World Order LudexOfficial rulebook ↗

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:

  1. Return on investments
  2. Increase Prosperity
  3. Resolve THREAT
  4. Scoring — rounds 3 and 6 only

Return on investments

A token discarded here can’t also be used for Defense later this round.

Increase Prosperity

You may spend the Consumer Goods 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).

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

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.

  1. Everyone gains 1 per Influence cube they have there (permanent and temporary).
  2. 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

PowerAbilityWhen
RussiaSecured 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
USAGlobal 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
ChinaGlobal 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, EUMember of NATO: ignore each other’s THREAT.Resolve THREAT

Majority tokens

After the Regions, the 3 Majority tokens pay out:

TokenFor
Majority token for most money: 5, 3, 1Most money
Majority token for most Armies: 6, 3, 1Most Armies on the map (not on Player boards, not non-player powers’)
Majority token for most allied Countries: 7, 4, 2Most 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 .

An Executive Order card

Rules

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