1 Introduction
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1 INTRODUCTION Wir sind das Volk! (We are the people!) was the main slogan of East German demonstrators in 1989. In this game about the divided Germany, from 1945–1989, one player takes the role of East Ger- 35 living standard 50 unrest 12 socialist 70 infrastructure many, the other of West Germany. Basic idea: With the use of action cards, players build up their economies and increase their living standards. Too high a dif- ference in living standards (both internally and compared to the 39 factory 12 rundown 1 factory 10 mass other) will cause unrest. Too much unrest will result in a mass (4 purple, 24 yellow, 11 red) factory Rheinsberg protest protest. When checked for, a state will collapse (and lose the game) with 4 mass protest markers. This game includes: 1 game board, 84 action cards, this rules prestige 1 Western 1 socialist 1 flight 1 End of decade booklet, and the wooden counters and die-cut markers as de- currency (two sided) picted to the right. The game board The board shows the divided Germany: the Card display Federal Republic of Germany (FRG), hereafter (7 + 1 special card) referred to as West, and the German Demo- cratic Republic (GDR), hereafter referred to as East. West has 8 provinces, East has 6. The provinces for West and East Berlin are in a sep- arate map (top right). Prestige The West Berlin province is divided into 3 Sec- track tors, each with a flag. For each sector there is one West German supplier (with the same flag). 3 sectors of Western West Berlin For instance, Rheinland-Pfalz is the supplier of currency the French sector of Berlin. track Important definition: West Germany con- Socialist sists of all FRG provinces excluding West track Berlin. There are cities and connections (thick trans- parent lines). Each connection has 1 or 2 blue Holding box lines. Cities and blue lines are construction for Socialists sites for factories and infrastructure, respec- tively. The city of Berlin on the main map does not End of Set−up cities belong to the Brandenburg province, but is an- other representatin of the East Berlin province. Decade Special track cities When you build a factory in East Berlin, it is placed here (on the main map). Hamburg is not a province, but has some spe- FRG (West) GDR (East) cial abilities, see section 10.3. 8 provinces 6 provinces The city of Rheinsberg and the 4 cities outside Germany are special cities. Some cities are set-up cities, marked by their ir- regular shape. Connection Supplier There are 2 card displays. One at the top edge for of the board (for 7+1 revealed cards) and one at West Berlin the bottom edge (for played cards). Notes: City a) The West provinces almost match its Federal States Flight (without the Saarland, Bremen and Hamburg), while the track East provinces almost match its provinces before the East reformed its districts in 1952. b) On the map, both parts of Berlin are shown with their respective official Cold War names. For convenience these Display for executed cards rules will refer to them as West and East Berlin. c) The Soviet flag in East Berlin is cosmetic and does not affect play. 2 The action cards 2 SETUP Note: The special card of decade IV has 2 different sides. The side The wall comes The action cards are divided into 4 sets (21 Put 3 unrest counters in each down is in play when the Berlin wall was cards each), one set for each decade I to IV. 14 province. Put 2 socialist coun- built; otherwise the other side is in play. ters into the socialist holding Each set consists of 20 normal cards and 1 2. Put the top 7 cards from the draw deck box. West puts 1 yellow fac- special card (reserved for East). All cards face-up into the card display. 2 tory each onto Hamburg and have the following layout: 3. Actions. The player with the current Dortmund. East puts 1 red prestige advantage begins the first half Graphic art 2 factory each onto Berlin and of a decade. He chooses 1 card from the Bitterfeld. Rotate each factory Value Yellow Card card display or 1 card from his hand so that the number 1 points A special card 2 and performs 1 action. Only East can has its decade North. Put the 4 purple facto- choose the special card. Then the other here. ries close to the cities of CSSRˇ player chooses a card and performs 1 and Polska. action. Continue in turns. Title Put the prestige, Western cur- 4. The half decade ends as soon as the rency, socialist and End of last normal card of the card display was Event Decade markers face-up onto played. (A special card still in the display Card their tracks (each goes into or a card still in a player’s hand are not rel- number the space depicting its sym- evant.) bol), and the flight marker The second half decade is played in almost onto the flight track, into the When the card’s graphic art is in pure red the same way. Differences are: tones (together with black) it is a Red Card. space numbered 0. When it is in pure yellow/gold tones (to- • Ignore step 1 above and move straight To start the game, follow step to step 2. gether with black) it is a Yellow Card. When 1 of the next section. West it is a mixof redand yellow, it is a Dual Card • If the special card is still in the display, holds the current prestige ad- it stays there. (which, for better differentiation, has its title vantage and will be the start- in red instead of black). • Starting player is the one who did not ing player. perform the last action of the first half The colour of the graphic art tells you who decade. will profit from the card event. Prestige advantage: When the prestige marker is in the red part of the prestige The second half decade ends exactly the Note: Don’t get confused by the colour of any icons. track, East holds the prestige advantage, same way as the first. They never decide whether a card is Red or Yellow. otherwise West holds it. When you have any doubts whether a card is red or yel- Unless a card has to be put in front of East low, you can take a look at the list in the card almanac (due to an executed police power icon, see at the end of this rules booklet. 3 PLAYING THE GAME section 6.4), played cards are always lined up at the bottom edge of the board as depicted Special cards don’t have a value. In- The game is divided into 4 decades. Each on pg. 2 in such a way that a card’s flight icon stead they have their decade number decade consists of 2 half decades and the End (if there is one) is always visible. (For each I to IV in the top left corner. of Decade stage. flight icon, you will advance the flight marker by Some cards have 2 different values. The first half decade is played in the follow- 1 space in the End of Decade.) The one in the yellow box is for West, ing sequence: After the second half decade is finished, you the one in the red box for East. 1. Put the special card of the current play the 10 phases of the End of Decade (see Other cards show a special icon in decade into the card display as de- section 9 for details). Only here you will their top right corner. These are picted on pg. 2. Mix the cards of the check for victory. If there is no winner, dis- (from top to bottom): flight, red po- current decade to form the draw deck. card the current draw deck and the special lice power, pink police power. All To start, deal each player 2 Decade I card (if still in the display) and start the next these icons will be explained later. cards; at the start of Decades II to IV decade. players may choose to discard any ear- lier decade cards still held, then they refill their hands up to 2 cards. 3 4 MASS PROTESTS Note: In most cases, a new built factory has a current 5.2 Dismantling value of 1. However, when the placement of the fac- As soon as there are 4 unrest counters in a tory creates instantly working connection(s), its value When an economy is hit by dismantling province, it is hit by a mass protest. Place a is higher. points, the building process is simply re- versed. For each point, remove 1 factory or 1 mass protest marker in the province. (Place a Infrastructure of a non-working connection infrastructure. You may never remove a fac- 2nd mass protest marker when it has 8 unrest is flipped to its wrong colour side. counters, a third when it has 12, and so on.) tory if at least one of its connections has an You may never use any build points in a infrastructure. The removal of an infrastruc- province with a mass protest marker. ture from a working connection decreases the values of the formerly linked factories (both Sometimes the use of build points is re- are lowered by 1). Rotate them accordingly. stricted to certain provinces. In such a case you may use them only in those provinces.