Aftermath & Scoring
Return on investments, Prosperity, THREAT, Region scoring in rounds 3 and 6, Majority tokens, power abilities, game end and Executive Orders.
Aftermath
The last phase of every round, in this order:
- Return on investments
- Increase Prosperity
- Resolve THREAT
- Scoring — rounds 3 and 6 only
Return on investments
- For each FDI token on your allied Countries, gain 2
× that Country’s
current value. - Then you may discard any of your
Engage tokens from the board. Each one discarded
from a Region pays 5
per allied Country you have from that Region.
A token discarded here can’t also be used for Defense later this round.
Increase Prosperity
You may spend the
Consumer Goods shown next to your Prosperity marker to move it one
space and immediately gain the VPs and money on the new space. Only one space per round, however
many Goods you have.
Resolve THREAT
Each player checks every Region in their zone of interest (the Regions with their small round flag).
- Each rival’s THREAT there = their Armies there.
- Your Defense there = your Armies there.
- Lose 2 for each rival whose THREAT is higher than your Defense. A tie costs nothing.
Regions outside your zone of interest never cost you points, however many Armies are there. With 2–3 players, the non-player powers never defend, but their Armies do count as THREAT against you.
Defense bonuses
- Military Focus: +1 THREAT wherever you have Armies, and +1 Defense in every Region of your zone of interest, even with no Armies there.
- Engage tokens: you may discard an Engage token from a Region of your zone of interest: this round you get +2 Defense there per allied Country you have from that Region. It works even with no Armies there.
Members of NATO
The USA and the EU ignore each other’s THREAT.
Scoring
Rounds 3 and 6 only. Check every Region.
Scoring a Region
A Region scores only if all its permanent slots are filled; otherwise nobody scores there.
- Everyone gains 1 per Influence cube they have there (permanent and temporary).
- The player with the most cubes gains the 1st majority bonus printed in the Region’s corner, the next player the 2nd, and so on.
Ties
A tie for cubes goes to the player with more Armies in that Region. Still tied: all the tied players gain the bonus of the lowest position among them. Black local cubes count as another player for this.
Power abilities
| Power | Ability | When |
|---|---|---|
| Russia | Secured Sphere of Influence: +2 for each Region of its zone of interest where it has the most Armies or is tied for most (at least 1) — whether or not that Region scores. | Each Scoring |
| USA | Global Superpower Status: count the Regions where the USA has the most Influence or is tied for most. 0 → −12, 1 → −8, 2 → −5, 3 → −2, 4 or more → no penalty. | Each Scoring |
| China | Global FDI Network: count the Regions where China has at least 1 FDI token. 3 → 2, 4 → 3, 5 → 4, 6 → 6, 7 → 8 . | End of game |
| USA, EU | Member of NATO: ignore each other’s THREAT. | Resolve THREAT |
Majority tokens
After the Regions, the 3 Majority tokens pay out:
| Token | For |
|---|---|
![]() | Most money |
![]() | Most Armies on the map (not on Player boards, not non-player powers’) |
![]() | Most allied Countries |
Ties: all tied players gain the lowest position among them. With 2 players only the winner of each majority scores — on a tie, nobody does.
Final scoring
In round 6, after the Majority tokens, each unused Strategic Asset is worth 2 (and an unused Executive Order 3 , if you play with them). China scores its Global FDI Network.
Game end
The game ends after round 6’s Aftermath. Most VPs wins. Ties: most 1st-place majority bonuses in the final Region scoring, then most Influence cubes on the board; otherwise the victory is shared.
Executive Orders
An optional module of 4 cards, one per power. At setup each player takes theirs. Once per game, instead of resolving an Ability card, put a card from your hand face down and do any one of the actions listed on your Executive Order; then return it to the box. Unused at the final scoring, it is worth 3 .



