Rule precision. Powered by AI.

World Order · Reference sheet

World Order reference sheet

Overview

  • Area-majority game for 2–4 players; play as USA, China, Russia, or EU [p.3 — Introduction]
  • Goal: most VPs at end of Round 6 [p.11 — How to Play]
  • Core loop: play Ability cards to place Influence, form alliances, trade, and project military power [p.11 — How to Play]
  • VPs come from placing Influence, scoring Regions (Rounds 3 & 6), Prosperity, Growth cards, and Majority tokens [p.20 — Scoring]
  • 2-player restriction: one player must pick USA or EU, the other Russia or China [p.8 — Game Setup]

Setup

  1. Place Main board; add Influence cubes to Regions as indicated [p.8]
  2. Sort Country cards by Region, shuffle each separately; place 2 visible per Region [p.8]
  3. Place Round marker on space 1; place 3 Majority tokens (correct side for player count) [p.8]
  4. Shuffle Market Ability cards; reveal 6 face-up as the Market [p.8]
  5. Sort Growth cards by name above board; remove Level 1 cards in 3p, Level 1–4 in 2p [p.8]
  6. Each player takes: Player board, Starting Ability cards, Starting Country cards, Trade Deals card, Strategic Asset cards, Commerce cards, tokens, markers, and starting money [p.8]
  7. Place Production cubes on starting spaces; Prosperity marker on space 1; Focus marker on Domestic [p.9]
  8. Place 4 Starting Country cards face-up above your board [p.9]
  9. Split 12 Starting Ability cards into two piles of 6; choose one as hand, other becomes deck [p.9]
  10. Shuffle 5 Strategic Asset cards; draw 3, keep 2 face-up; place Scoring marker on sum of their starting VPs [p.9]
  11. Place Turn Order markers in reverse VP order; lowest VP chooses position first [p.9]
  12. In <4 players: draw 2 Auto-Influence cards; place non-player Influence/Armies as indicated [p.9]

Turn structure

Each round has 3 phases:

PREPARATION PHASE (skipped Round 1)

  1. Draw 6 cards from deck
  2. Reveal top Country card in each Region (left deck → right deck)
  3. Determine Turn Order (reverse VP order, lowest chooses first)
  4. Produce primary resources (Energy, Raw Materials, Food)
  5. Choose Focus: Domestic, Diplomatic, or Military; follow its instructions

ACTION PHASE

  1. Each player takes 4 turns in Turn Order; each turn: play 1 Ability card and resolve its effect (or use a Strategic Asset / Pass for 10 Ordis)
  2. Research step: reveal remaining hand cards, collect bonuses, spend Research points to buy Market cards
  3. Add Auto-Influence (2–3 player games only)

AFTERMATH

  1. Return on Investments: gain income from FDI tokens and optionally discard Engage tokens for money
  2. Increase Prosperity (optional; spend Consumer Goods to advance track)
  3. Resolve THREAT: lose 2 VPs per opponent with more THREAT than your Defense in your zone of interest
  4. Scoring (Rounds 3 & 6 only)

Actions

Action Type Cost Effect
Improve Relations Diplomatic Diplomacy = Country value (exhaust same-Region allies to discount) Take Country card as allied
Engage Diplomatic Diplomacy cost shown on Region (exhaust allies to discount; –2 with Diplomatic Focus) Add 1 Influence + place Engage token
Trade Economic Export/Import resources per Trade Deals card (2–3 transactions each)
Invest Economic Money shown on Country card Exhaust ready ally, place FDI token, add 1 Influence to Region
Move Military 5 Ordis per Army token Move 1 Army to zone-of-interest Region or Region with your Base
Build a Base Military 5 Ordis (Base) + 5 Ordis per Army sent Exhaust ready ally with Base symbol + your flag; place Base token, move Armies, add 1 Influence
Get a Growth Card Domestic Cost on card Take next-level Growth card (must go Level 1→2→3…); gain listed VPs
Produce Domestic Requirements per resource type Gain primary resources freely; secondary resources cost inputs per unit
Pass Place card face-down; gain 10 Ordis
Strategic Asset Place 1 card face-down Resolve one face-up Strategic Asset card; turn it face-down (once per game per card)

Scoring

During play (immediate VP gains)

  • Place Influence in a slot: gain VPs shown on that slot [p.16 — Adding Influence]
  • Get a Growth card: gain VPs listed on the card [p.15 — Get a Growth Card]
  • Increase Prosperity: gain VPs listed on the new space [p.19 — Increase Prosperity]

Scoring steps (Rounds 3 & 6 only — Region must have all permanent slots filled)

  • 1 VP per Influence cube in a scoring Region [p.20 — Scoring]
  • Majority bonuses: 1st/2nd/3rd place per Region (ties broken by most Armies there) [p.20]
  • 3 Majority tokens: most money / most Armies on board / most allied Countries [p.21]

Final scoring (Round 6 only)

  • 2 VPs per unused Strategic Asset card [p.21]
  • Executive Order (optional module): 3 VPs if unused [p.21]

Power-specific scoring abilities (Rounds 3 & 6)

  • USA 'Superpower Overstretch': penalty if leading in fewer than 4 Regions [p.20]
  • Russia 'Secured Sphere of Influence': +2 VP per zone-of-interest Region where Russia leads [p.20]
  • China 'Global FDI Network': VPs based on number of Regions with at least 1 FDI token [p.20]

End of game

  • Game ends after Round 6 Aftermath (including final Scoring step) [p.21 — Game End]
  • Most VPs wins [p.21]
  • Tiebreaker 1: most 1st-majority bonuses earned in final scoring [p.21]
  • Tiebreaker 2: most total Influence cubes on the board [p.21]
  • Still tied: shared victory [p.21]

Glossary

  • Allied Country: a Country card in front of you; can be ready (face-up) or exhausted (face-down) [p.7 — Country Cards]
  • Ready: an allied Country card that is face-up and available to use [p.7 — Country Cards]
  • Exhausted: an allied Country card turned face-down; cannot be exhausted again until readied [p.7 — Country Cards]
  • Permanent Influence: Influence placed above the line in a Region; stays until game end; limited slots [p.16 — Adding Influence]
  • Temporary Influence: Influence placed below the line; fills left-to-right; leftmost is pushed out when all slots full [p.16 — Adding Influence]
  • THREAT: number of opponent Armies in a Region within your zone of interest; you lose 2 VPs per opponent whose THREAT exceeds your Defense [p.19 — Resolve THREAT]
  • Defense: your own Armies in a Region within your zone of interest [p.19 — Resolve THREAT]
  • Zone of Interest: Regions showing your flag in a small circle on the Main board [p.19 — Resolve THREAT]
  • FDI token: Foreign Direct Investment; placed via Invest action; earns 2 × Country value each Aftermath [p.19 — Return on Investments]
  • Research: currency gained from revealed hand cards at end of Action Phase; spent to buy Market cards [p.17 — Research]
  • Market: 6 face-up Ability cards available for purchase during Research step [p.8 — Game Setup]
  • Prosperity: track on Player board; advance by spending Consumer Goods to gain VPs and money [p.19 — Increase Prosperity]

FAQ

  • Q: Can I have multiple Engage tokens in the same Region? — A: Yes, no limit per Region [p.22 — FAQ]
  • Q: Do I gain/lose VPs when playing a Strategic Asset card? — A: No; VPs on the card are only starting VPs. Unused cards give 2 VPs at final scoring [p.22 — FAQ]
  • Q: If an effect says 'add permanent Influence,' can I choose temporary instead? — A: No, you must place it above the line as permanent [p.22 — FAQ]
  • Q: When an ability lets me play an additional card, can it be a Strategic Asset or Executive Order? — A: Yes, but you still must place an Ability card face-down as normal (unless your hand is empty) [p.22 — FAQ]
  • Q: Does EU gain 4 VPs for its starting Influence cube in Africa? — A: No; that number only applies if the cube is removed and a new Influence is later placed in that slot [p.22 — FAQ]
  • Q: Can I increase the same Production more than once with a card that lets me increase 2 or 3? — A: No, each increase must be a different Production [p.22–23 — FAQ]
  • Q: If I increase a primary resource Production via a Growth card, do I immediately gain 1 of it? — A: No; the immediate gain only happens when increasing Production during the Choose Focus step [p.23 — FAQ]

Ask any World Order rules question →