🎯 The Goal
Take control of one of the world’s four major modern superpowers—the United States, the People’s Republic of China, the Russian Federation, or the European Union—and deploy tactical diplomatic, economic, and military strategies to maximize your geopolitical influence and achieve global hegemony.
⚙️ Core Actions
From the creators of Hegemony, the game delivers an academically robust politico-economic simulation driven by hand management and asymmetric deck building:
- Deploy Asymmetric Dominance Decks: Command a custom starting deck unique to your superpower’s real-world strengths and operational bottlenecks. Over six tactical rounds, you play a single card from your hand per turn to execute core actions.
- Jockey for Area Majority: Expand your reach across seven global geographic regions. Spend resources to place your influence cubes, push rival powers out of volatile sectors, and establish regional majorities before the massive scoring phases conclude.
- Manage International Alliances: Take action to build diplomatic relations with independent nations. Bringing countries into your diplomatic fold grants powerful passive discounts, offers trade opportunities, and unlocks permissions to construct forward military bases.
- Leverage the Global Marketplace: Execute trade actions to generate critical capital, manage resource markets, and fund domestic growth projects to adapt your economic infrastructure mid-game.
- Research and Market Upgrades: In the cleanup phase of a round, allocate leftover cards from your hand to gain minor resource payouts before drafting superior cards from a public international market. Bought cards go straight to the top of your deck, instantly improving your next hand.
- Manipulate Turn Order Dynamics: Scoring takes place halfway through and at the absolute end of the game. Turn order is dynamically tied to your current score, giving trailing players first pick of their turn position to enable devastating, final-move area majority swings.
🧠 Why you’ll like it
It strips away the typical sci-fi or fantasy abstractions of area control games and replaces them with a brilliant, grounded look at modern international relations. While it features the same hyper-realistic educational pedigree as Hegemony, it is significantly sleeker, faster to teach, and much more direct. The loop of deck building seamlessly into an intense, zero-luck tug-of-war for regional influence creates an incredible strategic sandbox where economic blockades and soft-power diplomacy are just as lethal as a massive army.