WORLD POWERS







INTRODUCTION
Card, Bidding, and Stock Ownership Game for 2-6+ players. 

PREMISE
Each player is a large Multinational Corporation. 
Players invest in different World Powers. 

WORLD POWERS
World Powers (WP) represent Nations and whole Regions.  
There are 9 different World Powers players can invest in. 

TREASURY TOKENS
The basic monetary unit is the Treasury Token (TT). 

WINNING
The player with the most TT at the end of the game is the winner. 

GAME END
The Game ends when the turn track reaches 20. 

TRACKS
There are 10 tracks: 1 for each World Power and the Turn Track. 
Each track goes from 0 to 20. 

VALUE MARKERS
For each Track there is a Value Marker. 
The Value Markers can all be identical. 

SHARE MARKERS
Each player has a set of 9 Share Markers (SM) of a unique color. 
Each player places 1 SM on each World Power Track to indicate how 
Many shares in that WP he owns. 

DICE
A 10 sided die is needed (1D10)

THE DECK
Players share a common deck. 
The deck has 63 cards. 
There are 7 cards for each of the 9 World Powers: 
USA, Japan, China, Russia, Europe, 
Middle East, Africa, South America, India

RANDOM WORLD POWER TABLE
1D10	Power:
1. 	USA
2. 	Japan
3. 	China
4. 	Russia
5. 	Europe
6. 	Middle East
7. 	Africa
8. 	South America
9. 	India
0.	Pick One

SETUP
Each player starts with 10 TT. 
Players roll high on 1D10 to see who goes first. 
Play proceeds clockwise. 
The player who is last assumes to role of the Time Keeper. 
Players start owning zero shares. 
The Value Marker for the Turn Track starts on 1. 
Value Markers for each World Power are placed as follows: 
WP		Starting Value
USA			6
Japan			3
China			4
Russia			2
Europe			5
Middle East		2
Africa			1
South America		1
India			3

TURN SEQUENCE
Players take turns. 
Each turn has 6 Phases: 
1. Opportunity Phase
2. Action Phase
3. Dividend Phase
4. Progress Phase
5. Crisis Phase
6. End Phase

OPPORTUNITY PHASE
Draw 4 cards from the deck. 
If the deck runs out, shuffle the discard and draw from it. 
Place them face up in front of you. 
These are called the Draw cards. 

ACTION PHASE
You must take 4 set actions. 
You may take them in any order. 
The 4 set actions are: 
1. Investment Action
2. Auction Action
3. Finance Action
4. Profit Action

INVESTMENT ACTION
You may discard 1 draw card to buy 1 share of the Power indicated. 
You must pay TT equal to the current value of the Power. 
Move your Share marker up one space on that Powers Track. 
You may also decide not to invest: Simply discard a draw card. 

AUCTION ACTION
You must auction off 1 draw card. 
You do not bid on the auction card but the other players do. 
Minimum bid is equal to the powers current value. 
Bidding runs clockwise. 
A Player must bid higher than the current bid or drop out. 
The winner of the bid pays you TT equal to the bid. 
Other players keep their TT. 
The bid winner discards the card and gains 1 share of the auctioned Power. 
If no player offers a bid, you may buy it yourself for its current value. 
If no one wants it, it is discarded. 

FINANCE ACTION
Discard 1 draw card to increase that Powers Value by 1. 
Move the Powers value marker up 1 space on its Track. 

PROFIT ACTION
Discard 1 draw card to gain TT equal to its value. 

DIVIDEND PHASE
Roll on the Random World Power Table. 
The player with the most Stocks in that Power gains 
TT equal to the current value of that power. 
If tied, players share the TT. (Round Down) 
Second place gets half the TT of the current value. (Round Down)

PROGRESS PHASE
Roll on the Random World Power Table. 
The Value of the indicated Power increases by 1. 

CRISIS PHASE
Roll on the Random World Power Table. 
The Value of the indicated Power decreases by 1. (Minimum Zero)

END PHASE
If it is the Time Keepers turn, move the marker on the 
Turn Track up by 1. 










Return to Warpspawn Mainpage