kremlin living rules

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    krEMLININTRODUCTION:

    Kremlin is a game for 3-6 players, loosely based onthe politics of the Communist Party in the Soviet

    Union. he ob!ect is for a player"s faction to control

    the Party Chief and to #$ave" during the annual

    %ctober Parade to sho$ personal control of the

    Communist Party.

    Kremlin $as originally released in &'(6 by )ata

    *organa and a licensed version from +valon ill

    follo$ed shortly thereafter. his version allo$s

    players to play $ith both of the older rules sets or

    $ith ne$ rules allo$ing players to use modern

    post-&'6/ Soviet and 0ussian politicians as $ell.

    he rules are bro1en do$n into several sections.

    he 2asic 0ules section is an overvie$ of the

    components. t also contains ho$ to prepare to play

    the game and basic concepts that are necessary to

    play any version of Kremlin. hen the game specific

    rules follo$ starting $ith a brand ne$ $ay to play

    the game, *odern. f you"re ne$ to Kremlin or have

    played several games it"s recommended that yougive this version a try first. he Standard game

    closely resembles the original rules of Kremlin.

    4hile the &'5( game loosely resembles +s

    version. n any case you $ill find the original rules

    for the version you prefer compatible $ith this ne$

    printing of Kremlin. 7ou may find you li1e a

    combination of all the versions you e8perience.

    hat"s perfectly fine, adapt the rules to your

    preference.

    %rgani9ation: +ll three versions share a common

    core set of rules. 4hen CORECOREis displayed you $ill

    1no$ these are the core set of rules, identical in all

    three games. 4hen GAMEGAME is displayed you 1no$

    this set of rules is specific to the game version you"re

    playing, they are also indented. + VARIANTVARIANT

    symbol gives you a common variant to the game

    version you"re playing, $hich is further indented.

    BASIC RULES

    C%;5 Politician cards 56 $ith Politicians on both sides,

    56 $ith Politicians on only one side/

    &( ntrigue cards color coded into three sets/

    one sheet of die-cut counters

    d5

    THE GAMEBOARD:he game board has many different areas on it. n

    the corner, the phases of a turn are listed. + turn

    trac1 is located on the lo$er right. here is a corner

    labeled ?

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    n addition, each of these offices has color-coded

    programed instructions listed in a bo8 under their

    name the color behind each position name isnt

    important/. hese are reminders for ease of play,

    telling in $hich phases a Politician may be eligible to

    ta1e action. Sometimes a Politician cannot fulfill his

    duties because a card has been played or the

    Politician is off at the sanatoriumD inactive/D thismeans another Politician assumes the vacant offices

    duties for the moment. hat order is also noted on

    the board. )or e8ample, loo1 at the Eefense *inister

    Fthe programed instructions begin $ith a ?3A. his

    means he is used in the third phase of the turn Spy

    nvestigations/. f the Eefense *inister can"t do his

    !ob, players loo1 for ?3+A in this case, the )oreign

    *inister/. hat Politician no$ may carry out that

    Phase"s opportunities instead. f ?+A is unavailable,

    proceed through the alphabet until a Politician is

    available to act.

    THE POLITICIANS:

    Politician cards have a facial picture of the Politician

    and the Politician"s name. here is also a capital

    letter in the upper left corner for ease of reference on

    a player"s nfluence record sheet.

    n the upper-right is the Politician"s current age. +s

    the game progresses, this $ill change by $ay of

    adding stress to the Politician. Using the number-counters, 1no$n as Stress Points (SP), players $ill

    ad!ust a Politician"s age, placing his ne$ age on top

    of the age listed on the card.

    he card also lists the Politician"s strengths and

    $ea1nesses. hese are important and may have a

    bearing on aging, cards played or results of dice

    rolls.

    here are t$o sets of Politician cards in the game.%ne set is single-sided and labeled Politicians

    *odern. he remaining Politicians are double-

    sided. %ne side, red bac1ground, is the fictional

    Politicians, the other side, gray bac1ground, is the

    historical Soviet Politicians.

    INACTIVE POLITICIANS:

    Politicians in the Sanatorium are inactie! hey may

    neither vote nor ta1e actions. +n action is anything a

    Politician does or decides. he on"#decision an

    inactive Politician may ma1e is choosing to remain in

    the Sanatorium or return to $or1. + Politician

    $ithout any declared influence points is not

    considered inactive.

    THE INTRIGUE CARDS:here are &( ntrigue cards C/. he cards are

    divided into three dec1s by the color of the top bar

    on the front side red, gray and blac1/. +ll game

    versions use the red dec1 $hile the other t$o are

    specific to the version being played.

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    2lac1 on beige: the ard-line Stalinists

    4hite on green: the 0ed +rmy *ilitarists

    4hite on blue: the =ysen1o

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    he other $ay comes at the end of turns 3, 6, and '.

    Starting $ith the player to the left, of $hoever

    controls the highest active Politician, players, in a

    cloc1$ise manner, may choose one of the follo$ing

    options. Publicly add t$o Ps to Politicians currently

    in the Politburo either t$o on a single Politician or

    separate points on t$o different Politicians/ or dra$

    t$o ntrigue cards remember hand limit/, orpublicly add one P and dra$ one card. Players

    should mar1 their nfluence sheets accordingly in

    the proper column. Players must place anyall Ps

    before dra$ing any cards.

    -./ INLUENCE %urs go to &&O/:

    he initial influence assigned by each player only go

    up to &, but through the play of ntrigue cards or

    the Ps added on turns 3, 6, and ', it is possible for a

    player to have more than & points on a Politician. f

    this happens, that player must place his faction"s

    #&" mar1er on the Politician in order to claim that

    status. 4hen he does this, all other factions remove

    their nfluence. 0emoved nfluence is ;%

    eliminated. hose nfluence points are once again

    #undeclared".

    +s long as the Politician remains at #&", no one else

    may put nfluence on that Politician.

    RETIREMENT:

    Sometimes people gro$ too old for office and decide

    to retire. n Kremlin, that ta1es place $hen a

    Politician"s age reaches '6, they are then removed

    from the game immediately. + Politician cannot ta1e

    actions $hich $ould guarantee him to retire. i.e.,

    Condemn at age 'L or higher, Purge at age '>.../

    TURN ORDER:

    n Kremlin, there are eight phases in a turn,

    comprising & year of time. 0egardless of $hich

    game version you are playing, these phases remain

    the same.

    &. Cures

    5. Purges

    3. Spy nvestigations

    L. ealth Chec1s

    >. )uneral Commission

    6. 0eplacement

    N. 0ehabilitation

    (. Parade, of the %ctober 0evolution

    ntrigue card errata:

    ntrigue card 3 +ssassination +ttempt

    Change second sentence to read Mf the result is

    one lo$er than his Purge rating, the politician

    receives YY . f it is t$o lo$er, he receives Y.

    4

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    Modern, Standard & 1928 GameModern, Standard & 1928 Game

    he Mo0ernMo0erngame is a brand ne$ $ay of

    playing Kremlin. his game blends some of the

    best features of the previous game editions. t

    also adds some completely ne$ mechanics to thegame.

    n the modern era, the Communist Party $as

    more stable than in the Stalinist era, but its aging

    leadership fossili9ed and the heavy-handed

    bureaucracy collapsed, leading to a modern

    0ussian state, stripped of much of its Soviet

    empire, but still longing for its days of glory

    under a #security-state" regime.

    he Stan0ar0game reflects the $ay the game

    $as originally played.

    -123: he &'5s $ere a violent and unstable time

    for the Soviet Communist Party. he decade sa$

    the death of =enin, the dismissal of rots1y, and

    the rise of the one man =enin didn"t $ant in

    charge: Stalin. Soon enough, the purges came

    and the remainder of the 2olshevi1 %ld Huard

    $ere dead, $hether from illness or e8ecution..

    Variant: his version ma1es the &'5( game a very common $ay that Kremlin

    is played. t should be read together

    $ith &'5(.

    +ll three versions are mi8ed together amongst

    the core rules. o avoid confusion decide $hich

    game youre playing and then only read the

    game specific rules for it.

    PREPARATION:

    GAMEGAME

    Mo0ernMo0ern

    ntrigue cards: Shuffle together the red

    shaded and blac1 shaded Cs

    red:&-36, blac1:N3-&(/.

    Politicians: use the cards labeled Politician

    *odern.

    =eave the Party Chair empty for the

    moment.

    Eeal three Cs to each player. Players mayloo1 at these before assigning Ps to

    Politicians. Players allocate their Ps before

    the Politicians are dealt to fill the Politburo.

    +fter points are allocated, shuffle the

    Politicians and fill the Politburo in ran1

    order,

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    them on their nfluence 0ecord sheets.

    f there are 3-L players, no points may be

    assigned to ?Bictor +paratschi1A.

    f there are >-6 players, nfluence *+7 be

    assigned ?Bictor +paratschi1A.

    he game $ill last up to ten turns.he game is ready to begin.

    -123-123

    ntrigue card set: Shuffle together the red

    shaded along $ith the gray shaded ntrigue

    cards red: &-36, gray: 3N-N5/.

    Politicians: use the gray bac1ground historical

    Politician cards

    Eeal three ntrigue cards to each player.

    Players may loo1 at these immediately.

    )or &'5(, place ?Bladimir =eninA in the Party

    Chief slot.

    Players no$ assign their Ps, recording them

    on their nfluence 0ecord sheets, prior to

    seeing $here the remaining Politicians begin.

    Players are allo$ed to assign nfluence to

    ?Bladimir =eninA at the start of the game.

    %nce influence is assigned, shuffle the

    Politicians and fill the Politburo and ran1s of

    the People !ust li1e the Standard game. hese

    cards should be placed so that the historical

    Politician gray shaded bar/ is face up.

    he game $ill last up to ten turns.

    he game is ready to begin.

    VARIANTVARIANT

    Use the e8act same ntrigue and Politiciancards as Standard.

    Euring the ncrease nfluence phase the

    additional Ps may be assigned to any

    politician.

    he Party Chief begins sic1, add Y. Hame

    lasts ten turns, unless theres no victor, it

    then proceeds up through the >th phase of

    turn &&. he People, still arranged by

    order of age, consists of all the Politicians

    off the board, not !ust the first L.

    Game Sequence:

    1. CURECORECORE

    aving a Politician you control die is usually

    inconvenient, so often, it is a good idea to spend theyear in a Sanatorium to improve the Politicians

    health.

    n this phase, Boting-*ember Politicians $ith any Y

    on them must decide if they $ish to ta1e a Cure and

    go to the Sanatorium. his is done in voting order

    from the top do$n/. f the Politician goes, a CURECURE

    mar1er is placed on the Politician"s card. Unless an

    ntrigue card is played causing a change, Politicians

    $ill remain in the Sanatorium for the entire year.%nce a Politician is completely healthy and removes

    his last Y, he must return to the Politburo at the start

    of the ne8t turn.

    f you loo1 at the ealth table, youll see Politicians

    have a significantly better chance of regaining their

    health at the Sanatorium than they do remaining on

    the !ob./

    4+0;;HQQ Politicians in the Sanatorium are

    inactiveFand thus more susceptible to Purges and

    rialsQ

    ;+CB< P%=C+;S:

    f a Politician is #ta1ing a Cure" and is located at the

    Sanatorium, he is considered inactive. his is

    important because it means his !ob responsibilities

    no$ fall to another Politician, depending on the

    color-coding on the board.

    + Politician $ith no nfluence on him is still active.

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    %nce the decisions regarding ta1ing a Cure have

    been made, Politicians are aged SPs/. +ging isn"t

    automatic for everyone and may depend on their

    health or their ministry. ndeed, it is possible for

    Politicians to get younger during a turnQ

    hough a Politician"s SPs potentially could belo$ered under no circumstance could his age be

    reduced belo$ his starting age.

    Politicians

    are aged as follo$s:

    & SP if serving as ?Party ChiefA

    & SP for each Yon their card, providing they are not

    at the Sanatorium

    & SP for each??on their card

    & SP if occupying a *inistry that is the same as the

    Politician"s 4ea1ness

    -& SP if occupying a *inistry that is the same as the

    Politician"s Strength

    Sanatori%&: for a Juic1 reference/

    4hen a Politician is at the Sanatorium, ?a1ing the

    Cure,A he is referred to as inactive. he effects of

    $hich are as follo$s:

    -does not age due to any Y

    -more li1ely to gain health.

    -may not vote in either a rial or a nomination-has 3 added to a purge attempt die roll.

    -office duties get passed on to a different

    politician

    -cannot $ave as the P.C.

    -may not perform any actions e8cept to roll

    his health dice or choose to leave the

    Sanatorium

    GAMEGAME

    AGINGTA$ING A CURE:

    Mo0ernMo0ernhere is no limit to the number of years a

    Politician may be aged during this phase.

    Politicians in Siberia age one year

    automatically. n addition, they are aged one

    year for each Ythey have.

    Stan0ar0Stan0ar0

    Euring this ,4ase, no Politician may age more

    than %;< 7

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    2. PURGES

    CORECORE

    n the Purge phase, the KH2 head may attempt to

    eliminate alleged enemies of the state $ithin the

    ran1s of the Politburo. o do this, the KH2 ead

    selects a target and rolls the die. f it is eJual to or

    higher than the Purge number located on the board

    as $ell as here/, the target has been successfullypurged. f the Purge fails, the KH2 ead

    immediately ages 3 years and the Phase is done.

    < PU0H< ;U*2

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    GAMEGAME

    Mo0ern an0 -123Mo0ern an0 -123

    he Eefense *inister may place one??per

    Boting-*ember Politician of his choice, even if

    there is already a??on this Politician the??????

    mar1er is the ma8imum a politician may ever

    have. he only affects of additional??is to age

    the Politician faster/. he Eefense *inistermay not add more than one??to any one

    Politician during this Phase.

    Stan0ar0Stan0ar0

    %nly one??may ever be on a Politician

    CORECORE

    TRIALS:

    + rial may be called against any one Boting-

    *ember Politician $ho had a??

    on him before thebeginning of the Spy nvestigation Phase. Politicians

    $ho didn"t start the phase $ith a??cannot be

    brought to rial. rials are resolved by a vote of the

    senior eight members of the Politburo. he members

    vote in descending order from the Party Chief do$n.

    nactive Politicians are not allo$ed to vote.

    Politicians $ithout nfluence placed on them $ill

    al$ays vote #nnocent".

    f the accused Politician receives t$o #nnocent"

    votes, he is not guilty. f this occurs, remove all of

    the??on the targeted Politician and the Eefense

    *inister is aged three years. f the accused Politician

    is found guilty, he is sent to Siberia.

    f an acJuittal occurs, the Eefense *inister may not

    place a ne$??on that same Politician this turn.

    CONDEMNATIONS:

    he Eefense *inister can bypass the need for a trialfor Candidate-level Politicians. e may chose one

    per year and send him directly to Siberia. his ages

    the Eefense *inister t$o years.

    GAMEGAME

    Mo0ernMo0ern

    he Party Chief or a &st =evel Politburo

    member may negate this Condemnation by

    aging himself > years immediatelyFif

    negated, the Candidate remains and loses none

    of the nfluence on him

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    4 use the >

    year old line.

    5. FUNERAL COMMISSION PHASE

    CORECORE

    his phase is only used if the Party Chief office is

    vacant. f so, the )oreign *inister must name either

    the KH2 Chief or the Eefense *inister as successor.

    f no one occupies those offices then the )oreign

    *inister may nominate someone from the 5nd =evel.

    %nly if the entire Politburo is empty save for himself

    may the )oreign *inister be nominated for the topofficeQ

    +fter a nomination is made, the choice must be

    confirmed by the Boting-*embers. Hoing through

    the ran1s of the &st and 5nd levels starting $ith the

    highest ran1ing member/, Politicians vote. f there

    are three #no" votes, the nomination has been

    re!ected. mmediately age the )oreign *inister one

    year.

    *P%0+;

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    any vacancies on the -st Lee"they must be filled

    based on the oldest Politician $ithin the 5nd level. f

    the 5nd level is entirely empty then the oldest

    Politician from the Candidates is chosen, if also none

    there then from the People.

    ;%: f the number of

    vacancies in the Politburo is greater than the number

    of Politicians in the Politburo and among the People,

    the game ends immediately. 4hoever controls the

    highest ran1ing active member of the Politburo $ins

    the game.

    %nce all promotions are complete, ma1e sure that

    there are at least four Politicians in the ran1s of the

    People. f there are fe$er than four there, Politicians

    are added in +ge-order.

    ;%

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    Parades duration. Success is a sign of the

    *otherlands strengthQ

    f the Party Chief is healthy, his $ave is

    automatically successful. f the Chief has a Y , he

    must roll eJual to or greater than N to successfully

    $ave. f the roll fails, the Party Chief must age one

    year. f he has YY then the roll for success becomesa &L or higher. f this fails, the Party Chief is aged

    t$o years.

    f there $as a successful $ave, put a )action mar1er

    of the )action $hich controlled the Party Chief on

    the turn chart. f the $ave failed, place a Y there

    instead.

    0emember: + Party Chief a1ing the Cure cannot

    even attempt to $ave.

    VICTOR*

    GAMEGAME

    Mo0ernMo0ern

    Bictory is determined by the first faction to

    control the Party Chief for three $aves. his

    can be three different Party Chiefs each

    $aving onceQ f a $ave is done successfully,

    place a faction mar1er on the urn rac1 on

    the appropriate turn.

    f no one has $on by the end of urn &,

    victory is determined by $ho has the highest

    score. + faction"s score is determined by:

    & pt. for each successful $ave

    3 pts. for controlling the Party Chief

    ) not inactive/

    5 pts. for each &st =evel Politburo

    member controlled ) not inactive/

    & pt. for each 5nd =evel Politburo

    member controlled ) not inactive/

    f there is a tie, the +mericans $in

    $hich means everyone loses/.

    Stan0ar0Stan0ar0

    he game ends $hen a single Po"itician$aves

    three times regardless of $ho controlled him

    during those $aves. Place a SP mar1er on

    that politician to indicate the number of $aves

    during the game/. +ll hidden nfluence on the

    Party Chief is no$ revealed and $hoever

    controls the Party Chief after all nfluence is

    revealed $ins the game. this reveal is

    technically simultaneous so a player"s chance

    to add more Ps ends upon the first player to

    reveal/. f no single Politician $aves threetimes during the game, $hoever controls the

    Party Chief at the end of urn & $ins instead.

    -123-123

    Bictory is determined by the first action

    $hich controls the Party Chief for three $aves.

    t does not have to be the same Politician $ho

    $aves each timeD it can be three different

    Politicians each $aving onceQ f a $ave is done

    successfully, place a faction mar1er on the urn

    rac1 on the appropriate turn.

    f no )action manages three $aves in ten turns,

    $hoever controls the Party Chief at the end of

    the game is the victor.

    VARIANTVARIANT +s mentioned earlier if the

    primary victory condition isnt met by turn

    & the game proceeds into the &&th turn

    and ends immediately after the >th phase.

    he )action $ho controls the P.C. at this

    point is the victor.

    ADDITIONAL RULES

    GAMEGAME

    TRUST NO ONE

    Mo0ern an0 -123Mo0ern an0 -123

    +n individual $ho proclaims no loyalties or

    ideals in his office cannot be trusted. f a

    Politician has not had any nfluence declared

    on him, he is immediately condemned to

    Siberia at the end of the Spy nvestigation

    Phase.

    Mo0ern:Mo0ern:enforced among &stlevel Politburo

    only.

    -123:-123:enforced among &stand 5ndlevel

    Politburo only.

    VARIANTVARIANT and Stan0ar0Stan0ar0

    his rule isnt enforced.

    12

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    BRIBES AND NEGOTIATIONS

    CORECORE

    Euring the game, players are allo$ed to e8change

    cards or trade cards for favors such as agreeing not

    to target a specific Politician during a Purge Phase/.

    he only limiting factors are:

    Trades may only be made bet$een t$o players.Tnfluence Points may not be traded.

    T+ll tal1 must be public though the card contents do

    not need to be revealed/.

    T%nce an agreement is reached, both parties are

    bound to it. Eeal-brea1ing is not allo$ed in

    Kremlin.

    GAMEGAME

    -123-123:

    ;o difference from core rules.

    VARIANTVARIANT +n agreement is bindingonly $ithin the current phase. 2eyond

    that it"s merely a promise.

    Ne? Mec4anic +or t4e Mo0ern Ga&e:

    GAMEGAME

    E@ILE:

    Eiscretion is the better part of valor.

    Politicians $ho are the declared targets of

    either Purges or rials but not

    Condemnations/ have the right to declare that

    they are going into

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    Variants +or an# 8a&e ersion:

    T4ree P"a#er Version

    Players may assign #&" to an &&th Politician.

    ;o Ps may be placed on the Party Chief until

    the end of the third year the first opportunity to

    add influence/.

    C"%' ;;

    +ssign your >> total Ps in any manner you $ish,

    doesn"t have to be on e8actly & Politicians.

    Li&ite0 E0ition Po"itician

    f your set came $ith the l.e intrigue and

    Politician cards heres some suggestions as toho$ to use them. he l.e. ntrigue cards can be

    used $henever you $ant.

    a1e the 6 l.e. Politicians double lettered/ and

    pass one to each player. his is their e8clusive

    Politician. %nly that player may assign Ps to

    him. Euring the adding influence phase players

    may add to other players e8clusive politician.

    %riginal Hame: Urs ostettler

    0eprint Eevelopment: im Eiet9

    0e-$rite and layout: *ar1 efferson