Kremlin

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

Overview

Kremlin is a game of political satire for 3-6 players based loosely on the Soviet Politburo. Each player represents a faction within the Communist Party maneuvering for control of the government. Players secretly allocate Influence Points to politicians, then declare them to take control and direct politicians’ actions through purges, investigations, promotions, and political maneuvering. The first player to have their controlled politicians wave three times from the rostrum at the October Parade wins.

Components

Setup

  1. Each player takes an Influence Point sheet, a pen, and all IP markers of one faction color.
  2. Place “Nestor Aparatschik” in the Party Chief slot with a Sick (Red Cross) marker — he cannot be controlled by any player.
  3. Shuffle the remaining 25 Politicians; deal 12 face-up into the remaining Politburo and Candidate slots.
  4. Of the 13 remaining Politicians, place the 4 oldest in the People box; keep the rest offboard beneath the People box, displayed in age order.
  5. Each player secretly records IP allocation on their Influence Sheet: write “10” for one politician, “9” for another, down to “1” — exactly 10 politicians receive IP (values 1-10, each used once). None may be allocated to Nestor.
  6. Players may then declare (reveal) as many or few IP as they wish by placing numbered faction markers on politicians.

Turn Structure

The game lasts up to 10 turns (years), each composed of 8 phases in order:

  1. Cure Phase — Sick/Ill politicians choose Sanatorium; aging occurs
  2. Purge Phase — KGB Head may attempt to purge politicians
  3. Spy Investigation Phase — Defense Minister conducts trials and investigations
  4. Health Phase — All Politburo members roll on the Health Table
  5. Funeral Commission Phase — Nominate new Party Chief if position is vacant
  6. Replacement Phase — Party Chief shifts, promotes, and demotes politicians; vacancies filled by age
  7. Rehabilitation Phase — Politburo members may release politicians from Siberia
  8. Parade Phase — Party Chief stands at the October Parade and attempts to wave

Actions

Declaring Influence

Players may declare IP at any time by placing numbered faction markers on politicians. The player with the most declared IP on a politician controls that politician. Ties go to whoever declared first. Declared IP cannot rescind an action once dice have been rolled or the next action has occurred.

Phase Actions

Phase Actor Action
Cure All Politburo members Sick/Ill politicians may go to Sanatorium (inactive but better healing odds). Party Chief ages 1 SP automatically. Politburo members age 1 SP per Red Cross if not at Sanatorium.
Purge KGB Head (or successors: Ideology Chief → Party Chief → Industry Minister) Name a target, roll d20. Roll >= Purge Number = success (target to Siberia, purger +1 SP). Failure = +3 SP, phase ends. Sanatorium targets: +3 to roll.
Spy Investigation Defense Minister (or successors) Conduct Trial against politician with “?” marker (2 Innocent votes needed for acquittal). Place “?” markers on politicians (+1 SP each). Condemn a Candidate directly (+2 SP).
Health All Politburo members Roll on Health Table cross-referenced with age. Third Red Cross = death.
Funeral Commission Foreign Minister (or successors) Nominate Party Chief successor from 1st Level. Confirmed by vote (3 nays defeats). If second nominee fails, Foreign Minister becomes Party Chief.
Replacement Party Chief, then KGB Head, then others Shift politicians within levels (free). Promote/demote one step (+1 SP each). Vacancies filled by oldest.
Rehabilitation Each Politburo member Release politicians from Siberia (+5 SP each).
Parade Party Chief If healthy: automatically waves. If Sick: +1 SP, roll >= 7 to wave. If Ill: +2 SP, roll >= 14 to wave. Successful wave = faction marker on Tally Track.

Purge Numbers

Level Purge Number (roll >=)
Party Chief 18
1st Level (KGB, Foreign Minister, Defense Minister) 14
2nd Level (Ideology, Industry, Economy, Sport) 10
Candidates 6

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Phases: 1. Cure → 2. Purge → 3. Spy Investigation → 4. Health → 5. Funeral Commission → 6. Replacement → 7. Rehabilitation → 8. Parade

Win: 3 waves at October Parade by your controlled politicians. Fallback: control Party Chief after turn 10.

Key Costs: Purge success +1 SP, Purge failure +3 SP, Investigation +1 SP per target, Promotion/Demotion +1 SP each, Rehabilitation +5 SP, Condemnation +2 SP.

Control: Most declared IP = control. Ties go to first declarer. Declare at any time before dice/votes resolve.