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German Style Political Conflict Game (A New Regime)

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Joined: 07/19/2015

Hey there, my name is Lucas Arndt, and I am currently designing my first board game. I like the concept of risk, but I find it dreadfully boring to play. Therefore, I recently began designing a game which is essentially a more complex and, ideally, a much more fun version of this classic world domination game. I wouldn't quite call my game a "War Game" - a "Political Conflict Game" is much more accurate.

"A New Regime" is set in the distant future after a third world war annihilates the earth and every civilization crumbles to chaos. New regimes rise from the ashes in hope of obtaining world domination through a display of true power. The game begins with a world in chaos and three or more regimes coming to power in their respective new capitals. In a turn based format, each regime attempts to qualify for as many points as possible for the end-game scoring while also trying to meet their private and randomized end-game conditions. On a board that consists of approximately 5 states per regime, each player begins earning tokens, creating outfits (outfits imperialize states and conflict with other outfits), and taking over states - all of which are defined by three affiliations: militaristic, religious, and economic.

Creating a market with three different forms of currency as well as mechanics that affect states and outfits of each affiliation differently, "A New Regime" requires a deep understanding of the core concepts, a large amount of economic prowess, and intense tactical savvy. You cannot accidentally win this game.

Combining a high necessity for skill with little reliance on luck, along with replay-ability that roots from the capacity to quickly make custom boards out of paper, maps, or other game boards, this game is targeted towards experienced gamers who enjoy war games, economic games, and simulator games.

What I think is the best quality of this game is the variance in play styles which can all still result in victory.

Have any questions or comments? Leave a reply. Or, if you wish, you can read the second draft of the manual posted below. thank you all so much for your time! I hope to read a reply from you!

{GAME MANUAL}..................................................................

A New Regime



(A) = Token where A is the affiliation
X = Militaristic
$ = Economic
T = Religious
Y = Initial affiliation
Z = Desired affiliation


A New Regime is a German style board game set in a dystopian future, as new regimes rise from the ashes of the pre-war civilizations destroyed in the third world war. Using the powers of brute force, blind faith, and greed, each regime competes for true supremacy as they see fit.


The game consists of three action dice and an uprising die.

The action dice are D8 dice with four shaded sides labeled 0 – 3 and four unshaded sides labeled 0 – 3.

The uprising die is a D6 labeled 0-5.



In states controlled by players, loyal population is represented with colored figurines and un-loyal population is represented with black figurines. Neutral states’ loyal population is the only time loyal population is represented by black figurines. States have a loyalty score determined by the equation below.

(loyal pop.)-(un-loyal pop)=loyalty score


The game consists of three affiliations which define regimes, states, outfits, and tokens. The three affiliations also determine the mechanics of imperialization and conflict. The three affiliations are militaristic, economic, and religious – red, blue, and white respectively.


Tokens are the main currency in the game, and each token affiliation has a specific function. Tokens can be traded between players, or with the game 3(Y):1(Z)


Outfits can be purchased using tokens, and each outfit can consist of 1 – 9 units. The more units there are in an outfit, the more difficult the outfit is to conflict with, and the longer the lifespan of the outfit will tend to be. A state cannot generate more units per turn than its loyalty score. An outfit’s affiliation determines the mechanics of how the outfit imperializes and conflicts with states and other outfits respectively.
Outfits may move one adjacent state per turn beginning on the turn that they are purchased. Instead of moving one space per turn, outfits belonging to the same regime may swap states if the states are adjacent. Outfits may also retire any number of units onto loyal states as loyal population before or after movement. Outfits may imperialize or conflict after movement or unit retire (if either occur), however once an outfit has imperialized or conflicted, it may not move until the next turn. Outfits belonging to the same regime may not occupy the same state.


If you control an outfit occupying an un-loyal or a loyal state on your turn, you may imperialize that state using the method that correlates with the outfit’s affiliation. Although the mechanics for each method are different, the same basic process is carried through.
You roll 1 – 3 action dice.
Pick the value that you prefer out of the dice rolled
Carry out the imperialization
If the imperialization is successful, decide whether you would like to gain control of the state or let it become neutral (only for non-neutral states)
To determine how many action dice to roll, consult the action grid where the “attack” section refers to the outfit’s affiliation and the “defend” section refers to the state’s affiliation. The value stated is the number of action dice.

------------- Defend
------------- X $ T
Attack X 1 3 2
---------- $ 2 2 3
---------- T 1 1 1

-Purchasing: When you purchase a state, find the loyalty score of the state you are attempting to purchase. Then, your action di value comes into play. If the value is shaded, you subtract the value from the existing loyalty score. If the action die value is unshaded, add the value to the loyalty score. You must then pay 2($) for every value of the loyalty score. If this number is 0 or less, you pay nothing. If the value is more than you can pay, you pay nothing and the action fails: you do not gain control of the territory; However, if you can pay for it, you must.
-Converting: When you convert a state, you are taking loyal population and turning them into un-loyal population. Regardless of the shading of your action di, the value determines how many colored figurines are replaced with black figurines. For neutral states, the action die value of black figurines are replaced with your regime’s colored figurines and the state is automatically in your control. If an opposing state you are converting falls into chaos, you must, on top of rolling for your own uprisings, roll for an uprising in this state. If the uprising is successful, the state falls into your control and the un-loyal population swaps values with the loyal population. If an opposing state you are converting becomes completely un-loyal when you are in your imperialization phase, the state falls under your control with complete loyalty.
-Obliterating: When you obliterate a state, your action di value determines how much of the population you will kill, removing them from the board. If the value is shaded, you kill the unloyal population. If the di is unshaded, you kill the loyal population. If the shaded value is larger than the number of un-loyal population, overflow the killing into the loyal population. If an opposing state you are obliterating falls into chaos, you must, on top of rolling for your own uprising states, roll for an uprising for this state. If the uprising is successful, the state falls into your control and the un-loyal population swaps values with the loyal population. If an opposing state you are obliterating becomes completely un-loyal when you are in your imperialization phase, the state falls under your control with complete loyalty.


If you control an outfit occupying the same state as an opposing regime’s outfit, you may conflict with that outfit using the method that correlates with the outfit’s affiliation. Although the mechanics for each method are different, the same basic process is carried through.
You roll 1 – 3 action dice.
Pick the value that you prefer out of the dice rolled
Carry out the conflict
To determine how many action dice to roll, consult the action grid where the “attack” section refers to the conflict initiating outfit’s affiliation and the “defend” section refers to the receiving outfit’s affiliation. The value stated is the number of action dice.

------------- Defend
------------- X $ T
Attack X 1 3 2
---------- $ 2 2 3
---------- T 1 1 1

-Attacking: If the value of the action die is 1, 2, or 3 unshaded, kill that many units of the opposing outfit. Of the value is 1, 2, or 3 shaded, lose one unit from your attacking outfit to friendly fire.
-Bribing: Attempt to bribe a certain number of the opposing outfit’s units. The price is 3($) per unit. Then roll one action di. If the value is shaded, the bribe failed. You still lose the money, but the units remain. If the di comes up unshaded, the bribe is successful, and the units are discarded. If the bribe is initially unsuccessful and you have the funds and desire to try again, you may try again risking the same amount of funds for the same amount of units. You get as many tries as the action grid dictates.
-Demoralizing: The shading of the die does not matter. The value that appears on the die represents how many of the opposing units are demoralized and desert the opposing outfit.


If a state has fallen into chaos, an attempted uprising will occur each turn you take (or each turn an imperializing regime takes) until the state is no longer in chaos. A state becomes chaotic when the loyal population does not hold a majority over the un-loyal population. Every attempted uprising has a certain chance of success based on exactly how much loyal and un-loyal population there is in the state. To determine whether the uprising is successful, first you determine the uprising quota which can be determined by the equation below.

(loyal pop.)/(total pop.)×10=uprising quota

A table with predetermined uprising quotas for all total population combinations between two and twenty that qualify for an uprising is provided below.

[Table excluded due to formatting]

After the uprising quota is determined, the uprising die is rolled. If the value of the die is below the uprising quota, the uprising fails. If the uprising quota is met or surpassed by the value of the die, the state does one of two things (depending on the situation):
It becomes completely un-loyal - therefore neutral.
The imperializing regime gains control of the state and the loyal population swaps with the un-loyal population.


First, a board is selected or generated. Then, every state is assigned an affiliation and an initial population. To assign affiliation, roll the uprising die. For values 0 and 1, place a militaristic state marker. For values 2 and 3, place an economic state marker. For values 4 and 5, place a religious state marker. Repeat this action once for every state. To assign initial population, roll one action di for every state. Regardless of shading, add the value of unloyal population pieces to the board.
Progressing clockwise, each player places their capital on the board starting with the player who most recently played a war simulation game. No capitals may be placed within 3 adjacent states of another. Any un-loyal population residing in a capital upon the capital’s assignation becomes loyal population to that capital’s regime. The capital’s and the regime’s affiliation will be defined by the affiliation preset on that state.
Progressing counterclockwise, gameplay begins starting with the player who placed his or her capital last.

-If met, declare your win condition and end the game.
+Adjust your population
-Calculate and collect tokens
-Purchase, move outfits, conflict, imperialize, and retire in any order that satisfies the rules.
+All players calculate loyal and un-loyal population.
+Determine your uprising status and resolution as well as any uprisings due to your imperialization.
+All players calculate loyal and un-loyal population.

+ = Mandatory
- = Optional

If a win condition is met and declared, the end game begins, and each regime calculates its score in two categories.
Base Score (The categories in this score can be obtained only by one player. If there is a tie in a category, no players score the points):
End game condition met and declared: 15 pts.
Highest loyalty score: 5 pts.
Most states: 5 pts.
Most tokens: 5 pts.
Highest loyal population: 5 pts.
Lowest un-loyal population: 5 pts.

Bonuses (any number of players can score in each category, and they each obtain the full number of points): Each bonus is worth 5 points.
- Martial Law: Over half your states are military.
- Capitalism: Over half your states are economic.
- Social Engineering: Over half your states are religious.
- Pacifism: Fully obliterate no states.
- Stingy: Purchase no states.
- Religious Freedom: Fully convert no states.
- A Nation United: Every state you control is part of a single mass (if an outfit could travel to all of your states without ever leaving your regime’s territory, you qualify).
- Buckshot: Your states form at least three disconnected bodies.
Add up the base score and the bonuses for each individual player. The player with the most points is victorious.


Here is a list of all of the item and tokens you may purchase and their price.
Outfits (where y is the affiliation of the outfit)
Purchase price is affected solely by unit count desired (price applies to adding units to an outfit as well). States can only generate as many units as its loyalty score per turn.

Number of Units----- Price
1-------------------------- 2(z)
2-------------------------- 2(z) 2($)
3-------------------------- 4(z) 2($)
4-------------------------- 4(z) 4($)
5-------------------------- 6(z) 4($)
6-------------------------- 6(z) 6($)
7-------------------------- 8(z) 6($)
8-------------------------- 8(z) 8($)
9-------------------------- 10(z) 8($)

“Turn the Tide” Card: 3(X), 2($), 3(T)

New “End Game Condition” Card: discard current “End Game Condition Card” into the respective pile, shuffle the pile and pay 5(X), 5($), 5(T) to draw a new card.

State Remodel (where y is the old state affiliation and z is the new one): 2(y), 2($), 4(z)

Reroll a state population roll: 3(T) 1($) – maximum three per turn – maximum one per state per turn.

{Card List}....................................................................

• Power hungry: Control an opponent’s capital.
• Domination: Control at least half of all states.
• Dead Eye: Obliterate five opposing, non-neutral states without killing any of the un-loyal population.
• Arms Race: Control more military outfits than all other outfits on the board combined. (after each player has had a turn)
• Last Man Standing: Be the only regime with a non-neutral capital.
• Fear Tactics: After an enemy outfit attempts to imperialize one of your states, have no further attempts occur for 5 turns in a row.
• Divide and Conquer: Separate at least one third of an enemy’s states from the rest of the regime with your states.
• The Enemy of my Enemy is still my Enemy: Break three in-game verbal contracts.
• Surplus: Control more economic tokens than all other tokens on the board combined. (after each player has had a turn)
• Greed: Purchase four states controlled by an opposing regime in one turn.
• Blasphemy: Control 30 religious tokens while none of your states are in a state of uprising.
• Bought Out: Purchase an opposing regime’s capital at its maximum price.
• Corruption: Complete five successful bribes in a row.
• Market Economy: Intercept five inter-player trades, providing a more tempting offer.
• Mental cleanse: Control no religious states or outfits for 10 turns in a row.
• Social Darwinism: Purchase three states while they are being imperialized by at least one other regime.
• Blind Faith: Once less than half of all states are neutral, have no un-loyal population.
• Purple Kool-Aid: Bring your capital loyal population up to 15, and slaughter them all yourself.
• Fear the Wrath: Be the only regime with no uprising state.
• Guardian Angel: Win 5 conflicts with a single religious outfit.
• Condemnation: Witness two sins (not committed by you) during the game, and name them when you announce this end game condition.
• Forgiveness: Convert an opposing player’s capital.
• Prophet: Successfully predict each player’s win condition. You may attempt this action whenever you would announce your end game condition, but only once per turn. If you guess a player’s end game condition successfully, they must tell you so.
• I am your God: Get every player refer to you via your pronoun or your name in 3 separate turns.

• Air Drop: Add 3 units to target outfit.
• Air Strike: Subtract 3 units from target outfit
• Counter: Change shading of target di.
• Rebound: After a value from a di is chosen, nullify the di value and roll another di of the same type. Use this value instead of the original one.
• Propaganda: Change affiliation of target state.
• Advanced Tactics: Reroll an action as if the initial roll never took place.
• Baby Boom: Add 3 loyal population to target state.
• Brainwash: Convert 3 loyal population to un-loyal population in target state.
• Artillery Barrage: Subtract 5 population from target state.
• Air Lift: Move target outfit 3 adjacent states.
• Proactivity: Add 5 points to your final score.
• Mint Boost: Generate 6 tokens of your choice.
• False Profit: Destroy 6 tokens of your choice.
• Change of Heart: Remove any win condition and draw a new one of the same affiliation for the owner.
• Double our Efforts: Roll an additional action die to add (if un-shaded) or subtract (if shaded) to a chosen value.
• Overkill: Double the effect of any completed action.

{Final Thoughts}...............................................................

Bravo to any of you who read through that - you are a better individual than I. I hope you like the concept of the game and I hope you leave some constructive replies. I deeply apologize for any formatting errors - I pasted it from word and gave it a quick read through, but I'm sure I missed something.

I'll continue playtesting which could lead to future updates, but for now let me know what you think.

To any interested publishers, give me a message - I do not plan on self-publishing.

Thank you all so much!

Lucas Arndt

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