GREAT POWERS
INTRODUCTION
Simultaneous Bidding Game for 3-8 players.
Each player is a “Great Power” circa 1835-1935.
GAME LENGTH
The game ends after 10 Turns.
Each turn represents 10 Years.
VICTORY
The player with the most Victory Points (VP) at the end of the game wins.
TOKENS
Players share a common set of Tokens:
White = Victory Points
Black = Industry
Green = Population
Red = Nationalism
Blue = Navies
Brown = Armies
Yellow = Colonies
Tokens can be replaced with counters, markers, chits, or cubes.
Token Denominations of 1, 5, and 10 are recommended.
Each players traits are always available for everyone to see. This may
require some other type of bookeeping system to facilitate.
BIDDING CARDS & TRAITS
Each player has a set of 6 Bidding Cards, 1 for each Trait:
1. Industry
2. Population
3. Nationalism
4. Navies
5. Armies
6. Colonies
LEADER BATON
The Baton is used to indicate which player goes first in the current turn.
THE EVENT DECK
One Event card is played each turn.
THE ACTION DECK
Players have the opportunity to take 1 Action card in Action Phase.
SETUP
Each player starts with 5 Tokens of each of the 7 types of Tokens.
One Random player is given the Leader Baton (or winner of Thumb war).
TURN SEQUENCE
Each turn has 7 Phases:
1. Deal Phase
2. Bid Phase
3. Results Phase
4. Action Phase
5. Score Phase
6. Event Phase
7. End Phase
DEAL PHASE
Turn the top X+1 cards of the Action deck face up.
X = Number of Players.
If the deck runs out, shuffle the discard and draw from it.
BID PHASE
Each player picks 3 of his Bid cards and places them
face down in order: first, second, and third.
You may NOT bid on a Trait you have the highest Level in.
RESULTS PHASE
Start with the leader and proceed clockwise.
Each player reveals their first Bid card and immediately scores for that Bid according to
the appropriate Bid Results Chart.
After all the first Bids are resolved, complete the second Bids and then the third Bids.
Important note: Bids are cummulative through the entire turn. for example: If 2 people made
industry bids on their first bid, and you made an Industry bid for your second bid, it
would be the third Industry bid for the turn.
INDUSTRY BID RESULTS CHART
The first player to bid on Industry in the turn gets 1 Industry Token.
The second player to bid on Industry in the turn gets 2 Industry Tokens.
The third player to bid on Industry in the turn gets 4 Industry Tokens and must
lose 1 Population Token due to hazardous working conditions.
The fourth player to bid on Industry in the turn misses the boat and gets nothing.
The fifth (and higher) player to bid on Industry in the turn loses 1 Industry Token
due to economic depression.
POPULATION BID RESULTS CHART
The first player to bid on Population in the turn gets 1 Population Token.
The second player to bid on Population in the turn gets 2 Population Tokens.
The third player to bid on Population in the turn gets 4 Population Tokens and must
lose 1 Nationalism Token due to the influx of immigrants.
The fourth player to bid on Population in the turn misses the boat and gets nothing.
The fifth (and higher) player to bid on Population in the turn loses 1 Population Token
due to epidemic.
NATIONALISM BID RESULTS CHART
The first player to bid on Nationalism in the turn gets 1 Nationalism Token.
The second player to bid on Nationalism in the turn gets 2 Nationalism Tokens.
The third player to bid on Nationalism in the turn gets 4 Nationalism Tokens and must
lose 1 Population Token due to purges and pogroms.
The fourth player to bid on Nationalism in the turn misses the boat and gets nothing.
The fifth (and higher) player to bid on Nationalism in the turn loses 1 Nationalism Token
due to internal rebellions and power struggles.
ARMIES BID RESULTS CHART
The first player to bid on Armies in the turn gets 1 Army Token.
The second player to bid on Armies in the turn gets 2 Army Tokens.
The third player to bid on Armies in the turn gets 4 Army Tokens and must
lose 1 Population Token due to conscription.
The fourth player to bid on Armies in the turn misses the boat and gets nothing.
The fifth (and higher) player to bid on Armies in the turn loses 1 Army Token
due to a military coup.
NAVIES BID RESULTS CHART
The first player to bid on Navies in the turn gets 1 Navy Token.
The second player to bid on Navies in the turn gets 2 Navy Tokens.
The third player to bid on Navies in the turn gets 4 Navy Tokens and must
lose 1 Industry Token due to the diversion of resources into Naval Programs.
The fourth player to bid on Navies in the turn misses the boat and gets nothing.
The fifth (and higher) player to bid on Navies in the turn loses 1 Navy Token
due to decommissioning aging ships.
COLONIES BID RESULTS CHART
The first player to bid on Colonies in the turn gets 1 Colony Token.
The second player to bid on Colonies in the turn gets 2 Colony Tokens.
The third player to bid on Colonies in the turn gets 4 Colony Tokens and must
lose 1 Navy Token due to dispersal of the Fleet.
The fourth player to bid on Colonies in the turn misses the boat and gets nothing.
The fifth (and higher) player to bid on Colonies in the turn loses 1 Colony Token
due to Revolts by the Natives.
ACTION PHASE
Each player may take 1 face-up Action Card.
This is in the same turn order as bidding.
A player must after selecting a card either discard it or resolve it.
Some resolutions require a payment of Tokens.
Discard the remaining Action card.
SCORE PHASE
Highest Level = Most Tokens.
Resolve these in the following order:
The player with the highest Army level gets 7 VP.
The player with the highest Navy level gets 5 VP and may steal 1 Colony Token from any Target Player.
The player with the highest Industry level gets 5 VP and 1 Navy Token and 1 Army Token.
The player with the highest Population level gets 5 VP and gets to play 1 extra Bid card next turn.
The player with the highest Nationalism level gets 5 VP and may look at the next Event card in the deck.
The player with the highest Colony level gets 5 VP and gets to draw 3 Action cards and may resolve 1.
EVENT PHASE
Flip the top card of the Event deck face up and Resolve it.
END PHASE
The Leader passes the Baton to the player to his Left.
EVENT DECK CARD LIST
Card Name: Notes:
Imports The player with the highest Colony Level gets 10 VP
Exports The player with the highest Industry Level gets 10 VP
Sea Power The player with the highest Naval Level gets 10 VP
Warmongers The player with the highest Army Level gets 10 VP
Patriotism The player with the highest Nationalism Level gets 10 VP
Imperialism The player with the highest Colony Level gets 10 VP
Unification The player with the highest Nationalism Level gets 10 VP
Arms Race The player with the highest Industry + Army Level gets 10 VP
Immigration The player with the highest Population Level gets 10 VP
Great War See War Rules
War in East Europe See War Rules
War in West Europe See War Rules
GREAT WAR RULES
In Event of War the Leader picks a target player to be his Foe.
The Foe picks one other player to be his ally.
The Leader then picks another player to ally with.
This continues until all players are on one side or the other.
The side with the total highest Army and Navy Level wins.
Break ties with Industry and then Nationalism.
The winners each gain 10 VP.
The winners lose half (rounding down) of their Armies and Navies.
The losers lose all but 1 of their Army and Navy Tokens.
WAR IN EAST EUROPE RULES
This is resolved like the Great War except the only combatants are
the Leader and the player to his right.
WAR IN WEST EUROPE RULES
This is resolved like the Great War except the only combatants are
the Leader and the player to his left.
ACTION DECK CARD LIST
Card Name: Notes:
Gilded Age Gain 5 VP and lose 1 Industry Token
Mass Production Gain 2 Industry Tokens
Science & Industry Gain 1 Industry Token and 2 VP
Militarism Gain 3 Armies and 1 Navy and lose 1 Industry Token
Parliamentary Government Gain 2 Nationalism Tokens
Communist Revolution Gain 4 Nationalism Tokens and lose 1 Population Token
Civil War Target Player loses 2 Armies
Shipyards Gain 2 Navy Tokens
Conscription Gain 4 Army Tokens and lose 1 Population Token
The Great Game Look at next card in Event Deck
Balance of Power Steal 1 Nationalism Token from Target Player
Gunboat Diplomacy Gain 4 Colony Tokens and lose 1 Navy Token
War with Japan Target Player loses 2 Navy Tokens
Boer War Gain 4 Colony Tokens and lose 1 Army Token
Boxer Rebellion Gain 1 Colony Token and 1 Nationalism Token
New Imperialism Gain 2 Colony Tokens
Art Nouveau Gain 3 VP
Art Deco Gain 3 VP
Impressionism Gain 3 VP
Abstract Art Gain 3 VP
Five Year Plan Play an extra Bid card next Turn
Peasant Uprising Target Player loses 1 Population Token and 1 Army
Assassination Target player plays 1 less Bid card next Turn
Stock Market Crash Target Player loses 2 Industry Tokens
Great Depression All other Players lose 1 Industry Token
Worlds Fair Gain 1 Industry Token and 2 VP
Military Buildup Gain 2 Armies and 2 Navies and lose 1 Industry Token
Dust Bowl Target Player loses 2 Population Tokens
Colonial Immigrants Gain 4 Population Tokens and lose 1 Colony Token
Jewel in the Crown Gain 1 Colony Token and 2 VP
New Deal Play an extra Bid card next Turn
League of Nations Gain 1 Nationalism Token and 2 VP
Colonial Possessions Gain 2 Colony Tokens
Opium Wars Gain 2 Colony Tokens
Flying Columns Gain 4 Colonies and lose 1 Army
Industrial Revolution Gain 4 Industry Tokens and lose 1 Population Token
Improved Munitions Gain 2 Army Tokens
Trade Unions Gain 4 Population and lose 1 Industry
Capitalism Gain 1 Industry and 2 VP
White Man’s Burden Gain 1 Population and 1 Colony
Native Troops Gain 2 Armies
Naval Mutiny Target Player loses 2 Navy Tokens
East India Company Gain 1 Colony and 2 VP
Jingoism Gain 1 Colony and 1 Nationalism Token
Manifest Destiny Gain 1 Population and 2 VP
The Fashoda Crisis Steal 1 Colony from target Player
The Congo Gain 2 Colony Tokens
Land Purchase Steal 1 Colony from target Player
Hong Kong Gain 1 Colony and 2 VP
Sepoy Revolt Target Player loses 2 Army Tokens
Socialism Gain 4 Nationalism and lose 1 Navy
Emperor Gain 2 Nationalism Tokens
Factories Gain 2 Industry Tokens
Sick Man of Europe Target Player loses 2 Nationalism Tokens
Spheres of Influence Gain 1 Colony and 2 VP
Bankers & Financiers Play an extra Bid card next Turn
Migrations Steal 1 Population Token from Target Player
Potato Famine Target Player loses 2 Population Tokens
Crown Prince Gain 2 Nationalism Tokens
Merchantmen Gain 1 Colony 1 Navy and 1 VP
Suez Canal Gain 1 Industry 1 Colony and 1 VP
Battleships & Submarines Gain 2 Navy Tokens
Propaganda Gain 2 Nationalism Tokens
Transcontinental Railway Gain 1 Industry and 2 VP
Invention Gain 2 Industry Tokens
Coal & Oil Reserves Gain 2 Industry Tokens
Urbanization Gain 1 Industry and 2 VP
Railroads Gain 2 Industry Tokens
Monopoly Steal 1 Industry Token from Target Player
Ocean Liners Gain 1 Industry Token and 1 Population Token
Population Explosion Gain 4 Population Tokens and lose 1 Nationalism Token
Guns & Butter Gain 1 Army Token and 1 Population Token
Fascism Gain 4 Nationalism Tokens and lose 1 Population Token
Biology & Medicine Gain 1 Population and 2 VP
Physics & Chemistry Gain 1 Industry and 2 VP
Agricultural Reform Gain 2 Population
The Novel Gain 3 VP
Feminism Gain 3 VP
Partition of Africa Gain 2 Colony Tokens
Missionaries Gain 2 Colony Tokens
Ideology Gain 2 Nationalism Tokens
Genocide Target Player loses 2 Population
Photography Gain 3 VP
Jazz Gain 3 VP
Aeroplanes Gain 1 Army and 1 Navy Token
Victorian Era Gain 1 Colony and 1 Nationalism Token
Telegraph and Telephone Gain 1 Industry and 2 VP
Electric Lights Gain 3 VP
Automobiles Gain 1 Industry and 1 Army Token