World Order LudexOfficial rulebook ↗

Actions

Playing cards, allied Countries and the eight actions — Improve Relations, Engage, Trade, Invest, Move, Build a Base, Get a Growth Card and Produce.

Playing a card

On your turn, play one Ability card from your hand in front of you and resolve its effect. If you can’t do all of it, do as much as you can. The card stays in front of you until Research.

A Starting Ability card and a Market Ability card

The coloured strip on the card’s side shows its type: green Diplomatic, orange Economic, red Military, blue Domestic. The bonus section at the top left pays out only if the card is still in your hand at Research.

Instead of resolving a card you may do one of these:

Strategic Asset cards

Put an Ability card from your hand face down in front of you (if you have one), resolve one of your face-up Strategic Asset cards, then turn that Strategic Asset face down. Each can be used once per game; their VPs counted only for your starting score, and each one left unused is worth 2 at the end.

Passing

Put an Ability card from your hand face down in front of you (if you have one) and gain 10 money (Ordis).

Allied Countries

A Country card: value, invest cost, flag, Region, trade symbols and Base symbol

Country cards in front of you are your allies. Each one is either ready (face up) or exhausted (face down). Its parts:

Using a Country for an action (Invest, Build a Base, a discount) exhausts it; you can’t use an exhausted Country. Trade is the exception: it counts symbols on ready and exhausted Countries alike. Countries are readied by your Focus each round and by some cards.

Improve Relations

Diplomatic. Take one of the two face-up Country cards in any Region. Spend Diplomacy equal to its value and put it face up in front of you: it is now your ally.

Discount: exhaust other allied Countries from the same Region to lower the cost by their value each.

Each Region always shows 2 Countries: if you take the last card of a pile, move the top card of the other pile into the empty space.

Stacking a starting Country

Every Starting Country has a second copy in the Region decks. If you ally with the copy of a Country you already have:

Engage

Diplomatic. Choose a Region where you have at least 1 allied Country. Spend the Diplomacy cost printed on that Region, add 1 Influence there and put one of your Engage token Engage tokens on it. If all your tokens are on the board, you may move one instead.

The same discount applies: exhaust allies from that Region to lower the cost by their values. With Diplomatic Focus, Engage costs 2 Diplomacy less.

Engage tokens pay off later: discard them for money in Return on investments or for Defense in Resolve THREAT. Any number of tokens may share a Region.

Trade

Economic. Your Trade Deals card says how many Export and Import transactions you get (2 or 3 of each). Each transaction is one resource type, and each type can be used only once per Trade: you can’t export the same type twice, import it twice, or export and import it.

Russia’s Trade Deals card: 3 exports, 2 imports and what Russia can buy from each power

Export

Pick a resource type and count its symbols in the large bottom section of your allied Countries, ready or exhausted. Sell up to that many and take the money from the Supply. Armies you export must come from your Player board, never from the map.

Import

Pick a resource type and count its symbols with an arrow pointing at you: on your allied Countries (the small section) and on your Trade Deals card (one per symbol under another power’s flag). Buy up to that many.

Trade prices

EnergyRaw MaterialsFoodConsumer GoodsServices
Export (you earn)555151520
Import (you pay)3331010—

Armies can be exported but never imported.

Invest

Economic. Choose a ready allied Country. Pay the invest cost under its value, exhaust it, put an FDI token on it and add 1 Influence to its Region. You can invest in each Country only once unless a card says otherwise.

Each FDI token pays 2 money (Ordis) × the Country’s value every Aftermath.

Move

Military. Move one Army — from your Player board or anywhere on the map — to a Region in your zone of interest (your small round flag) or a Region where you have a Base. Pay 5 money (Ordis) per Army moved.

Build a Base

Military. Choose a ready allied Country with the Base symbol Military Base and your flag beneath it. Exhaust it, put a Military Base token on it, and move Armies from your Player board to its Region: at least 1, at most the Country’s value. Pay 5 money (Ordis) for the Base plus 5 per Army moved, then add 1 Influence to the Region (just 1, however many Armies went).

With no Army on your board, or not enough money, you can’t build. One Base per Country unless a card says otherwise. The Base stays on the Country card; it lets you Move Armies into that Region from then on.

Get a Growth Card

Domestic. Pay a Growth card’s cost, put it beside your board and gain the VPs on it. Your first Growth card is Level 1; each later one must be exactly one level higher than your last.

A Growth card: level, cost, VPs and ability

Its ability switches on in the round equal to its level: you can buy a Level 4 card in round 2 and score its VPs now, but its ability waits until round 4. Copies are limited — once a card’s pile is empty, nobody else can take it.

Produce

Domestic. For each resource type a Produce effect lets you choose (any of the 7):

When one effect produces several types, they must be different types; you may spend primaries you just produced to pay for secondaries in the same action. Producing a resource shown on your Commerce cards turns them face up again. The storage limit applies.

Rules

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