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










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