
2025 · Politisk
Limit
Lead a nation through a sequence of up to seven generations, making political choices, managing resources and responding to domestic and international pressures. Each generation runs three phases: a Political phase for policy decisions, a Social phase where the nation reacts through food, consumption and production, and an International phase where crises and alliances affect the global situation. Players must balance growth and resilience while anticipating other nations' moves; the game can also end early if several global crises are triggered. Before scoring, nations undergo a final resilience test that replays social resource stages under shortage conditions.
- Spillere
- 1–6 bedst 4
- Spilletid
- 60–150 min
- Alder
- 13+
- Kompleksitet
- 3,3 / 5
Om spillet
- Design
- Publisher
Fotos fra Ludoyas borde
Alle fotos i LudoyaHvor du kan købe det
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På Ludoyas borde
Al statistik i Ludoya- 55
- Registrerede partier
- 65
- Spillere
- 1h 41m
- Gennemsnitligt parti
- 23
- I samlinger
- 7
- På ønskelister
7,0/10
fra 8 anmeldelser på Ludoya
Javo6,0 Premisa interesante pero, para mi gusto, el hecho que el juego este diseñado para que el mundo se vaya a la mierda, sin poder evitarlo, no me gusta. Al final se trata de aguantar como puedas y ver quien lo hace mejor, para mi no es satisfactorio sino frustantre. Por otro lado estña muy bien tematizado aunque no puedes hacer una buena estrategia siendo un tirano, o siendo muy progresista, si quieres aguantar hay que jugar neutro. En solitario no lo recomiendo.
Regelspørgsmål
Besvaret ud fra regelbogen af Ludoyas regelassistent.
How many policy/technology cards can each social class draw or hold?
Hand-size limits and which cards each class may access are defined in the Political phase rules: card access is linked to a social class’s A position and each class has a specific hand-size limit (see pp.12–13).
If I draw a Policy or Technology card, can I play it right away?
Some cards have instant effects and are resolved immediately, while others are permanent and must be decided during the Decide Policy step—follow the card’s type and the Political phase timing rules (p.13).
There’s a shortage of renewable resources—do I have to lose population or can I conserve surplus?
Supply and shortages for renewable resources are handled in the Social phase: you must suffer shortages when stock is insufficient, but surplus can be conserved according to the Social phase rules to reduce shortages (see pp.14–15).
What exactly happens when public order collapses — how does an Uprising, Growth or Boom affect Class C and my military/finances?
Public Order outcomes (Uprising, Growth, Boom) are resolved as described: each scenario has specific effects on class C population, military requirements and finances which are applied immediately during the Public Order step (pp.18–19).
When I buy or sell on the market, how do stocks and the price track move?
Market transactions change stocks and move the price track according to the Transactions rules: buying removes stock and may raise prices while selling adds stock and may lower prices—follow the market/price track procedure in setup and the Transactions section (pp.6 and 25).
How do Alliances work — what happens if I refuse help, leave an alliance, or am excluded?
The optional Alliance step explains offering, leaving and excluding players and the permitted transfers (military/economic) between allies; refusing help or exclusion has specified consequences for demilitarization and transfers described in the Alliance rules (pp.21–22).
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