Each proposed Bill is voted on in policy order. Players choose a side, draw five voting cubes, then secretly commit Influence and reveal it together. Ties pass the Bill. Without pending Bills, the Elections Phase is skipped.
Rule reference: 12–13,28
The player with the most VP after five rounds and endgame scoring wins. Different factions earn points in different ways; money and resources are not automatically VP.
Rule reference: 11,13,17,21,25,29
Each turn uses one Action card: play its effect if its requirements are met, or discard it for a faction-specific Basic Action. Each player takes five turns per round.
Rule reference: 11
You may take one faction-specific Free Action before or after your Main Action each turn. It does not use another Action card, but its costs and conditions still apply.
Rule reference: 11,16–17,19–20,24–25,28
For the Working and Middle Classes, Population is the value shown beneath the worker-count track. It determines Food needs, the size of Health/Education/Luxury sets, and purchase limits; it is not the number of meeples.
Rule reference: 7,12,14–17,22–25
Working and Middle Class players gain VP equal to the newly reached printed value whenever they gain a Prosperity space. During Preparation, Working drops one space and Middle two; previously earned VP remain.
Rule reference: 7,14,16,22,24–25
During Cover Needs, Working and Middle must consume Food equal to Population, using Food they already have first. Missing Food must be bought; inability to pay can force a Loan.
Rule reference: 12,17,20,25,28
Use Healthcare spends Health from Goods & Services equal to Population. Working or Middle gains one Prosperity, two extra VP and one new unskilled worker.
Rule reference: 16,24,26,31
Use Education spends Education from Goods & Services equal to Population. Working or Middle gains one Prosperity and upgrades one worker to an eligible skill. A committed worker stays committed when upgraded.
Rule reference: 16,24,26,31
Use Luxury spends Luxury from Goods & Services equal to Population to gain one Prosperity. Luxury can also be produced, sold locally or traded using the applicable market rules.
Rule reference: 15–16,19,24,28
Workers belong to Working or Middle Class. Assign Workers moves up to three eligible workers; company staffing and skill requirements must be met. Unemployed workers produce no wages until assigned.
Rule reference: 14–15,19,22–23,28
A skilled slot requires a worker trained in that industry. Any worker can fill an unskilled slot, subject to the action's assignment rules. Skill does not let a worker ignore commitment.
Rule reference: 14–15,19,22–23
Committed workers lie down. They normally cannot be reassigned, their wage cannot be lowered, and their company cannot be sold. They stand after Production; special rules such as Swap Workers and unions have exceptions.
Rule reference: 15,19,24,28
A company produces only when its required staffing is satisfied, unless it is fully automated. An unstaffed ordinary company is non-operational. Middle Class optional employees are not required for its base output.
Rule reference: 12,14–15,20,23,25
For Middle Class scoring, a fully operational company has both workers, including its optional Working Class employee where applicable. If their number exceeds your printed Prosperity value, gain one Prosperity during Scoring.
Rule reference: 25
The company's selected wage level determines its payment. A listed wage pays the staffing group, not each meeple separately. Middle Class owner-workers are not paid by their own firm; its Working Class employee is.
Rule reference: 11,19–20,25,28,30
Policy 2 sets the legal wage floor: A requires L3, B permits L2–L3, and C permits L1–L3. It also combines with Taxation to determine the income-tax rate.
Rule reference: 17,25,30
Working Class may assign a matching skilled worker to a union if at least four other workers are employed in that industry. Each union gives one Influence in Production and two VP in Scoring. It dissolves if its employment condition fails.
Rule reference: 15,17
Working Class can strike at eligible uncommitted, below-L3 workplaces. An unresolved strike stops the affected production and wage payment; L3 removes it. At Middle Class firms only the Working Class employee's contribution is stopped.
Rule reference: 15–16
Working Class may demonstrate when unemployed workers exceed available slots for its class by at least two. If unresolved by Production, it gains Influence and assigns capped VP losses to the other factions.
Rule reference: 16
All new Capitalist income normally enters Revenue and ordinary expenses are paid from it first. Employment Tax and then Corporate Tax are paid before the remainder transfers to Capital during Scoring.
Rule reference: 7,18,20–21
Capital is the Capitalist Class's accumulated money area. After taxes, Revenue transfers here for Wealth scoring. Loans enter Capital, and loan interest, repayment and certain actions spend from it.
Rule reference: 7,18–21,33
The Capitalist Class scores from its total Capital each round using its Wealth table. Advancing beyond the Wealth marker gives three bonus VP per new space. A later drop does not move the marker backward.
Rule reference: 21
Produced resources go into the owner's Storage and are limited by capacity; excess can be lost. Capitalist Food/Luxury overflow may use the Free Trade Zone. Middle Class Storage is distinct from Goods & Services for personal use.
Rule reference: 7,12,19–20,24–26,28
On Working and Middle Class boards, this area holds resources obtained for use. Middle Class must use Buy Goods & Services to transfer from its own Storage, without exchanging money and within the normal buying limits.
Rule reference: 15–16,24–27
The Capitalist and Middle Class markets show companies available to build, not operating businesses. During Preparation they may discard unwanted cards and refill to four and three respectively.
Rule reference: 18–19,22–23
A fully automated company produces without workers and still counts as operational for taxes and voting. A Machinery token is different: it adds output but does not remove staffing requirements.
Rule reference: 12,20
Capitalist effects can place one Machinery token on an eligible company with the icon, adding its printed production bonus. It still needs workers; Machinery does not make it automated.
Rule reference: 20
A compulsory payment you cannot afford forces a 50-money Loan; you cannot borrow freely for optional spending. Interest is five each Preparation; the normal repayment Free Action costs 50. Remaining debt has faction-specific endgame consequences.
Rule reference: 13,33
Used for Employment Tax. Taxation supplies a base: A=3, B=2, C=1. Health and Education policy modifiers are doubled under A, counted once under B and ignored under C.
Rule reference: 20,25,30–31
Capitalist and Middle Class pay the Tax Multiplier times the number of their operational companies to the State. Fully automated companies count; unstaffed ordinary firms do not.
Rule reference: 20,25
The rate comes from Labor Market and Taxation. Working Class multiplies it by Population; Middle Class multiplies it by the number of other owners' companies where its workers are employed.
Rule reference: 17,25,30
Capitalist Corporate Tax uses the bracket for Revenue left after Employment Tax, under the current Taxation policy. It is paid to the State before the remaining Revenue becomes Capital.
Rule reference: 20
Policy 3 changes income-tax rates, Corporate Tax and the Tax Multiplier. The factions calculate their taxes differently, and all tax payments go to the State Treasury rather than the money supply.
Rule reference: 12,17,20,25,30–31
The State has a separate Legitimacy track for each class. After Event penalties, it scores the sum of its two lowest values; then all three halve, rounded up. The lowest value also determines its election Influence gain.
Rule reference: 7,26,28–29
A State Legitimacy token immediately adds one to its class's track. It also adds one to that track after the halving in every Scoring phase.
Rule reference: 26,29
Provided items wait in the recipient's Benefits area. A later Receive Benefits Free Action collects them and gives the State one VP. A new provision to that area discards its previous contents.
Rule reference: 17,20,25,27
When the State is instructed to Provide, it places the specified items in Benefits. It may buy permitted missing resources as part of that effect, but not from the intended recipient. Existing Benefits there are replaced.
Rule reference: 27
Spending removes the stated resources or money. For an Event instruction to Spend, the State must already possess the resources and cannot buy missing ones as part of that instruction. Payments to a named player follow their specified destination.
Rule reference: 27,33
The State reveals two Events during setup and each later Preparation. An Event Action fulfils one card's task, gives its specified reward and discards it. Unresolved cards apply their NO ACTION penalties before Legitimacy scoring, then are discarded.
Rule reference: 26–29
The State reveals a Political Agenda during Preparation. At Scoring it earns one VP for each listed policy matching the board, then discards the Agenda.
Rule reference: 26,29
Health, Education and Media Influence from public companies are kept in Public Services. Health and Education prices follow welfare policy. Each service's storage capacity is available public production of that service plus six.
Rule reference: 6,12,26,28,31
The State's cash pays public wages, mandatory costs and its actions. Taxes, public sales and applicable tariffs enter this area; taxes must not disappear into the supply.
Rule reference: 6,11–12,28,33
Influence can add votes after cubes are drawn; all Influence spent is discarded, win or lose. It also pays for certain actions. The State distinguishes Personal from Media Influence.
Rule reference: 12–13,19,26,28
The State's own Influence is stored on its player board. It normally pays for its actions and votes and cannot be bought by the other players.
Rule reference: 26,28
Influence held in Public Services is Media Influence and can be bought by eligible classes. The State's Campaign action converts up to three of it to Personal Influence.
Rule reference: 26,28
Bag refill adds cubes from Working Population, Capitalist operational companies, and Middle's higher of those two bases, each halved and rounded up. Elections draw five cubes. Winning cubes leave the bag; losing cubes return.
Rule reference: 12–13,28
A normal Bill proposes moving one policy to an adjacent section; only one proposal can occupy that policy. If it passes, its proposer gains three VP; a supporting player needs an actual contributing vote to gain one.
Rule reference: 12–14,27
Immediately after proposing a Bill, spending one Influence calls its election now instead of waiting for Elections. Resolve it normally and return the Bill marker; the policy changes now if it passes.
Rule reference: 14,27
Seven policies shape the economy. Positions A/B/C for policies 1–5 also matter for class endgame bonuses: Working favours A, Middle B and Capitalist C. The State scores matches to its Agenda.
Rule reference: 6,13,17,21,25,29–32
Policy 1 sets available public companies: A=9, B=6, C=3. Expansion costs the State money; contraction returns their cost. IMF checks occur at one State Loan under C, or two under A/B, if the debt cannot be cleared.
Rule reference: 30,33
Policies 4 and 5 set public Health and Education prices: A is free, B costs five each, C ten each. They also modify Employment Tax through the Tax Multiplier. The State receives rewards for discounted sales.
Rule reference: 26,31
Food and Luxury can be imported at listed prices plus applicable tariffs. Export sales must match the current card's bundles; each listed transaction can be used once per sale action. State basic exports are limited to Food and Luxury.
Rule reference: 15,19,24,28,32
Foreign Trade policy adds import charges paid to the State. A adds ten per Food and six per Luxury; B adds five and three; C adds none. Base foreign purchase costs go to supply.
Rule reference: 19,32
The Capitalist's special area stores eligible Food and Luxury, including overflow and suitable Business Deals. Goods here can only be sold abroad. Deals placed solely here avoid their import tariffs, but capacity still applies.
Rule reference: 19–20
Capitalist may buy the bulk Food/Luxury listed on an available deal, then discard it without immediate replacement. Regular Storage may require tariffs; solely using the Free Trade Zone restricts the goods to exports.
Rule reference: 19,32
Policy 7 adds zero, one or two workers to each population faction during Preparation, beyond its normal two. Each class draws its own Immigration cards to determine its additional workers.
Rule reference: 14,22,32
During Production, excessive unresolved State debt triggers intervention: Bills are cancelled, specified policies change, the State settles debt under the intervention rules, and all Legitimacy values halve rounded up.
Rule reference: 12,30,33–34
Skipped in round one. Later rounds refresh hands and other role-specific elements, charge loan interest, add workers, and lower Working/Middle Prosperity before the next Action Phase.
Rule reference: 11,14,18,22,26
Resolve output and wages, then Cover Needs, Check IMF and taxes. Each step uses reverse faction order: State, Capitalist, Middle, Working. Finish a step for everyone before moving to the next.
Rule reference: 11–12,17,20,25,28
Round scoring applies the factions' different engines: unions, Middle's full-company test, Capitalist Wealth, and State Event penalties followed by Legitimacy and Agenda. Endgame adds further bonuses and loan consequences.
Rule reference: 13,17,21,25,29