Overview
Power Barons is a strategy game where players compete to build Power Bases in opponents’ territories. Players challenge each other to duels using Power Cards in different suits, attempting to gain credits and construct bases. The game combines card play with territorial strategy across four areas: The Americas, Europe, Asia, and Africa.
Components
- 1 game board with 4 territories and score track
- Power Cards in multiple suits (Energy, Finance, Transportation, Communications)
- Reference Cards (1 per player)
- Power Base markers
- Credit tokens/tracker
Setup
- Each player chooses a territory and takes the colored land tabs matching their territory.
- Place Power Base markers nearby.
- Deal cards as instructed.
- Each player places their Reference Card face-up in front of them.
Object
- 3-player game: Be first to build 4 different Power Bases in both opponents’ territories.
- 4-player game: Be first to build 3 different Power Bases in each opponent’s territory.
Turn Structure
The Turn Sequence has four steps (shown on Reference Card):
1. Draw a Card and Bank a Card
Take the top card from the drawpile and add it to your hand. Then bank one card from your hand: place it face-down behind your Reference Card to contribute toward a Power Base or to gain credits.
2. Roll, Move, and Follow Directions
Roll dice and move your pawn around the board. Follow the directions on the space you land on. Landing on opponent spaces may trigger challenges or other events.
3. Challenge Another Player
You may challenge any opponent in a suit of your choice. Both players play Power Cards in that suit. The higher total wins. The winner gains credits or progress toward building a Power Base.
4. Buy a Power Base
Using credits on your bank account, purchase a Power Base. Take tiles from your Power Base supply and place them in an opponent’s territory.
Actions
Challenging
- Choose an opponent and a suit to challenge in.
- Both players reveal Power Cards. Political Influence Cards can modify challenges.
- Winner gains advantages; loser may lose credits.
- The suit you challenge in counts double.
Building Power Bases
- Power Bases cost credits to build.
- There are 4 types: Energy, Finance, Transportation, Communications.
- Place them in opponents’ territories to work toward winning.
- You need different types in each opponent’s territory.
Political Influence Cards
Special cards that can modify challenges and make or break outcomes.
Scoring / Victory Conditions
- 3 players: First to build 4 different Power Bases in both opponents’ territories wins.
- 4 players: First to build 3 different Power Bases in each opponent’s territory wins.
Special Rules & Edge Cases
- When a challenge results in a tie, neither player surrenders credits.
- You should consider which opponent to challenge based on their Power Base defenses.
- Deliberately losing a challenge can sometimes be strategic to preserve high-value cards.
- Power Cards played in a challenge where the challenged suit counts double.
Player Reference
| Turn Step |
Action |
| 1. Draw & Bank |
Draw 1 card, bank 1 card |
| 2. Roll & Move |
Move pawn, follow board space directions |
| 3. Challenge |
Challenge an opponent in chosen suit |
| 4. Buy Power Base |
Spend credits to build Power Base in opponent’s territory |
| Players |
Win Condition |
| 3 |
4 different Power Bases in each of 2 opponents’ territories |
| 4 |
3 different Power Bases in each of 3 opponents’ territories |