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== Social Phase Summary == | |||
During the Social phase, your population will consume resources, grow, pay tax, produce wealth, and possibly rebel. The effects generally depend on where your social class C cylinder is. | |||
=== 1. Supply === | |||
Your consume renewable resources equal to your population. If you do not have enough Renewable resources, you trigger a Shortage of renewable resources. | |||
=== 2. Conserving renewable resources === | |||
You keep up to 10 renewable resources and lose the rest. | |||
=== 3. Consumption of industrial resources === | |||
You pay a number of industrial resources based on the position of Social Class C and your population. If you do not have enough Industrial Resources, you trigger a Shortage of industrial resources. | |||
{| class="wikitable" | |||
|+Industrial Resource Costs | |||
!Social Class C | |||
!Cost | |||
|- | |||
|1 | |||
|0 | |||
|- | |||
|2 | |||
|1 Industrial resource per population of one level below yours | |||
|- | |||
|3 | |||
|1 Industrial resource per population | |||
|- | |||
|4 | |||
|1 Industrial resource per population of one level above yours | |||
|} | |||
=== 4. Population Growth === | |||
Your population increases based on the position of Social Class C. | |||
{| class="wikitable" | |||
|+Population Growth | |||
!Social Class C | |||
!Growth | |||
|- | |||
|1 - 2 | |||
|Increase by one level | |||
|- | |||
|3 - 4 | |||
|Nothing happens | |||
|} | |||
=== 5. Lower mortality rate === | |||
If you have 2 or more demographic shift tokens in the demographic shift zone, increase your population by 1 level. | |||
=== 6. Lower birth rate === | |||
* If you have 1 demographic shift token in your demographic shift zone, place it in the Limit box | |||
* If you have 2 or more demographic shift tokens in your demographic shift zone, place 2 in the Limit box | |||
=== 7. Economic Growth === | |||
You change production based on the position of Social Class C. | |||
{| class="wikitable" | |||
|+Economic Growth | |||
!Social Class C | |||
!Growth | |||
|- | |||
|1 | |||
|Increase renewable resource production 1 level | |||
|- | |||
|2 | |||
|Increase renewable resource production and industrial resource production 1 level | |||
|- | |||
|3 | |||
|Increase either industrial resource production or military resource production 1 level | |||
|- | |||
|4 | |||
|Decrease either your industrial resource production or military resource production 1 level | |||
|} | |||
=== 8. Taxation === | |||
You earn money from the World Bank based on the position of Social Class C and your population. | |||
{| class="wikitable" | |||
|+Taxation | |||
!Social Class C | |||
!Income | |||
|- | |||
|1 | |||
|2$ per population | |||
|- | |||
|2 | |||
|3$ per population | |||
|- | |||
|3 | |||
|3$ per population | |||
|- | |||
|4 | |||
|5$ per population | |||
|} | |||
This can trigger a World Bank empty crisis if there is not enough money in the World Bank. | |||
=== 9. Production === | |||
You gain resources equal to each of your production plant cubes in this order: | |||
# Renewable resources | |||
# Industrial resources | |||
# Military resources | |||
For both industrial and military resources, you must pay fossil resources indicated by the level on the board and take pollution. If you do not have enough fossil resources, you trigger a Shortage of fossil resources. | |||
=== 10. Public order === | |||
Depending on the position of the social unrest indicator, three different things can happen: | |||
==== Uprising ==== | |||
If your social unrest indicator is in either of the two far-right sections, then there is an uprising and you must pay military resources based on the position of Social Class C and your population, as follows: | |||
{| class="wikitable" | |||
|+Uprising costs | |||
!Social Class C | |||
!Cost | |||
|- | |||
|1 | |||
|1 military resource per population 2 levels lower than your current population | |||
|- | |||
|2 | |||
|1 military resource per population of the level directly below your current population | |||
|- | |||
|3 | |||
|Lose 2$ per population to the Limit box. | |||
|- | |||
|4 | |||
|Lose 3$ per population to the Limit box. | |||
|} | |||
==== Growth ==== | |||
If your social unrest indicator is in one of the 7 central positions and Social Clacc C is 1-3, increase 1 standard of living by 1. | |||
==== Boom ==== | |||
If your social unrest indicator is one of the 2 far-left sections, then there is a boom and you receive benefits based on the position of Social Class C and your population, as follows: | |||
{| class="wikitable" | |||
|+Boom benefits | |||
!Social Class C | |||
!Benefits | |||
|- | |||
|1 | |||
|Increase a standard of living by 1 and receive 5$ | |||
|- | |||
|2-3 | |||
|Increase a standard of living by 1 and receive 10$ | |||
|- | |||
|4 | |||
|Receive 10$ | |||
|} | |||
=== 11. Class struggle === | |||
Subtract the position of your Social Class E from the position of your Social Class A and advance your social unrest cube that number of positions. | |||
==Card Descriptions== | ==Card Descriptions== | ||
Latest revision as of 17:30, 18 March 2026
Social Phase Summary
During the Social phase, your population will consume resources, grow, pay tax, produce wealth, and possibly rebel. The effects generally depend on where your social class C cylinder is.
1. Supply
Your consume renewable resources equal to your population. If you do not have enough Renewable resources, you trigger a Shortage of renewable resources.
2. Conserving renewable resources
You keep up to 10 renewable resources and lose the rest.
3. Consumption of industrial resources
You pay a number of industrial resources based on the position of Social Class C and your population. If you do not have enough Industrial Resources, you trigger a Shortage of industrial resources.
| Social Class C | Cost |
|---|---|
| 1 | 0 |
| 2 | 1 Industrial resource per population of one level below yours |
| 3 | 1 Industrial resource per population |
| 4 | 1 Industrial resource per population of one level above yours |
4. Population Growth
Your population increases based on the position of Social Class C.
| Social Class C | Growth |
|---|---|
| 1 - 2 | Increase by one level |
| 3 - 4 | Nothing happens |
5. Lower mortality rate
If you have 2 or more demographic shift tokens in the demographic shift zone, increase your population by 1 level.
6. Lower birth rate
- If you have 1 demographic shift token in your demographic shift zone, place it in the Limit box
- If you have 2 or more demographic shift tokens in your demographic shift zone, place 2 in the Limit box
7. Economic Growth
You change production based on the position of Social Class C.
| Social Class C | Growth |
|---|---|
| 1 | Increase renewable resource production 1 level |
| 2 | Increase renewable resource production and industrial resource production 1 level |
| 3 | Increase either industrial resource production or military resource production 1 level |
| 4 | Decrease either your industrial resource production or military resource production 1 level |
8. Taxation
You earn money from the World Bank based on the position of Social Class C and your population.
| Social Class C | Income |
|---|---|
| 1 | 2$ per population |
| 2 | 3$ per population |
| 3 | 3$ per population |
| 4 | 5$ per population |
This can trigger a World Bank empty crisis if there is not enough money in the World Bank.
9. Production
You gain resources equal to each of your production plant cubes in this order:
- Renewable resources
- Industrial resources
- Military resources
For both industrial and military resources, you must pay fossil resources indicated by the level on the board and take pollution. If you do not have enough fossil resources, you trigger a Shortage of fossil resources.
10. Public order
Depending on the position of the social unrest indicator, three different things can happen:
Uprising
If your social unrest indicator is in either of the two far-right sections, then there is an uprising and you must pay military resources based on the position of Social Class C and your population, as follows:
| Social Class C | Cost |
|---|---|
| 1 | 1 military resource per population 2 levels lower than your current population |
| 2 | 1 military resource per population of the level directly below your current population |
| 3 | Lose 2$ per population to the Limit box. |
| 4 | Lose 3$ per population to the Limit box. |
Growth
If your social unrest indicator is in one of the 7 central positions and Social Clacc C is 1-3, increase 1 standard of living by 1.
Boom
If your social unrest indicator is one of the 2 far-left sections, then there is a boom and you receive benefits based on the position of Social Class C and your population, as follows:
| Social Class C | Benefits |
|---|---|
| 1 | Increase a standard of living by 1 and receive 5$ |
| 2-3 | Increase a standard of living by 1 and receive 10$ |
| 4 | Receive 10$ |
11. Class struggle
Subtract the position of your Social Class E from the position of your Social Class A and advance your social unrest cube that number of positions.
Card Descriptions
| Card | Cost | Effect | Note |
|---|---|---|---|
| Public Expenditure | Lose 1$ per population. | Decrease unrest by 1. | Starter card |
| Education | Lose 1$ per population. | Increase 1 social class of your choice by 1, respecting the rule of A>=B>=C>=D>=E. | Starter 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 3, 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 1 oil 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 |