this is a hierarchy token.

this is the power hierarchy.

this is the influence hierarchy.

establish the hierarchies.

PLACE A TOKEN FROM EACH SUIT IN RANDOM ORDER IN THE POWER HIERARCHY.

establish the hierarchies.

PLACE A TOKEN FROM EACH SUIT IN RANDOM ORDER IN THE INFLUENCE HIERARCHY.

this is a playing card.

THE VALUE IS THREE.
THE SUIT IS ARROWS.
IT IS THE THREE OF ARROWS.

2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, OR A.

2
IS THE LEAST POWERFUL VALUE.
A
IS THE MOST POWERFUL VALUE.

A PLAYING CARD IS CONSIDERED
MORE POWERFUL THAN ANOTHER PLAYING CARD WHEN
IT BELONGS TO THE SAME SUIT AND HAS A HIGHER VALUE.

each playing card has one of
13 values.

for example.

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

A PLAYING CARD IS ALSO CONSIDERED
MORE POWERFUL THAN ANOTHER PLAYING CARD WHEN
IT BELONGS TO A SUIT THAT IS
CURRENTLY RANKED HIGHER IN THE POWER HIERARCHY,
NO MATTER WHAT VALUE IT IS.

for example.

IF THE POWER HIERARCHY LOOKS LIKE THIS.

THEN.

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

these are action cards.

YOU CAN USE ACTION CARDS TO SWITCH HIERARCHY TOKENS AROUND
ON EITHER THE POWER HIERARCHY OR THE INFLUENCE HIERARCHY.

WHEN USING ACTION CARDS,
YOU CAN PLAY AS MANY AS
YOU WANT AT ONCE.

“ADJACENT” MEANS “NEXT TO.”
THIS APPLIES TO SUITS REPRESENTED BY HIERARCHY TOKENS
THAT ARE ADJACENT TO
EACH OTHER EITHER
HORIZONTALLY OR VERTICALLY
IN A HIERARCHY.

ONLY THE “TAKE THE CROWN”
ACTION CARD CAN BE USED
TO SWITCH A SUIT INTO A
CROWN POSITION IN A HIERARCHY.

ACTION CARDS ARE ONLY USABLE
WHILE THERE ARE STILL CARDS
IN THE DRAW PILE.

end of round.

THE MOMENT THE DRAW PILE IS EMPTY, THE ROUND IS OVER
AND PLAYERS CAN CALCULATE
THEIR INFLUENCE SCORE.

IF SOMEONE SUCCESSFULLY SHUTS DOWN THE GOVERNMENT,
THE ROUND IS OVER AND PLAYERS CAN CALCULATE THEIR INFLUENCE SCORE,
REGARDLESS OF HOW MANY CARDS REMAIN IN THE DRAW PILE.

WHEN A ROUND ENDS, ANY CARDS REMAINING IN THE DISCARD PILE GO STRAIGHT TO THE DEAD PILE.

calculating influence score.

WHEN CALCULATING YOUR INFLUENCE SCORE AT THE END OF THE ROUND,
EACH Q ALWAYS = 13 INFLUENCE POINTS,
NO MATTER WHAT SUIT
IT BELONGS TO.

EACH ACTION CARD ALWAYS = 0 INFLUENCE POINTS.

FOR ALL OTHER PLAYING CARDS, THE INFLUENCE SCORE IS CALCULATED
BASED ON HOW THEIR SUIT RANKS IN THE INFLUENCE HIERARCHY
AT THE END OF THE ROUND.

THE CROWN SUIT IS = 13 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

IF THE WILD IS A Q,
THE “WILD.” SUIT = 13 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

IF THE WILD IS A J, K, OR A,
THE “WILD.” SUIT = 0 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

IF THE WILD IS AN ACTION CARD,
THE “WILD.” SUIT = 11 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

IF THE WILD IS A NUMBER (#) VALUE,
THE “WILD.” SUIT = THAT NUMBER (#) OF INFLUENCE POINTS
PER NON-QUEEN CARD OF THAT SUIT.

THE “10.” SUIT = 10 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “9.” SUIT = 9 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “8.” SUIT = 8 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “7.” SUIT = 7 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “6.” SUIT = 6 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “5.” SUIT= 5 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “4.” SUIT = 4 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “3.” SUIT = 3 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “2.” SUIT = 2 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “1.” SUIT = 1 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE “0.” SUIT = 0 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

for example.

IF THE INFLUENCE HIERARCHY LOOKS LIKE THIS.

THEN.

A PLAYER WITH THIS HAND AT THE END OF THE ROUND.

WILL HAVE AN
INFLUENCE SCORE OF 60.

TWO QUEENS = 2 x 13 INFLUENCE POINTS = 26 INFLUENCE POINTS
ONE NON-QUEEN SQUARE = 1 x 10 INFLUENCE POINTS = 10 INFLUENCE POINTS
TWO NON-QUEEN CRESCENTS = 2 x 9 INFLUENCE POINTS = 18 INFLUENCE POINTS
ONE NON-QUEEN ARROW = 1 x 6 INFLUENCE POINTS = 6 INFLUENCE POINTS

26 + 10 + 18 + 6 = 60 INFLUENCE POINTS.

HOWEVER, IF THE INFLUENCE HIERARCHY LOOKS LIKE THIS.

THEN.

A PLAYER WITH THIS HAND AT THE END OF THE ROUND.

WILL HAVE AN
INFLUENCE SCORE OF 43.

TWO QUEENS = 2 x 13 INFLUENCE POINTS = 26 INFLUENCE POINTS
ONE NON-QUEEN SQUARE = 1 x 5 INFLUENCE POINTS = 5 INFLUENCE POINTS
TWO NON-QUEEN CRESCENTS = 2 x 0 INFLUENCE POINTS = 0 INFLUENCE POINTS
ONE NON-QUEEN ARROW = 1 x 13 INFLUENCE POINTS = 13 INFLUENCE POINTS

26 + 5 + 0 + 13 = 43 INFLUENCE POINTS.

winning the game.

WIN THE WHOLE GAME INSTANTLY BY HAVING
ALL 13 QUEENS IN YOUR HAND
AT THE END OF ANY ROUND.

OTHERWISE, WIN SEVEN OR MORE ROUNDS
TO WIN “WITH THE POPULAR VOTE.”

IF NO ONE WINS SEVEN OR MORE ROUNDS,
WHOEVER WINS THE MOST ROUNDS OUT OF 13 ROUNDS
WINS “WITH THE ELECTORAL COLLEGE.”

winning a round.

WIN A ROUND BY HAVING
THE HIGHEST INFLUENCE SCORE.

IF THERE IS A TIE FOR THE HIGHEST INFLUENCE SCORE,
THE TIED PLAYER WITH THE MOST QUEENS WINS THE ROUND.

IF THE TIED PLAYERS HAVE THE SAME NUMBER OF QUEENS,
THE TIED PLAYER WITH THE MOST POWERFUL QUEEN WINS THE ROUND.