JuntaVivaelPresidente--EnglishRules
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Transcript of JuntaVivaelPresidente--EnglishRules
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Junta: Viva el Presidente
Several years have passed since the island was afflicted by unrest and attempted coups.
Since then, the army has become mostly irrelevant. In its place, private militias do the dirty
work. The members of the Junta live a reclusive life in grandiose estates financed by theirSwiss bank accounts. The players belong to this Junta and now command their own private
militias. And, as before, they rob their opponents unscrupulously and ambush the president
as often as they can in order to become president themselves. The players must pocket as
much development aid as possible, use this to hire new militias and extend their estates.
The player who does this the fastest wins the game.
Vital Statistics
Players: 4~5
Game Time: 45 min ~ 1 hourSetup Time: 5 min (10 min if the box has just been opened)
Idea: Politics, game theory
Objective
The first player to reach 5 victory points (6 if playing the expert version) wins the game. Each
building on a players estate contributes a victory point, as well as two of the cards in the
pack. If playing the expert version, possessing the presidents sunglasses is worth a victory
point too.
Components
5 estates, each a different colour
25 building tokens
5 overview cards, each a different colour
45 game cards
20 dice, divided into five groups of 4 dice each matching the estate colours
5 foldout cardboard screens, in the form of a camouflaged troop transport vehicle
The presidents sunglasses
Preparing to play
Each player chooses a colour, and receives the estate of that colour, an overview card of
that colour, a single die of that colour representing their first militia, and a screen. Each
player rolls a die, and the highest roll becomes the president. Ties are rerolled. The game
cards are shuffled and placed face down in the centre of the playing area.
Game Play
The game proceeds in a series of rounds each consisting of 6 phases, which are outlined
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on the overview card, and detailed below. The game ends when a player achieves 5 victory
points (or 6 if playing the expert version).
Phase 1: Draw cards
The president starts the round by receiving the lions share of development aid, in the form
drawing cards from the face down pack. The president draws a number of cards equal tothe number of players plus 2. Proceeding clockwise from the president, each player draws
a single card for themselves. In the first round the players may draw two two cards if the are
not the president. The cards consist mainly of aid money in denominations of 1 Million, 2
Million, or 3 Million pesos, some action cards which can assist in coup attempts or perform
other functions, and two victory point cards, the yacht and the luxury sports vehicle. Cards
that are played, or money spent, is placed face up on a discard pile. If the pack is depleted,
the discard pile is shuffled and placed face down to become a new pack.
Phase 2: Make promises
The president is always in a weak position, militarily. They may not attack other players,and their militias are weak. As such the president must rely on their cronies to defend them,
and the cronies expect compensation. The president makes promises to each of the other
players by placing at least one card from the their own hand (the presidents) onto the
promissory area of each other players estate. The other players may look at the cards they
have received, but do not take them up into their hands just yet. Players are free to bargain,
bluff, threaten, or otherwise negotiate a better promise out of the president, and are not
obliged to honour any agreements they make.
If playing the expert version, the president may also, but is not required to, loan one or more
(up to their current total) militia dice to another player (or players). To do so, the presidentplaces the loaned militia dice on the promissory area of the appropriate players estate. The
president decides on the orders issued (See Phase 3: Issuing orders to militia) to those
militias they loan to other players, as long as those militias loaned neither attack nor defend
the president. These orders will be freely visible to all players.
Phase 3: Issuing orders to militias
Orders are issued to militias by placing the militia dice behind the screen, with the intended
action for each militia represented by the number displayed on the upwards facing side of
the die. Each militia may be ordered independently of the others. Note that each estate
has a number (indicated by the picture of the die at the top centre of the estate board). The
president must always order all their militias to defend their own estate, i.e. the president
may not attack other players. The other players may order their militias as follows
Defend their own estates by displaying the number of their own estates
Attack an opponents estate by displaying the number of the estate they want to
attack, which can be the presidents or any other players. Note that multiple players
may attack the same estate, in which case their forces are combined.
Defend the presidents estate by displaying a 6
Once everyone has issued their orders, in secret, behind the screen, the president issues
the order to lift the screens, and everyone reveals their militias orders simultaneously.
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Phase 4: Battle
Starting with attacks on the president, battles are resolved clockwise by estate, each battle
consisting of four sub phases.
1. If the defender has applicable cards, they may be played now by revealing them and
then discarding the face up onto the discard pile.2. If the attackers have applicable cards they may be played now by revealing them and
then discarding the face up onto the discard pile.
3. All the militia dice which are involved in the attack or defence of the estate are rolled,
e.g. If the red player issues orders to attack the blue players estate with one militia
and with their second militia issues order, red only rolls the die assigned to attack
blue.
a. The defenders score is equal to the total number of buildings on their estate
(including the main mansion) plus the sum of the dice rolls of the militias
assigned to the defence of the estate. Note that the president neverrolls their
own militia dice, as they always automatically roll 1s, however, dice otherplayers assign to defend the president may be rolled as normal.
b. The attackers have an attack score equal to the sum of the dice rolls of those
militia assigned to attack the estate.
c. If the attack score is equal to or less than the defence score the attack fails. If
an attack is successful, attackers may loot
d. If the attack score exceeds defence score, the attack is successful, and the
attackers may loot the defenders estate by taking cards pulled randomly from
the defenders hand. The attackers loot in descending order of their personal
attack scores. If a defender has less cards than there are attackers, those
attackers who are too low in the looting ranks get nothing. If the defenderis the president, they relinquish the presidency, i.e. they hand over the
sunglasses, to the attacker with the highest personal attack score at the end
of phase 4, after all other battles have been resolved. In the case of a tie for
highest personal attack score, the tie is broken by an additional dice roll.
If an attack against the president was successful, no player receives their promised cards;
they are all discarded. If the president is not attacked, or an attack against the president was
not successful, those players who did not attack the president may take the cards up from
the promissory field of their estate into their own hands.
If using the expert rules, players that roll a 1 on a militia die may nominate one opponents
militia die for each 1 they rolled to be destroyed, i.e. removed from the players active milita
pool. It may be purchased again normally.
If using the expert rules, players that have been loaned a militia by the president, but who
attack the president nonetheless, must return the loaned militia immediately after the battle
for the presidents estate. Loaned militias act as if they were the recipients own militias, with
the following exceptions:
Loaned militias must and will execute the orders specified by the president upon
making the promise
Where cards that affect the Militias of the president are concerned, the loaned
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militias count as Militias of the president
The recipient of the loaned militia may roll the loaned militia dice normally, they are
not automatically 1s.
The president is not considered an attacker or defender in any battle their loaned
militia take part in, and thus the president can not loot, nor be looted.
Once all battles have been resolved, the loaned militias are returned to the president,assuming they were not destroyed during a battle.
Phase 5: Spend money
During this phase, players may spend their money (cards with various denominations of
pesos) on
Drawing a card (max once per turn) - 1m Pesos
Buy 1 militia (max. 4) - 2m Pesos
Buy a building - 4m Pesos
To purchase, players simply discard their pesos or equal or greater value to their total
purchases. They do not receive change.
If any player has a total of 5 (6 if playing the expert version) or more victory points at the
end of this phase they win. Note that players only check for this condition at the end of this
phase, players do not immediately win upon getting their final victory point. This allows for
the possibility of multiple players having 5 or more victory points at the same time. In this
case the winner is the player with the most victory points, and in the case of a tie, the most
money in hand.
Each building on a players estate counts as one victory point, including the main mansion.
There are two cards, the yacht and the luxury sports car, that each count as a victory point. Ifplaying the expert version the presidents sunglasses count as a victory point too.
Phase 6: Check hand limit
During this phase, all players must discard cards from their hand in excess of 4.
Cards
Ablenkungs ManoeverPlay immediately after dice rolls during a battle
You may choose to reroll one die (yours or your opponnents) of your
choice orall dice must be rerolled
Attentat
Play before a battle
Destroy one militia involved in this battle belonging to an opponent
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Annexion
Play as an attacker during a battle only when the defender has more
buildings than you
If your attack is successful, you may take one building from the defender
and place it on your own estate and look at their hand
Bauernaufstand
Play before a battle
Defending militia in this battle are not rolled, but automatically have a
value of 2
Bestechung
Play before a battle
Ignore the militias of the president in this battle
Einbrecher
Play immediately after the president has made his promises
Look at the hand a single opponent of your choice, and take one card
from their hand into your hand
Kanonenboot
Play before a battle
Add 3 to your attack or defence score
Luxuskarosse
Worth on victory point. Keep in your hand, and reveal when you are
about to win.
Spion
Play immediately after orders have been given to militia, and before they
are revealed
You may look at the orders of other players, and adjust the orders to
your militia before orders are revealed
Studenten Verteilen Flugblaetter
No battles this round
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Parteispende
Play during the spending phase
You may place one building on your estate for free
PR Kampagne
Play during the spending phase
You may purchase one militia for free
Yacht
Worth on victory point. Keep in your hand, and reveal when you are
about to win.
Ueberrachungsangriff
Play as an attacker before a battle
Building of the defender may be ignored this battle
Copyright James Dominy 2010; This Document is distributed under the the CreativeCommons(By Attribution,Non-commercial, ShareAlike) licence, version 3.0 or higher.
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