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Autocracy

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Autocracy

Autocracy

2022

Published by (Self-Published)

Description

Extend your influence in all areas of power and beat the competition. But don't let your opponents get in your way… Become the Supreme Leader. Autocracy is a a management and strategy game played with 2 12-faced dices and tokens. The first player to have at least 1 Economy Token, 1 Media Token, 1 Justice Token, 1 Army Token and 1 Politics Token during their turn wins the game. The player who starts is the last to sit at the table. Each player draws 1 Mentor Token and 1 Dirty Trick Token. The Mentor Token indicates the influence tokens with which the players will start the game (in addition to there Low Blow). They are immediately collected. Each player in turn rolls the dice to win and accumulate as much influence as possible. Winning Influence Each turn, to calculate your winnings, you add your dice roll to your tokens corresponding to the draw. Divide the total obtained for each area of influence and/or Dirty Trick by 2 to obtain your winnings. Influence Peddling At the start of each round (before rolling the dices) you can trade with the reserve or with another player. The exchange values are fixed, even between players. There are 5 types of influence areas: Economy, Media, Justice, Army, Politics. The trading values are the following: 1 Media token = 6 Economy tokens 1 Justice token = 2 Media tokens 1 Army token = 3 Justice tokens 1 Politics token = 2 Army tokens 1 Dirty Trick token = 2 Justice tokens ( Dirty Tricks tokens can t be converted back into influence tokens) Dirty Trick s At the start of each round (before rolling the dices) you can use 1 Dirty Trick token against an opponent. The attacking player cannot make exchanges, but can roll the dices once the result of his attack is known. Attacks cannot be made on the first turn. There are 5 types of Dirty Tricks Nationalisation Make a player lose: all his Economy Tokens and you hijack half of them OR all his Media Tokens and you hijack half of them. Revolt Make a player lose half their Justice Tokens AND Army Tokens. You hijack 1 type of lost token of your choice (Justice OR Army). Blackmail Take the Influence Token of your choice from an opponent. Blackmail can be countered by blackmail. Spying Take a Dirty Trick token from an opponent, without showing it to the other players. Spying can be countered by spying (Spying cancelled). Corruption Redirect the effects of a Nationalisation or Revolt to another competitor. The diversion cannot be used against the player attacking you. Corruption can be countered by a Corruption (redirection cancelled). Does not protect against Blackmail. Defending Yourself You can counter a Dirty Trick . Show your Dirty Trick Token which protects you when you are attacked. Only if you want to. Losing Influence If you cannot defend yourself against an attack, or if you decide not to, you lose the influence tokens corresponding to the attack suffered. —description from the designer

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Game data sourced from BoardGameGeek, used under their API terms.