AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Players are international investors controlling the governments of six Great Powers (Russia, China, India, Brazil, United States, Europe) by purchasing their bonds. The player with the highest bond investment in a nation controls its government and decides its actions via the rondel. Nations build factories, produce military units, maneuver armies and fleets, levy taxes, and accumulate power points. The game ends when any nation reaches 25 power points. Final score = bond interest x nation’s Power Factor + cash. No dice or card luck.
Nations take turns in fixed order: Russia, China, India, Brazil, United States, Europe. Each nation’s turn: the controlling player moves the nation marker on the rondel to select an action.
The 6 rondel spaces:
Build 1 factory in an unoccupied city in the nation’s home province without hostile armies. Brown cities get armament facilities (produce armies); blue cities get shipyards (produce fleets).
Each factory produces 1 free military unit (army from armament facility, fleet from shipyard). Cannot produce in provinces with hostile armies. New units placed in the factory’s home province.
Buy up to 3 military units and place them in home provinces without hostile armies. Fleets only in harbor cities (blue).
Three steps in order:
Battles: When units of different nations occupy the same region, battle occurs if at least one side demands it. Each side removes 1 unit simultaneously until one side is destroyed or both agree to peace. Destroyed units return to supply.
Convoy: An army in a harbor can be loaded onto a fleet in the adjacent sea. The fleet (with army) moves to another sea region. The army disembarks into an adjacent land region. Each fleet can carry 1 army.
The government receives a bonus from the treasury (2 million). Then, starting with the holder of the Investor card and proceeding clockwise, each player may buy 1 bond from any nation. The Investor card holder also receives 1 million from the bank. After purchasing, pass the Investor card to the left.
Government change: If a player buys a bond that makes their total investment in a nation exceed the current government’s total, they take control of that nation.
Count the nation’s tax revenue: number of factories + number of occupied regions (with nation flags) + unoccupied home provinces. Look up the tax chart for power points gained and government bonus. The nation’s power points increase, and the government (player) receives a personal bonus from the bank.
Game ends immediately when any nation reaches 25 power points.
Final scoring:
Tiebreaker: Higher credit sum in the nation with the most power points.
| Rondel Space | Action | Cost |
|---|---|---|
| Factory | Build 1 factory | 5 million |
| Production | Produce units at factories | Free |
| Import | Buy up to 3 units | 1 million each |
| Maneuver | Move fleets, then armies, then flags | Free |
| Investor | Bonus + bond buying round | 2 million to government |
| Taxation | Score power points + government bonus | Free |
Nation order: Russia -> China -> India -> Brazil -> USA -> Europe
Rondel: 3 free spaces, then (1 + Power Factor) per extra space, max 6 total.
End game: Any nation reaches 25 power points.