Europa 1945-2030

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Europa 1945-2030 is a semi-cooperative political game about building the European Union. Players represent European Political Parties trying to win elections across the continent to bring countries into the EU. Over 4 turns spanning from post-WWII to the near future, players place European Pawns on the map, negotiate coalitions, and hold elections. After the Berlin Wall falls (turns 3-4), the Risks of War phase adds conflict that players must collectively address. Players share the goal of expanding the EU while individually competing for Victory Points and Political Points.

Components

Setup

  1. Place game board with Historical Overlays showing 1945 Europe. Cover “Rossija” with CCCP counter.
  2. Sort Country Cards into 3 groups by turn of entry (turns 1, 2, 3). Set aside Andorra/Liechtenstein/Monaco/San Marino (not used).
  3. Each player picks a color and receives starting Political Points based on player count: 6P=20, 5P=24, 4P=30, 3P=40.
  4. Place Political Points Markers on the ladder.

Turn Structure

The game has 4 turns, each with 6 phases:

1. Turn Order Phase

First turn: roll dice, highest goes first, then clockwise. Later turns: highest Political Points first.

2. Recruitment Phase

Each player gets European Pawns equal to Political Points divided by 10 (rounded down).

3. Election Order Phase

Shuffle the Country Cards for this turn (adding new countries in turns 2-3). Deal face-up on the Card Track. Place Election Counters on the map to match.

4. Risks of War Phase (turns 3 and 4 only)

Roll dice 6 times to determine areas of conflict:

Calculate General Level of Conflict: Each Tension = 1 point; each War = double the country’s Black Circled Number.

European Intervention: Players secretly commit Pawns. If total meets/exceeds Conflict Level, all conflict is resolved (top 3 contributors earn 4/2/1 VP). If insufficient, bottom 3 hoarders lose 4/2/1 VP; player with most committed Pawns chooses how to allocate peace efforts (Wars first, then Tensions).

5. Pawn Placement Phase

In turn order, each player places half their Pawns (rounded up), then all place remaining Pawns. Pawns go into non-EU countries (turn 1: any non-overlay country; later turns: countries bordering the EU or connected by dotted lines).

6. Elections Phase

Elections proceed in Card Track order. For each country:

Actions

Elections (Detailed)

Peace Intervention

Scoring / Victory Conditions

Victory Points (kept secret)

Political Points (public)

Game End (after turn 4)

  1. EU President (most Political Points) earns 5 VP (or other amount per rules).
  2. Count Victory Points. Highest total wins.
  3. If all European countries joined the EU, all players share in a collective bonus.

Special Rules & Edge Cases

Player Reference

Turns: 4 (representing 1945-2030)

Recruitment: Political Points / 10 = Pawns this turn

Elections: Coalition of 1-3 players must meet Black Circled Number on Country Card

Risks of War (turns 3-4): 6 dice rolls for conflict; players commit Pawns for peace

Scoring: VP from elections (1 each), peace contributions (4/2/1), EU Presidency

Win condition: Most Victory Points after turn 4