COVER
Latjivan Enclave
Federated Dusselheim Bjarlholm Eldurrokk
Andverlund
Warska
The Kingdom of Anglia Marselais Revolutionary Republic
Konstanz Cantonate
The Union
Isles of Nassos Cassalon
“United We Thrive�
2 The Supranational Union: A Statecraft Expansion
Sylmonia
Overview The Supranational Union is beginning to fray. The complex arrangements of decades of treaties built up into a patchwork of delicate diplomacy is teetering on the brink. Will you take the role of the visionary federalist or champion the identity of your nation state in this campaign for the soul of a continent? In the Supranational Union expansion to Statecraft the Political Card Game, you will compete in two teams in 12 individual games of Statecraft, each of which will be for dominance over a particular nation state of the Supranational Union. Once each of the 12 games are complete, the two teams will compete in a final, last stand, scenario for the Federal Council. The results of the previous 12 games will determine the make-up of the Council and you will have a final opportunity to swing the tide of power in your favour.
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3
The Teams How to determine teams In the Supranational Union, there are two teams: the Separatists and the Federalists. Each player must determine which team they will side with be. This is permanent for the remainder of the campaign so choose wisely! Players must be evenly distributed between the two teams. To determine who is on which team, use some arbitrary method, like voting, flipping a coin, or making increasingly bold pronouncements until someone gives up or cracks up laughing.
What if I have an odd number of players? If you’ve got an odd number of players, then to keep the mechanics balanced, the ‘odd’ player may control two parties in an association
4 The Supranational Union: A Statecraft Expansion
An association functions exactly as two independent players, with the exception that BOTH ‘players’ count as the incumbent if one or the other counts as the incumbent.
What teams get Each team is assigned a series of special cards, firstly their ‘Identity’ cards, which remind you which side you’re fighting for, and depending on your team, action cards. These special action cards are ‘campaign-effect’ cards and are not shuffled into the main deck, but are kept to one side until they are used by their respective team. These represent actions that affect the wider campaign narrative, rather than the tactical goings on of an individual national fight.
The Nations & The Union The 12 nations of the Union form the 12 scenarios that
On the next two pages are two tables: a list of the
you will compete over.
nations and their special rules, and a summary of
Each of these Nations come with the same information as regular Statecraft Scenario cards: a number of
special rule effects. (Note the Federal Council rules are given later on!)
starting Supporter cards, a number of Politicians to draw when using the recruit manouever, a game end Nation Card
condition, a win condition, and some special rules. In the Supranational Union, Nation cards have harmonised special rules, where the special rules for that Nation are given in keywords, that can be referenced in these rules.
expansion also includes an indicator of game length, so
“Together, Uniquely”
5
Supporters
The game ends when each player has had 6 turns.
Supporters/Politicians
3
End/Win Conditions
Politicians
The winner is the team with the most supporters.
Rich, Partial Member, Supranational Sceptics Game Length: Medium © Inside the Box Board Games
Special Rules SU-SC-1
Each Nation card in the Supranational Union
Konstanz Cantonate
Game Length Region Icon
you can plan your sessions more easily.
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5
Konstanz Cantonate
Rich, Partial Member, Supranational Sceptics
Marselais Revolutionary Republic
Rich, Founding Member, Nationalist Zealots, Populous
Federated Dusselheim
Rich, Founding Member, Nationalist Zealots, Federalist Zealots, Populous
Andverlund
Capital State, Founding Member
Isles of Nassos
Bankrupt
Cassalon
Bankrupt, Populous
Warska
Populous
Sylmonia
New Member, Populous
Latjivan Enclave
New Member
Bjarlholm
Rich, Partial Member
The Kingdom of Anglia
Rich, Populous, Supranational Sceptics
Eldurrokk
Bankrupt, Partial Member, Sparsely Populated
The Supranational Union
The Federal Council (see page 8)
6 The Supranational Union: A Statecraft Expansion
Rich
Each player is restricted to Budget points from -2 to +5, rather than the usual -5 to +5
Populous
This Nation comes with 3 seats in the Federal Council, rather than the usual 2. If the Separatists win this Nation, they start next game with a hand of 5 cards (hand limit of 3 still applies).
Sparsely Populated
This Nation comes with 1 seat in the Federal Council, rather than the usual 2.applies).
Partial Member
If the Separatists win this Nation, this Nation counts for 1 Victory Point. If the Federalists win this Nation, this Nation counts for 3 Victory Points.
Founding Member
If the Separatists win this Nation, this Nation counts for 3 Victory Points If the Federalists win this Nation, this Nation counts for 1 Victory Point. Federalists start with 1 Supporter each of their choice in their claimed Supporters area.
New Member
Each player on the Federalists team starts with hand of 5 cards (hand limit of 3 still applies).
Nationalist Zealots
(Extreme Voter Crossover) - Add the Nationalists Supporter card to the floating supporters area, and remove one other at random as per the Extreme Supporter rules.
Federalist Zealots
(Extreme Voter Crossover) - Add the World Federalists Supporter card to the floating supporters area, and remove one other at random as per the Extreme Supporter rules.
Bankrupt
Each player is restricted to Budget points from -5 to +2, rather than the usual -5 to +5
Capital State
The Separatists must win more than 2/3 of the Supporters of this Nation to win it, otherwise the Federalists win this Nation. If the Separatists win this Nation, they win the campaign.
Supranational Sceptics
The Federalists must have 1 more than a majority of Supporters to win this Nation.
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The Campaign Throughout the campaign, each national battle will
on the Map Cards provided. Multiple cards have been
determine the make-up of the federal council at the
provided so you can play lots of campaigns! Printable
final battle for the soul of the continent.
cards will be available on the ITB website in case you
For each nation that the Federalists win, the respective Electors (see below) make up the Supporters Pool of the final scenario. For each national battle, a team is awarded 2 Victory Points for each nation they win, unless the special rules of that nation dictate otherwise.
run out.
Policies & Actions Each player is given one of the special campaign policy cards at the start of each game (except the final Federal Council scenario). Players start with this card in their hand (though note this card does NOT count
Winning a clear majority of nations in any given region
towards your hand limit of three!). Each player can only
gives a team a bonus of 4 Victory Points.
announce the special policy once per game (i.e. once
Winning control of the Federal Council (i.e. winning the final scenario) gives the winning team a bonus of 10 Victory Points. Players should track their respective wins and points
8 The Supranational Union: A Statecraft Expansion
per national scenario), and can only announce it onto their Leader. This card does not affect your ideology tracker or budget tracker. The special policy cards CANNOT be denounced.
--
The federalist team holds their action cards collectively and must come to consensus about
State Federalism
±1
how and when to use them. That means a unanimous vote! Membership Referendum
FAQ on action cards
SU-PO-1
Needs State Separatism announced to activate
SU-AC-1
Action
This game immediately ends.
--
used, it may not be used at any other point
±1 State Separatism
during the campaign - they are not discarded,
© Inside the Box Board Games
Campaign Policy Card
just returned permanently to the box.
Campaign Action Card
Each team gets assigned a series of special campaign
--
--
Unless otherwise stated, these cards may not be used during the final scenario
action cards at the beginning of the campaign (i.e. before the first national game has begun).
Unless otherwise stated, once a card has been
--
For the avoidance of doubt, ‘announced to play’
The separatist team divides their action cards
implies that the player of the appropriate action
amongst the players at the start of the campaign
card has announced the relevant policy.
--
Each player chooses individually how and when to use their card(s)
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9
Events and Emergencies
Leaders
Before the beginning of all national scenarios in the
Faction Leaders are assigned to the players at the start
campaign, shuffle together half of the Supranational
of the campaign at random according to their team.
Union Event and Emergency cards into the Policies &
(There are faction leaders for each team)
Actions deck along with the selected number of core Event and Emergency cards. For the Federal Council scenario, shuffle ALL available Event and Emergency cards into the Policies & Actions deck.
Players cannot switch their leaders between games. If your starting leader is murdered or dies as a result of any effect, you must replace them and continue using the replacement throughout the rest of the campaign. If your current leader is simply removed/replaced
Federal Currency Collapse
without actually killing them, they return for the next and subsequent scenarios. Their Union Games
replacement is returned to
Encourage Federal Pride
The next Separatist player to take their turn may immediately draw 2 cards.
© Inside the Box Board Games
© Inside the Box Board Games
Campaign Event Card
Campaign Emergency Card
Leader
Emergency
: draw 1 Card
SU-EV-2
Event
Celebrate National Heroes
All players must shuffle their announced Economy policies into the action deck.
SU-EM-2
or
Once per turn, if there is a politician in an opposing cabinet that has no policies of the same colour as those of their associated leader, spend a card to move that politician and their policies to a cabinet in your team.
SU-LE-1
: draw 1 Card
Draw two cards and immediately play one of them, discard the other.
the Faction Leader deck.
Karl Franzdorf
Freeplay any policy from your hand
© Inside the Box Board Games
Campaign Leader Card
10 The Supranational Union: A Statecraft Expansion
The Electors Each nation has one or more ‘Electors’ which function as Supporters for the final scenario - the Federal Council. These cards are ONLY used in the final scenario, regular randomised core set Supporter cards are used for each individual national scenario.
3 3 0
4 3 6
Warskan Elector Elector
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Warska Elector
SU-SP-18
Andverlund Elector
SU-SP-9
Elector
Keeper of the Capitol Keys
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Elector Cards
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