World Order LudexOfficial rulebook ↗

Teach the Game

A script to teach World Order at the table — how you win, the board, a round, the end, every way to score and what each resource is for.

How you win

“It’s 2010. Each of us leads a great power — the USA, the EU, Russia or China — and we compete for influence over seven Regions of the world. After 6 rounds, the most victory points wins. There are no wars: armies only posture.”

You need victory points. Most come from Influence cubes in the Regions:

To place Influence you need allied Countries, Diplomacy and money — which come from your cards, your production and trade. Everything in the game feeds that loop: build an economy, make allies, turn them into Influence.

The board

The main board

Your Player board shows your production, the three Focus options, Prosperity and your resources. Everyone has the same rules; the powers differ in decks, resources, allies and trade.

A round

Six rounds, three phases each. Round 1 starts directly with the Action Phase.

  1. Preparation — draw 6 cards, new Countries appear, the player with the fewest VPs picks turn order first, everyone produces Energy, Raw Materials and Food, and chooses a Focus (Domestic, Diplomatic or Military) — this round’s bonuses.
  2. Actions — everyone takes 4 turns, playing one card each. The card’s colour is its action: green diplomacy, orange economy, red military, blue domestic. Instead you may play a Strategic Asset or pass for 10 money.
    • Research — your 2 unplayed cards give bonuses and Research to buy new cards; they go on top of your deck, so you play them next round.
  3. Aftermath — investments pay out, raise Prosperity, lose points to rival Armies in your zone of interest, and in rounds 3 and 6 the Regions score.

→ Gameplay · Actions · Aftermath

How the game ends

After round 6’s Aftermath, with its final Region scoring. Unused Strategic Assets are worth 2 VPs each (unused Executive Orders 3). Most VPs wins; ties go to the most 1st places in the final Region scoring, then the most Influence cubes on the board.

Ways to score

PointsHow and when
Influence on a numbered slotEngage, Invest, Build a Base, stacking a ready starting Country — scored the moment the cube lands.
Region scoring (rounds 3, 6)1 VP per cube, plus the majority bonus for 1st, 2nd… Only Regions with every permanent slot filled.
Majority tokens (rounds 3, 6)Most money, most Armies on the map, most allied Countries.
Growth cardsThe VPs printed on the card, when you buy it.
ProsperitySpend Consumer Goods in the Aftermath to move up one space and take its VPs.
Strategic AssetsYour 2 kept cards set your starting VPs; each unused one is +2 at the end.
Power abilitiesRussia +2 per zone Region where it leads in Armies; China’s FDI spread at the end; the USA loses points if it leads fewer than 4 Regions.
Losing points−2 per rival with more THREAT than your Defense in each Region of your zone of interest, every round.

What each resource is for

ResourceWhy you need itHow you get itHow you use it
money (Ordis) MoneyPays for most actions.Pass (10), Export, FDI returns, Engage cash-in, Prosperity, Research bonuses, overflow beyond 10.Invest, Move and Bases (5 per Army), Imports, Growth cards, Focus upgrades.
Diplomacy DiplomacyMakes allies and Influence.Produce (Diplomatic Focus or a Produce card), Research bonuses, +1 for importing from a player.Improve Relations (= Country value), Engage (= Region cost).
Allied CountriesDiscounts, Research, trade, Bases and investments.Improve Relations; your starting allies.Exhaust for discounts or Research; Invest or Build a Base there; their symbols set your trade.
ArmiesTHREAT, Defense, tie-breaks, the Armies majority.Produce (Military Focus), card effects.Move and Build a Base; export for 20.
Energy Raw Materials Food Primary resourcesInputs for everything else.Produced free each Preparation; Import (3 each).Pay for Goods, Services, Armies; Export for 5.
Consumer Goods Consumer GoodsProsperity (points and money).Produce from primaries; Import (10).Prosperity; inputs for Services; Export for 15.
Services ServicesGrowth cards and some card costs; trade income.Produce from Goods and Food; Import (10).Pay Growth cards and card effects; Export for 15.
Research ResearchNew, stronger cards.Your 2 unplayed cards, +2 with Domestic Focus, exhausting allies.Buy Market cards (lost if unspent).
Engage token Engage tokensMoney or Defense later.Placed with each Engage.Aftermath: 5 money per ally in that Region, or +2 Defense per ally there.
FDI tokensIncome every round, China’s bonus.Invest.Pays 2 × the Country’s value each Aftermath.

Teaching tips

Rules

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