MODERN WORLD




INTRODUCTION
Card & Bidding game for 2-6+ players.
Each player controls a Modern Nation. 
Players compete for Markets and Resources to 
develop their Countries. 

VICTORY
The game ends at the beginning of the turn there are no 
cards remaining in the Resource or Event Decks. 
The player with the most Victory Tokens Wins. 

THE DECKS
There are 3 Decks: 
1. Resource Deck
2. Market Deck
3. Event Deck

RESOURCE DECK
Resource cards when put into play, provide a player with a 
steady stream of Resource Tokens of 1 or 2 types. 
This deck has 4 copies of each card described in the card list

MARKET DECK
Market cards provide One-Time Token gains. 
They are bid upon using Influence Tokens. 
This deck has 1 copy of each card described in the card list

EVENT DECK
These will variously reward or punish particular players. 
This deck has 1 copy of each card described in the card list

THE RESOURCE TABLEAU
The top ten cards of the resource deck are kept face up in a line. 
The card farthest from the deck has a purchase value of 1. 
The next has a value of 2 and so on up to 10. 
The value is the price to purchase the card (in Action and Research Tokens). 
After purchasing 1 or more cards, the remaining cards slide over (Further 
out) to occupy the missing spaces. New cards from the deck are flipped over 
to fill the closest empty spaces on the Tableau. 

PLAYER MATS
Each player gets a Mat on which to place his Tokens. 
Resource Cards a player owns and Permanent Events a player is saddled 
with are placed next to his Mat. 

TOKENS
There are 7 types of Tokens: 
1. Victory
2. Money
3. Materials
4. Influence
5. Action
6. Labor
7. Research

VICTORY TOKENS
These will determine who, at the end of the game, wins. 

MONEY TOKENS
Money Tokens can be converted (as needed) to other types of 
Tokens, at a 3 to 1 conversion rate. 
For example: Spend 3 Money Tokens to get 1 Victory Token. 

MATERIALS TOKENS
Materials Tokens are needed along with Labor Tokens, to 
put Resource cards into play.  

INFLUENCE TOKENS
Influence Tokens are used to Bid for Markets. 

ACTION TOKENS
Action Tokens along with Research Tokens are used to 
claim Resource cards from the Resource Tableau. 

LABOR TOKENS
Materials Tokens are needed along with Labor Tokens, to 
put Resource cards into play.  

RESEARCH TOKENS
Action Tokens along with Research Tokens are used to 
claim Resource cards from the Resource Tableau. 

LEADER MARKER
There is only 1 leader marker. 
The player in possession of the leader marker goes first in bidding and selecting. 
Other players follow in order clockwise going around the table. 

DEFINITION: CAPACITY
Capacity is the number of Tokens of a Particular type you gain in Production Phase. 
For example: If you produce 7 Research Tokens in Production Phase, your 
Research Capacity is 7. 

DICE
Six sided dice are used for tie breaking and determining random Players. 

TO DETERMINE A RANDOM PLAYER...
Players roll high on 1D6 (or use 1D10). 
Reroll ties

SETUP
Shuffle the Decks
Each player starts with 3 of each Token Type. 
One random player gets the Leader Marker. 

TURN SEQUENCE
Each turn has 9 phases
1. Production Phase
2. Event Phase
3. Leader Phase
4. Market Phase
5. Resource Phase
6. Investment Phase
7. Trade Phase
8. Build Phase
9. End Phase

PRODUCTION PHASE
Each player produces as a baseline: 
4 Money Tokens
1 Victory Token
10 Influence Tokens
3 Labor Tokens 
3 Action Tokens
3 Materials Tokens
3 Research Tokens
Players also gain additional Tokens according to the 
Resource Cards they have in play (additional Capacity). 

EVENT PHASE
The Top card of the Event Deck is flipped over. 
Resolve it per the card instructions. 
If 2 or more players tie in Capacity, they roll low on 1D6 to break the tie. 
Cards that do not say Permanent are immediately discarded. 
Permanent Event cards are placed face-up next to a players Mat. 

LEADER PHASE
A Bid for Leader begins. 
Players bid using Influence Tokens.  
The Current Leader Bids first (or passes). 
If you pass, you may still bid later. 
If no one bids, the Market card is discarded. 
Bids are verbal, and must be at least 1 higher than the previous bid.
The winner pays the Influence Tokens he bid (to the storage area).
The losers keep their Influence Tokens.   
Winner of the bid gets possession of the Leader Marker. 

MARKET PHASE
Draw X-1 Cards from the Market deck and place them 
face-up on the center of the table. 
X = the number of players. 
If the deck runs out, shuffle the discard and draw from it. 
Bid on them in the order they were drawn.
Players bid using Influence Tokens.  
The Leader Bids first (or passes). 
If you pass, you may still bid later. 
If no one bids, the Market card is discarded. 
Bids are verbal, and must be at least 1 higher than the previous bid.
The winner pays the Influence Tokens he bid (to the storage area).
The losers keep their Influence Tokens.   
Winner of the bid gets the Market card and then discards it to 
get the stated Token reward. 

RESOURCE PHASE
Going in Order each player may buy 1 or more Resource cards from the 
Resource Tableau. 
The top ten cards of the resource deck are kept face up in a line. 
The card farthest from the deck has a purchase value of 1. 
The next has a value of 2 and so on up to 10. 
The value is the price to purchase the card (in Action and Research Tokens). 
After purchasing 1 or more cards, the remaining cards slide over (Further 
out) to occupy the missing spaces. New cards from the deck are flipped over 
to fill the closest empty spaces on the Tableau. 
Spent Tokens are placed in the Storage Area. 
Purchased cards go into the players hand. 

INVESTMENT PHASE
You may discard one or more Resource cards from your hand (to the storage 
area) to gain Three times the Tokens listed on them as you would in Production Phase.  
Example: Discard a Military card to get 6 Influence Tokens or a Finance 
card to get 12 Money Tokens. Discard an Industry card to gain 3 
Material Tokens and 3 Research Tokens. 

TRADE PHASE
Players may trade resource cards and Tokens. 

BUILD PHASE
In order, players may put Resource cards into Play. 
The cost to Build a Resource is 5 Material Tokens and 5 Labor Tokens. 
If you already have one or more copies of the same resource in play the cost 
is 7 Material and 7 Labor Tokens. 
For each additional Resource you build in this phase after the first one, pay 
an extra cumulative 1 Material & Labor Tokens. 
Built Resource cards are placed face-up next to a players Mat. 

END PHASE
Max Resource hand size is 7 cards. 
Discard excess cards. 

RESOURCE DECK CARD NOTATION
V = Victory
I = Influence
$ = Money
M = Materials
L = Labor
R = Research
A = Actions

RESOURCE DECK CARD LIST
Card Name:		V	I	$	M	L	R	A
Government		-	-	-	-	-	-	2
Science			-	-	-	-	-	2	-
Agriculture		-	-	-	-	2	-	-
Mining			-	-	-	2	-	-	-
Finance			-	-	4	-	-	-	-
Military       		-	2	-	-	-	-	-
Culture			2	-	-	-	-	-	-
Media			1	1	-	-	-	-	-
Entertainment		1	-	2	-	-	-	-
Chemicals		1	-	-	1	-	-	-
Medicine       		1	-	-	-	1	-	-
Technology		1	-	-	-	-	1	-
Law			1	-	-	-	-	-	1
Oil			-	1	2	-	-	-	-
Energy			-	1	-	1	-	-	-
Land			-	1	-	-	1	-	-
Internet       		-	1	-	-	-	1	-
Politics       		-	1	-	-	-	-	1
Manufacturing		-	-	2	1	-	-	-
Fishing			-	-	2	-	1	-	-
Corporations		-	-	2	-	-	1	-	
Commerce       		-	-	2	-	-	-	1
Water			-	-	-	1	1	-	-
Industry       		-	-	-	1	-	1	-
Infrastructure		-	-	-	1	-	-	1
Education		-	-	-	-	1	1	-
Cities			-	-	-	-	1	-	1
Bureaucracy		-	-	-	-	-	1	1


EVENT  & MARKET DECK CARD NOTATION
PWH = Player with Highest
PWL = Player with Lowest
Cap = Capacity
VT = Victory Tokens
IT = Influence Tokens
$T = Money Tokens
MT = Materials Tokens
LT = Labor Tokens
RT = Research Tokens
AT = Action Tokens

EVENT DECK CARD LIST
Card Name:			Notes: 
Political Crisis       		PWL Influence Cap loses all AT
Foreign Insurgency 		PWH Influence Cap loses all AT
Overpopulation			PWH Labor Cap loses 10 VT
Food Crisis			PWL Labor Cap loses all LT
Pollution			PWH Materials Cap loses 10 VT
Depression			PWL Money Cap loses all IT
Social Revolution		PWL Research Cap loses all LT
Territorial Dispute		PWL Materials Cap loses all AT
Trade War			Skip Trade Phase this Turn
Stock Market Crash		Skip Investment Phase this Turn
Global Economic Crisis		Skip Market Phase this Turn
Civil War			PWL Research Cap skips Build Phase this Turn
Corruption			Random Player loses all $T
Rebellion			Random Player loses all AT
Desertification			Random Player Permanent Labor Capacity -1
Long Term Recession		Random Player Permanent Money Capacity -1
Over Exploitation		Random Player Permanent Materials Capacity -1
Brain Drain			Random Player Permanent Research Capacity -1
Military Quagmire		Random Player Permanent Influence Capacity -1
Organized Crime			Random Player Permanent Money Capacity -1
Rising Sea Level       		Random Player Permanent Materials Capacity -1
Scandals       			Random Player Permanent Action Capacity -1
Economic Stagnation		Random Player Permanent Money Capacity -1
Human Rights Abuses		Random Player Permanent Victory Capacity -1
Minority Oppression		Random Player Permanent Victory Capacity -1
Cyber Warfare			All players lose 1D6 AT. Roll for each
Pandemic       			All players lose 1D6 LT. Roll for each
Energy Crisis			All players lose 1D6 MT. Roll for each
Peace Talks 			All players gain 1D6 VT. Roll for each
Epidemic       			Random Player loses 1D6 LT
Natural Disaster       		Random Player loses 1D6 AT
Man Made Disaster		Random Player loses 1D6 AT
Host Olympics			Random Player gains 1D6 VT
Think Tank			Random Player gains 1D6 RT
Poverty				Random Player Permanent Money Capacity -1
Fast Growth			Random Player Permanent Labor Capacity +1
Entrepreneurship       		Random Player Permanent Money Capacity +1
Modernization			Random Player Permanent Research Capacity +1
Foreign Investing		Random Player Permanent Influence Capacity +1
Industrialization		Random Player Permanent Materials Capacity +1
War on Terror			Random Player Permanent Influence Capacity +1
Green Policies			Random Player Permanent Materials Capacity +1
Military Buildup       		Random Player Permanent Influence Capacity +1
Emerging Markets       		Play 2 extra Market cards in Market Phase this turn


MARKET DECK CARD LIST
Card Name:			Reward:
Middle East			9 VT
Central Asia			3 LT
South East Asia			7 LT
North Africa			5 VT
Sub-Saharan Africa		7 MT
Oil Rich State			9 MT
Central America			5 LT
South America			11 $T
Scandinavia			7 RT
Eastern Europe			9 RT
Third World Country		5 MT
Caribbean Nation       		7 $T
Indigenous Population		7 LT
Secular Arab Country		5 VT
Developing Economy		9 $T
Asian Tiger			13 $T
Banana Republic			3 MT
Internet Economy       		7 AT
Regional Cartel			5 AT
Balkan State			5 $T
Baltic State			3 RT
Global Market			9 AT
Commonwealth State		5 RT
Pacific Rim Nation		3 AT
Island Nation			4 $T


OPTIONAL RULE NATIONAL IDENTITY
At the beginning of the game each player picks as his identity one of six Nations: 
Europe, China, Japan, India, Russia, USA.  
Nation:		Starting Resource Card:
Europe		Culture 
China		Manufacturing 
Japan		Technology
India		Agriculture
Russia		Land 
USA		Military 


LINKS
Modern World
   








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