆 Winning player has the most cards (open + hidden) of that faction.
  • 🤝 Ties use standard tiebreakers (fewer total cards, leader loyalty).

Tips

  • 🧩 Mix face-up and face-down turns to protect your loyalty.
  • 🧠 Watch doctrine windows: 2, 3, and 4 open cards change timing.
  • 📈 Score-gap doctrines can swing dominance—plan ahead.
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