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Card Descriptions
| Card | Cost | Effect | Note |
|---|---|---|---|
| Public Expenditure | Lose 1$ per population | Decrease unrest by 1 | Starting Card |
| Education | Lose 1$ per population | Increase 1 social class of your choice by 1, respecting the rule of A>=B>=C>=D>=E. | Starting Card |
| Investment Policy | Lose 2$ per population | Decrease unrest by 3 | |
| Graduate Studies | Lose 2$ per population | Increase social class(es) of your choice by 3E, respecting the rule of A>=B>=C>=D>=E. | |
| Indoctrination | Decrease 1 social class of your choice by 1, respecting the rule of A>=B>=C>=D>=E. | Decrease unrest by 2 | |
| Vegetarianism | Increase unrest by 2 | During the Supply step of the Social phase, treat your population as if it was one level directly below in order to calculate the amount of renewable resources consumed. | Permanent effect card |
| Overconsumption | Spend 1 industrial resource per population | Decrease unrest by 3 | |
| Sustainable Consumption | Increase unrest by 2 | During the Consumption step of the Social phase, treat your population as if it was 1 level lower in order to calculate the amount of industrial resources consumed. | Permanent effect card |
| Surcharge | Increase unrest by 1. Take 10$ from the World Bank and put it in the Limit box. | Receive 2$ per population | |
| Political Reform | Lose 10$ | Choose 1 deck of Politics cards, draw 5 cards, and keep 1 in your hand. Replace the others in the corresponding deck in the order of your choice. |
| Card | Cost | Effect | Note |
|---|---|---|---|
| Industrialization | Choose a type of production (Renewable, Industrial, or Military) and lose as many $ as the value of that production plant cube’s level. | Increase the level of the chosen production type by 1. | Starter Card |
| Craftsmanship | Lose 1$ | Earn 2 renewable, 2 industrial, or 2 military resources. | Starter card |
| Recycling | Decrease your Industrial Production level by 1. | When you consume 10 or more industrial resources in one step, take 1O from the Limit box. | Permanent effect card |
| Robotization | Choose a type of production (Industrial or Military) and lose as many $ as the value of that production plant cube’s level. | Increase the level of the chosen production type by 2 | Available when social class A reaches level 3 |
| Green Production | Decrease your Industrial production by 1 level | During the Production step of the Social phase, when producing industrial resources, receive 1 less pollution than indicated by the position of your Industrial production cube. | Permanent effect card |
| Policy Planning | Increase unrest by 2 | Do not action the Economic Growth step during the Social phase. You may take this card back at any time by increasing unrest by 2. | Permanent effect card. You may take this card back at any point by increasing unrest by 2 and placing it at the bottom of the deck. |
| Intensive Farming | Lose as many $ as the value of the Renewable production plant cube's level. | During the Production step of the Social phase, lose 1 oil, receive 1 pollution, and treat your Renewable production level as if it was one level directly higher when calculating the quantity of renewable resources you produce. | Permanent effect card. You may take this card back by reducing your Renewable production level (don't reduce if at 1), placing at the bottom of the deck. If you do not have enough oil you must take this card back. |
| Extraction | Lose 5$ and receive 1 pollution. | Take 2 oil from the Limit box. | |
| Cleaning the Planet | Lose 50$. Other nations may help you and contribute to the payment even if you are not in an alliance with them. | If you have any, put 1 excess pollution in the Limit box or 1 pollution on the pollution reserve card, then each other nation (including you) puts 1 excess pollution in the Limit box or 1 pollution on the pollution reserve card. | Excess pollution should always take priority over pollution. If necessary, swap tokens among yourselves so there are never excess pollution tokens in play until the pollution reserve is empty. |
| Urbanization | Spend 1 industrial resource per population | Increase social class(es) of your choice by 2, respecting the rule of A>=B>=C>=D>=E. | |
| Offshore Production | Target a nation. Give that nation the value of the level of their Industrial production plant cube in $, then take 10$ from the World Bank and put it in the Limit box. | Produce industrial resources with the Industrial production level of the target nation. You earn the industrial resources. If applicable, any oil are lost from your stock, but any pollution are received by the target nation. | The targeted nation cannot oppose |
| Overproduction | Increase unrest by 1 | Produce your choice of industrial or military resources. Lose oil and receive pollution as necessary. | |
| Soft Power | Lose 20$ | Target a nation. Give them up to 2 of your distruption tokens. | The targeted nation cannot oppose |
| Card | Cost | Effect | Note |
|---|---|---|---|
| Market Access | No cost | Make a transaction | Available when social class A reaches level 2 |
| Speculation | Take 5$ from the World Bank and 5$ from your own stock and place them in the Limit box. | Move 1 resource price cube of your choice, then make a transaction. | |
| Stock Exchange | Take 10$ from your own stock and place it in the Limit box. | When you play Market Access or Speculation cards, you can make 2 transactions instead of 1, on different resources. | Permanent effect card |
| Humanitarian Aid | Lose 50$. Other nations may help you and contribute to the payment even if you are not in an alliance with them. | If you have any, place 1 of your disruption tokens on the disruption reserve card, then each nation (including you) places 1 of their disruption tokens on the disruption reserve card. | |
| Political Interference | Take 10$ from the World Bank and place it in the Limit box. | Target a nation. Take the amount of $ from them equal to the position of their population cylinder. They increase a social class of your choice by 1, respecting the rule of A>=B>=C>=D>=E. | Targeted nation cannot oppose |
| Development of Tourism | Take 10$ from the World Bank and place it in the Limit box. | Target a nation. Note the number of the standard of living of that nation’s social class E. Subtract 1 from that number. Multiply that value by 10 and take the corresponding number of $ from them. The targeted nation also reduces their unrest by 2 | Targeted nation cannot oppose |
| Mass Destruction (Attack) | Spend 10 or more (you choose) miliatary resources and receive 2 disruption tokens | If the targeted nation does not resist, they lose 1 territory, which they place in the Limit box. They reduce production of either their Industrial or Military production level by 1 (you choose) and they receive 3 pollution tokens from the pollution reserve card. | Available when social class A reaches level 4 |
| Annexation of Territory (Attack) | Spend 10 or more (you choose) miliatary resources and receive 2 disruption tokens | If the targeted nation does not resist, take 1 territroy from them and reduce either their Industrial or Military production by 1 level (you choose). | This may result in a reduction of the Renewable resource level due to territory loss |
| Military Operation (Attack) | Spend 3 or more (you choose) military resources and receive 1 disruption token | If the targeted nation does not resist, take up to 2 oil, or up to 5 industrial resources, or up to 5 renewable resources (you choose) | |
| Colonization | Spend 5 military resources and receive 2 disruption tokens | Take 1 territory and 2 oil from the colonization reserves if there are any left | When the colonization reserves are empty, this card and the Colonization tile are of no further use |
| Terrorism | Spend 1 military resource and receive 1 disruption token | Target a nation. That nation increases unrest by 3 | Targeted nation cannot oppose |
| Police Repression | Spend as many military resources as two levels below your current population and receive 1 disruption token | Decrease unrest by 2 |