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
- Place Main board; add Influence cubes to Regions as indicated [p.8]
- Sort Country cards by Region, shuffle each separately; place 2 visible per Region [p.8]
- Place Round marker on space 1; place 3 Majority tokens (correct side for player count) [p.8]
- Shuffle Market Ability cards; reveal 6 face-up as the Market [p.8]
- Sort Growth cards by name above board; remove Level 1 cards in 3p, Level 1–4 in 2p [p.8]
- 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]
- Place Production cubes on starting spaces; Prosperity marker on space 1; Focus marker on Domestic [p.9]
- Place 4 Starting Country cards face-up above your board [p.9]
- Split 12 Starting Ability cards into two piles of 6; choose one as hand, other becomes deck [p.9]
- Shuffle 5 Strategic Asset cards; draw 3, keep 2 face-up; place Scoring marker on sum of their starting VPs [p.9]
- Place Turn Order markers in reverse VP order; lowest VP chooses position first [p.9]
- 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)
- Draw 6 cards from deck
- Reveal top Country card in each Region (left deck → right deck)
- Determine Turn Order (reverse VP order, lowest chooses first)
- Produce primary resources (Energy, Raw Materials, Food)
- Choose Focus: Domestic, Diplomatic, or Military; follow its instructions
ACTION PHASE
- 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)
- Research step: reveal remaining hand cards, collect bonuses, spend Research points to buy Market cards
- Add Auto-Influence (2–3 player games only)
AFTERMATH
- Return on Investments: gain income from FDI tokens and optionally discard Engage tokens for money
- Increase Prosperity (optional; spend Consumer Goods to advance track)
- Resolve THREAT: lose 2 VPs per opponent with more THREAT than your Defense in your zone of interest
- 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]