GLOBAL RESOLUTION
INTRODUCTION
Card game for 2-6 Players.
Theme: Growth & Competition amongst Nations circa 1990-2010.
NATIONS
Each players takes control of 1 of 6 available Nations:
1. United States of America
2. Russian Federation
3. Peoples Republic of China
4. European Union
5. Japan
6. Republic of India
DICE
Six sided dice (D6), Ten (D6), and twenty sided dice (D20) are used.
VICTORY
The player with the most PP at the end of the game wins.
The game ends after the 20th Turn.
TRAITS
Each Nation has 4 Traits:
1. Economy
2. Defense
3. Social Stability
4. Environment
PRESTIGE POINTS
Each player has Prestige Points (PP)
DISENGAGEMENT POINT
Each player has Disengagement Points (DP)
A player may spend a Disengagement Point to give a War he is
in to another target Player.
It costs 2D6 PP to play a DP.
STARTING STATS
Nation: ECO DEF SOC ENV PP DP RANK
USA 20 20 15 5 30 0 1
Russia 5 15 5 5 15 1 2
China 10 15 5 5 15 2 3
EU 20 10 10 10 20 1 4
Japan 10 5 15 5 20 3 5
India 5 10 10 10 15 3 6
DP = Disengagement Points
PP = Prestige Points
RANK = Rank for purpose of determining Turn Order
ENV = Environment
SOC = Social
DEF = Defense
ECO = Economy
HIGH AND LOW TRAITS
If your score in a Trait is 5 or less it is considered to be Low.
If your score in a Trait is 15 or more it is considered to be high.
DECKS
There are 2 Common Decks:
1. The Crisis Deck
2. The Development Deck
TURN SEQUENCE
Each turn has 8 Phases:
National Quirk Phase
Opportunity Phase
International Trade Phase
Strategic Growth Phase
National Policy Phase
Prestige Phase
Crisis Phase
End Phase
NATIONAL QUIRK PHASE
In Rank order each player rolls once on their National Quirk Table.
OPPORTUNITY PHASE
Each turn in Rank order each player draws 5 cards from the Development Deck.
If the deck runs out, shuffle the discard and draw from it.
INTERNATIONAL TRADE PHASE
Players may trade Development Cards from their hands.
STRATEGIC GROWTH PHASE
In Rank order each player gains 1 Free Level in 1 Trait of their Choice.
Also players may convert 2 points of any 1 Trait into 1 Point of another Trait.
NATIONAL POLICY PHASE
In Rank order each player may play up to 3 Development cards from their hands.
PRESTIGE PHASE
In Rank order each player gains PP equal to the value of their lowest Trait.
CRISIS PHASE
In Rank order each player flips over the top card of the Crisis Deck and then must
resolve it using the Crisis Resolution Rules.
END PHASE
Each player must discard down to 3 Development Cards.
NATIONAL QUIRKS
Each nation has its own unique Table.
DC = Development Card
USA QUIRK TABLE
1D10 Result: Notes:
1 Melting Pot SOC +1
2 Government Spending ECO -1
3 Last Superpower DEF +1
4 Bipartisan Politics Discard 1 DC
5 American Dream ENV -1 SOC +1
6 American Ingenuity ECO +1
7 Special Interests ECO -1
8 Largest Economy ECO +2 ENV -1
9 Scandals SOC -1
10 Engagement Draw 1 extra Crisis Card this turn
RUSSIA QUIRK TABLE
1D10 Result: Notes:
1 USSR Breakup DEF -1
2 Chernobyl Recovery ENV -1
3 Rampant Corruption SOC -1
4 Newfound Freedoms SOC +1
5 Largest Country ECO +1
6 Largest Natural Resources ECO +1
7 Chechen Rebels DEF -1
8 Russian Mafia ECO -1
9 Political & Social Chaos SOC -1
10 Oil Reserves ECO +1
CHINA QUIRK TABLE
1D10 Result: Notes:
1 Modernization ECO +1
2 One Party Rule SOC -1
3 Rapid Urbanization ENV -1
4 Manufacturing ECO +1
5 Export Leader ECO +1
6 Overpopulation ENV -1
7 Desertification ENV -1
8 Planned Economy Play 1 Extra DC this Turn
9 Taiwan & Tibet SOC -1
10 Information Control SCO -1
EU QUIRK TABLE
1D10 Result: Notes:
1 Unification Difficulties ECO -1
2 Cultural Diversity SOC +1
3 Suppress Nationalism DEF -1
4 Banking Industry ECO +1
5 Welfare States ECO -2 SOC +1
6 Socialism ENV +1 SOC +1 ECO -1
7 Poor Member States ECO -1
8 Balkan Conflicts DEF -1
9 Common Market ECO +1
10 Political Divisiveness SOC -1
JAPAN QUIRK TABLE
1D10 Result: Notes:
1 Homogenous Population SOC +1
2 Small Population ECO -1
3 Samurai Work Ethic ECO +1
4 Technology & Electronics ECO +1
5 Self Imposed Defense Cap DEF -1
6 Investments ECO +1
7 Small Territory ENV -1
8 Economic Stagnation Discard 1 DC
9 Highly Educated SOC +1
10 Competition Asian Tigers ECO -1
INDIA QUIRK TABLE
1D10 Result: Notes:
1 Outsourcing ECO +1
2 Endemic Poverty SOC -1
3 Largest Democracy SOC +1
4 Fast Growth Draw 1 DC
5 Disease ECO -1
6 Widespread Corruption ECO -1
7 Entrepenership ECO +1
8 Malnutrition SOC -1
9 Flooding ENV -1
10 Conflict with Pakistan DEF -1
CRISIS RESOLUTION RULES
There are 11 types of cards in the Crisis Deck:
1. War (Peacekeeping Mission)
2. Major Disaster (Recovery)
3. Environmental Opportunity
4. Economic Crisis
5. Peace Talks
6. Humanitarian Aid
7. National Scandal
8. International Crime
9. Technology Opportunity
10. Standard of Living
11. International Embarrassment
CRISIS TABLE NOTATION
NT = Next Turn
WAR CRISIS CARDS
If you flip over one of these, you must immediately pick an option
from the War Decision List.
The War (Peacekeeping) Card stays in play until you get a Diplomatic Success Roll or
you pick the Appeasement Decision.
Note: You may be engaged in a max of 4 Wars at one time. If another comes your way, you
must give it to another player of your choice.
WAR CARD DECISION LIST
1. Handoff: Spend a DP to give the War to another target Player.
2. Diplomacy: Roll on the Diplomacy Table
3. War: Roll on the War Table
4. Appeasement: Lose 3D6 PP and X SOC. Discard the War Card.
X is the Strategic value of the War Card
DIPLOMACY TABLE
1D20 Result: Notes:
1-5 Failure Lose 1 SOC and 1D6 PP. NT: Roll on War Table
6-15 Situation Worsens Lose 1 SOC and 1D6 PP. NT: Decision List
16+ Success Gain X SOC* and 2D6 PP. NT: Discard War Card
If your SOC is High get +1 to Roll. If your SOC is Low get -1 to Roll.
* = If you achieved a Military Success previously in this War, the gain is in ECO not SOC.
X is the Strategic value of the War Card
WAR TABLE
1D20 Result: Notes:
1-5 Military Disaster Lose 2 SOC and 2 DEF. NT: War Table or Appeasement
6-15 Situation Worsens Lose 1 SOC and 1 DEF: NT: Decision List
16+ Military Success Gain 2D6 PP. NT: Diplomacy Table +5 to Roll
If your DEF is High get +1 to Roll. If your DEF is Low get -1 to Roll.
MAJOR DISASTER RCOVERY CARDS
If you flip over one of these, roll 2D6 to get the number of Disaster Magnitude Points Generated.
You may pay off up to 3 DMP per turn in End Phase.
The Recovery card stays in play until it is paid off.
At the end of each turn in which a Recovery is not completely paid off, lose 1 SOC and 1 ENV.
ENVIRONMENTAL OPPORTUNITY CARDS
If you flip over one of these, you may invest (pay) up to 5 ECO.
If you pay nothing lose 1 ENV.
For each ECO spent roll once on the Environmental Benefits Table:
Discard the Card at the end of your turn.
ENVIRONMENTAL BENEFITS TABLE
1D20 Result
1-2 ENV +3
3-4 SOC +3
5-6 SOC +1
7-8 SOC +2
9-10 ENV +1
11-12 ENV +2
13-14 PP + 1D6
15-16 PP + 2D6
17-18 ECO +1 & ENV +1
19-20 ECO +2
ECONOMIC CRISIS CARDS
If you flip over one of these, you must immediately pick an option
from the Economic Decision List.
The Economic Crisis Card stays in play for 2D6 Turns or until you roll
a success result on the Stimulus Decision Table.
At the End of each turn an Economic Crisis card remains in play you
lose 2 ECO, 1 SOC, and 1D6 PP.
ECONOMIC DECISION LIST
1. Stimulus Package: Pay 3 ECO and Roll on the Stimulus Table
2. Austerity Program: Pay 3 SOC and Roll on the Austerity Table
3. Financial Reform: Pay 10 PP and Roll on the Financial Table
4. Nothing: Roll 4 times on the Economic Crisis Table
STIMULIS TABLE
1D20 Result Notes:
1-10 Failure SOC -2. Get +3 to next roll on Stimulus Table
11+ Success Gain 1D6 PP. The Crisis Ends Immediately
Notes: Get +1 to roll for each ECO you pay above 3
AUSTERITY TABLE
1D20 Result Notes:
1-7 Failure Lose 1D6 PP
8+ Success Reduce the Crisis by 1D6 Turns
Notes: Get +1 to roll for each SOC you pay above 3
FINANCIAL TABLE
1D20 Result Notes:
1-10 Failure ECO -2
11+ Success Gain 1D6 PP. Reduce the Crisis by 1D6 Turns
Notes: Get +1 to roll for each 3 PP you pay above 10
If you succeed at Financial Reform your next Economic Crisis lasts 2 less turns.
ECONOMIC CRISIS TABLE
1D20 Result
1-10 ECO -1
11-15 SOC -1
16+ Lose 1D6 PP
STANDARD OF LIVING CARDS
If you flip over one of these, you must immediately pick an option
from the Standard of Living (SOL) Decision List.
The SOL Card stays in play until you get an End Crisis Result on the SOL List.
STANDARD OF LIVING LIST
1. Fund Government Program: Pay 2 Econ and Roll on Fund Table
2. Ignore Problem: Roll 2 times on Ignore Table
FUND TABLE
1D20 Result Notes:
1-10 Less Progress Roll once on the Ignore Table. +2 to next roll on Fund Table
11-18 More Progress Gain 1D6 PP. +1 to next roll on Fund Table
19+ End Crisis SOC +5 and gain 4D6 PP
Notes: Get +1 to roll for each ECO you pay above 2
IGNORE TABLE
1D20 Result
1-10 SOC -1
11-15 ECO -1
16+ Lose 1D6 PP
PEACE TALKS CARDS
If you flip over one of these, place the card in the middle of the table.
Peace Talk cards are Global: They stay in Play until any player gets a
Signed Accord result on the Host Table.
All Players on their turn in Crisis Phase must make a decision from the
Peace Talks List.
PEACE TALKS LIST
1. Ignore: Lose 1 PP
2. Apply Pressure: Discard 1 DC and roll on the Host Table
HOST TABLE
1D20 Result Notes:
1-10 Sanctions ECO -1 and get +3 to next roll on Host table
11-15 Behind the Scenes Gain 2 PP and get +2 to next roll on Host table
16-18 Host Talks Gain 3 PP and get +1 to next roll on Host table
19+ Signed Accord SOC +4 and gain 4D6 PP
Notes: Get +1 to roll for each DC you discard above 1
NATIONAL SCANDAL CARDS
If you flip over one of these, you must immediately pick an option
from the Scandal Decision List.
The Scandal Card is discarded at the end of your turn.
NATIONAL SCANDAL LIST
1. Cover Up: Roll on Cover Up Table
2. Apology: Roll on Trial Table
COVER UP TABLE
1D20 Result Notes:
1-10 Failure SOC-3 and lose 1D6 PP
11+ Mass Confusion SOC-1
TRIAL TABLE
1D20 Result Notes:
1-5 Obvious Injustice SOC-4 and lose 2D6 PP
6+ Justice SOC-2 and gain 1D6 PP
INTERNATIONAL EMBARRASSMENT CARDS
If you flip over one of these, lose 1 DEF & 1 SOC, and 2D6 PP.
INTERNATIONAL CRIME CARDS
If you flip over one of these, you must immediately pick an option
from the Criminal Decision List.
The Crime Card stays in play until you get a Major Bust Result on the
Crackdown Table or you pick the Decriminalization Option.
Note the Decriminalization Option is available for only some Crime Cards.
CRIMINAL LIST
1. Suppression: Roll on the Suppression Table
2. Major Crackdown: Pay 3 DEF. Roll on the Crackdown Table
3. Decriminalization: Pay 4 SOC & 2 ECO. Discard the Crime Card
SUPPRESSION TABLE
1D20 Result
1-2 Lose 2D6 PP
3-5 Lose 1D6 PP
6-8 SOC-1
9-11 SOC-2
12-14 ECO-1
15-17 ECO-2
18-20 DEF-1
CRACKDOWN TABLE
1D20 Result Notes:
1-15 Minor Busts SOC+1. Get +3 to next Roll on Crackdown Table.
16+ Major Busts SOC+2. Gain 3D6 PP. Discard the Crime Card
HUMANITARIAN AID CARDS
If you flip over one of these, place the card in the middle of the table.
Humanitarian cards are Global: They stay in Play until the players have spent a
total of 20 ECO to resolve it.
All Players on their turn in Crisis Phase must make a decision from the
Humanitarian List.
HUMANITARIAN LIST
1. Ignore: Lose 1 PP
2. Give Aid: Spend up to 4 ECO. For each ECO spent gain 1D6 PP and
place a marker on the card.
TECHNOLOGY OPPORTUNITY CARD
If you flip over one of these, place the card in the middle of the table.
Technology cards are Global: They stay in Play until the players have spent a
total of 20 ECO on it.
All Players on their turn in Crisis Phase must make a decision from the
Technology List.
TECHNOLOGY LIST
1. Ignore: Nothing
2. Fund Research & Development: Spend up to 2 ECO. For each
ECO spent Roll once on the Tech Table and place a Marker on the Tech card.
TECH TABLE
1D20 Results
1-2 DEF+1
3-4 DEF+2
5-6 ECO+1
7-8 ECO+2
9-10 ECO+3
11-12 Gain 1D6 PP
13-14 SOC+1
15-16 SOC+2
17-18 ENV+1
19-20 ENV+2
CRISIS DECK CARD LIST NOTATION
W = War (Peacekeeping Mission)
D = Major Disaster (Recovery)
V = Environmental Opportunity
E = Economic Crisis
P = Peace Talks
H = Humanitarian Aid
S = National Scandal
L = Standard of Living
I = International Embarrassment
C = International Crime
T = Technology Opportunity
* = Cannot be Decriminalized
X = Strategic Value
CRISIS DECK CARD LIST
Name Type Notes
Liberation: Kuwait W X = 5
Anarchy: Liberia W X = 1
Genocide: Rwanda W X = 1
WMD: Iraq W X = 5
Insurgency: Iraq W X = 4
Power Vacuum: Afghanistan W X = 4
Rebellion W X = 3
Criminality: Panama W X = 2
Piracy: Somalia W X = 2
Ethnic Cleansing W X = 3
Foreign Civil War W X = 2
Regional Conflict W X = 3
Hostile Neighbor W X = 3
Territorial Dispute W X = 3
Occupation W X = 4
Police action W X = 3
Uprising W X = 2
Sectarian Violence W X = 1
Oil War W X = 5
Holy War W X = 4
Tsunami Recovery D
Hurricane Recovery D
Earthquake Recovery D
Oil Spill Recovery D
Volcano Recovery D
Desertification V
Biodiversity Loss V
Seed Project V
Habitat Loss V
Bans on Whaling V
Fishery Management V
Carbon Trading V
Improved Nuclear Power V
Ozone Layer Depletion V
Acid Rain V
Climate Talks V
Deforestation V
Pollinator Bee Die-offs V
Overpopulation V
Sustainable Agriculture V
Smart Energy Grid V
Alternate Energy Sources V
Coastal Erosion V
Endangered Species V
Water Pollution V
Food Price Crisis E
Trade Barriers E
Banking Crisis E
Global Depression E
Housing Crisis E
Tech Bubble E
Institutional Corruption E
Diversions of Aid E
Welfare Reform E
Deficit Spending E
Healthcare Reform E
Social Security E
Government Bankruptcy E
Double Digit Inflation E
Balance the Budget E
Energy Crisis E
OPEC Petroleum Crisis E
Stock Market Crash E
Trade Imbalance E
Record Unemployment E
Massive Ponzi Scheme E
Computer Internet Technology T
Biomedical Technology T
Space Exploration Technology T
Genetic Engineering Technology T
End of Apartheid P
Prisoners of War P
South American Rebels P
Missile Testing: North Korea P
Nuclear Threat: Iran P
Opressed Minority P
Human Rights Abuses P
Mid East Peace Process P
Famine Relief H
Refugee Crisis H
Nation Building H
Global AIDS Epidemic H
Women’s Rights H
Hostage Crisis I
Boomer Sinks I
Shoot Down Airliner I
Leadership Crisis S
Assassination S
Government Torture S
Disputed Election S
Illegal Covert Activity S
Organized Crime C*
Human Trafficking C*
Immigration Crisis C
War on Terror C
Drug Cartels C
Weapons Trafficking C*
Illiteracy L
Urban Decay L
Chronic Poverty L
Infant Mortality L
Social Injustice L
DEVELOPMENT DECK CARD LIST NOTATION
DP = Disengagement Points
PP = Prestige Points
ENV = Environment
SOC = Social
DEF = Defense
ECO = Economy
DC = Development Card
DX = Draw 1 DC
PX = Play 1 Extra DC this Turn
X1X = Discard 1 DC
S1E = Steal 1 ECO from target Opponent
LN = Look at next 5 cards in Crisis Deck
AOP = All Other Players
DEVELOPMENT DECK CARD LIST
Name: Notes:
Urbanization ECO+2
Referendum SOC+1 & DX
Military-Industrial Complex ECO+1 & DEF+1
Strategic Purpose Any Trait +1 & PX
Military Buildup ECO-1 & DEF+3
Agriculture ENV-1 & ECO+3
Military Service SOC-2 & DEF+4
Fund Basic Research Roll Once on Tech Table
Infrastructure ECO+2 or ENV+2
Leadership Any Trait +2
National Will SOC+2 or ENV+2
Communication Technology ECO+1 & DX
GI Bill DEF+1 & DX
Peace Corps SOC+1 & PX
Non-Governmental Orgs SOC+2 or ENV+2
Subsidies ECO-1 & SOC+3
Culture of Greed ECO+3 & SOC-1
International Trade SOC+1 & ECO+1
Print Money ECO+2
New Technology ENV+2 or DEF+2
Green Party ENV+2
Top Secret Projects DEF+2
New Social Media SOC+2
Banking ECO+1 & S1E
Patriotism SOC+2 or DEF+2
Spend Political Capital Lose 1D6 PP. Any Trait +3
Political Compromise SOC+1 & DX
Financial Planning ECO+1 & LN
Intelligence Agencies SOC+1 & LN
Oil Reserves ENV-1 & ECO+3
Conservation Legislation ENV+2
Bipartisanship DEF+2 or ECO+2
Trade Agreement ECO+3 & Target Player ECO+2
Protective Tariffs ECO-1 & SOC+3
Education Funding SOC+1 & DX
Modernization DEF+2 or ENV+2
Environmental Initiatives ENV+1 & DX
War Footing DEF+3 & X1X
Social Security SOC+3 & X1X
National Security DEF+2
Multinational Corporations ECO+1 & DX
Privatization ECO+1 & PX
Big Government ECO-1 & SOC+1 & DEF+1 & ENV+1
Construction Boom ECO+3 & ENV-1
Economic Globalization ECO+3 & AOP ECO+1
Cultural Globalization SOC+3 & AOP SOC+1
Military Coalition DEF+3 & AOP DEF+1
Environmental Summit ENV+3 & AOP ENV+1
United Nations PX & LN
Nobel Peace Prize SOC+1 & gain 1D6 PP
International Aid ECO-1 & gain 3D6 PP
Host Olympics ECO-1 & SOC+1 & gain 2D6 PP
Military Analysts DEF+1 & LN
Think Tanks ENV+1 & LN
Underground Economy ECO+3 & X1X
Raise Taxes ECO+3 & SOC-1
Foreign Investments ECO+2
Arms Reduction Treaty You & Target Opponent: DEF-2 & gain 4D6 PP
Isolationism SOC-1 & gain 1 DP
Consumer Goods ECO+1 & SOC+1
Emerging Markets ECO+1 & DX