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Pax Porfiriana, as she is played • Troops: (various colors) Brute force can be

used to subdue Unrest, extort money from an


Authors: opponent's Enterprise, or to protect your own
businesses from extorton.
Paul Agapow
Martn Grifths • Unrest: (orange) With a litle encouragement,
the workers at an Enterprise will act up and
Version:0.2.1
bring it to a grinding halt.
Date:20140806 • Assassinaton: (black) Bothersome partners
A rules summary for the purposes of can be disposed of for the right price.
learning or teaching the game, intended • Headlines: (yellow) You can take advantage of
to be comprehensible but not outside events that may change the
necessarily comprehensive. government or shut down businesses. Also,
four special headlines (Topples) are an
Overview opportunity to overthrow the government
(and win!).
The players are infuental land owners and
power brokers in Mexico during a tme of politcal Tokens are primarily used for money: White, red,
turmoil. Their aim is to accumulate sufcient and blue tokens are 1, 5, and 10 “monies”
backers and justfcaton (Prestge) to seize power respectvely, but they are occasionally used to
during one of the periodic regime changes mark special status: red is placed on an
(Topples). As the game progresses, players will Enterprise to indicate it has Unrest, while blue is
build Enterprises (businesses that earn money used to show that a player is in Jail.
which can be spent on other eforts), recruit Finally, each player has a set of cubes in their own
Partners (allies with useful powers or infuence) color that are placed on cards to indicate income
a n d Troops (which can extort money from or income generatng actvites. Basically, the
enterprises or protect them from extorton), number of cubes you have on top of cards is your
foment Unrest (to paralyze enterprises), perform income.
Assassinatons (neutralizing partners) and
capitalize upon Headlines (external and random
events).
The Regimes, Topples, and going
for the win
Components and layout During the game, players will build a tableau of
There are more than 200 cards in PaxPo, but in cards, accumulatng infuence of diferent types.
any game only about a third of them will be used. This infuence can be used to seize victory at
There are broadly two types of cards: those used critcal points in the game. however the type of
as markers: infuence needed depends upon the current
Regime, or mood of the country. This is marked
• Hacendados: (white on the front) the
by Regime cards. These show which one has
“player” card, which shows your income and
power at the moment, which economic
a special game ability
conditons hold during that regime, and what sort
• Regimes: the current government type, with
of infuence is needed to seize power from that
the prevailing economic conditons and what government — and win! The four regimes and
is required to successfully overthrow it their corresponding infuence are:
and the “deck” cards, being dealt from the deck, • Pax Porfriana: the current leader steps down
purchased, and held in your hand untl played: gracefully to be followed by a dutful
• Enterprises: (tan) Your object is not to make successor (which is determined by Loyalty)
money, but these businesses can be very • Military law: the army steps in to restore
useful for funding other actvites. order (the new leader being determined by
• Partners: (various colors) You can recruit Command)
these allies, who have useful abilites. • US Annexaton: rising disorder provokes the
US to invade and appoint a new leader (who deck of 50 plus 10 for each player.
has the sufcient Outrage) 3. Split this deck into six piles and
• Anarchy: the government breaks down and shufe a Topple card into four of
various movements grapple for control (the these.
winner being determined by Revoluton) 4. Stack the piles on top of each other,
When a Topple is played, you aim to have enough with the two empty (no Topple) piles
of the correct type of infuence to overwhelm on top.
“the Tripartte”. The Tripartte is the incumbent 5. Deal 12 cards of the top of the deck
Diaz, who by default has 2 of any sort of in two rows of 6 to form the Market.
infuence, and the two opposing players with the
least of that type of infuence. If you can defeat
the Tripartte, you win! If no one has the
Play sequence
necessary infuence, the game contnues. 1) The actve player takes up to three of the
Example following actons:
A Topple occurs while the Pax Porfriana 1. Buy a card from the market
regime holds. There are four players with 5, 2. Sell a card from your hand
2, 1 and 0 loyalty each. The player with 5 3. Speculate on the market
wins as they have more than 3 (Diaz’s 2 plus
4. Play a card from your hand to:
1 plus 0).
1. build an Enterprise
During a Topple, extra infuence can be found by 2. recruit a Partner
fipping your Hacendado. This represents your
3. deploy Troops to an Enterprise
player declaring for a cause, and you can select
either role drawn on the reverse of the 4. assassinate a Partner
Hacendado. Beware, you can never fip your 5. create Unrest on an Enterprise
Hacendado back and never change this new 5. Carry out a police acton
allegiance. 6. Improve an Enterprise by buying land
Tip! 7. Build a connecton to an Enterprise
Play cards and buy headlines so as to set up a 2) Adjust the market:
type of regime (with a type of infuence) you
1. Any headlines in the front (0 cost)
can dominate and then trigger the Topple.
column of the Market are discarded.
2. The remainder of the Market moves
Setup up to fll any gaps and is replenished
1) Set the Regime cards aside, with the Pax from the deck.
Porfriana card in front or on top to 3) The actve player takes his income.
indicate the current regime. 4) Play advances to the next player
2) Set aside the two special Partners (Teddie clockwise.
Roosevelt, the Church).
3) Equip players: Doing things with the market:
1. Deal each player a Hacendado.
2. Give the frst player 4 money, the
buying, selling and speculating
second 5, the third 6, and so on. You get cards into your hand by buying them
3. Each player should take the cubes of from the market. You can take a second “buy”
one color and place two on their acton, but it counts as two actons.
Hacendado for their inital income. The market is laid out as two rows of six cards,
4) Prepare the deck: with the two cards at the front of the Market
1. Set aside the Topple cards. costng 0 money, the two in the next column
2. From the rest of the cards, form a costng 1, and then 2, 4, 8, and 16. At the end of
every turn, cards move forward to fll any cheaper equal to the current income. Should the income
spaces and the market is restocked at the change (e.g. because the Regime changes), adjust
expensive end. the number of cubes.
Any card in your hand may be "sold" to the How can you extract even more money out of an
discard pile for money. The price is the Economy Enterprise? There are two ways:
(coin) value for the current Regime. • Improve an Enterprise: Buy “extra land” for
Tip! an im prova ble E nterprise (ra nch or
If you’re short of money, buying a card for 0 plantaton). This takes 2 actons, costs money
and immediately selling it is ofen a good equal to the cubes already on the card, and
move. adds a cube to Enterprises income. An
Enterprise can be improved multple tmes,
You can speculate on a market card by placing a although due to the increasing number of
cube on it. Should anyone subsequently buy that cubes, for a greater price each tme.
card, they will pay you, not the bank. But you
• Improve connecton: If an Enterprise has a
can’t speculate on a card that is already being
connecton icon (a boot, burro, train, or boat),
speculated upon. And If you buy it yourself, the
you can build beter transport to it. This costs
bank gets paid.
money as marked on the icon, which you get
Tip! to place a cube on. It has two efects: income
If you don’t know what to do, speculatng on is earned from the cube, and now Troops
a desirable card is always worthwhile. You being deployed to the Enterprise can (and
might make money, and you might deter m u st ! ) u s e t h e n e w a n d i m p ro v e d
others from buying it. connecton.
Tip!
Running Enterprises: income and You can build connectons to other players’
improvement Enterprises, thus making money and making
it easier for you (or anyone!) to deploy
While Enterprises can have useful abilites, mostly Troops there.
you will want to play them so as to make money
for funding other actvites. You can build an Ruining an Enterprise: troops
Enterprise by playing it on the table in front of
you and paying any associated costs. and unrest
Each Enterprise has an income, listed in the Your opponent’s Enterprise is making a lot
upper right of the card. These are of several money. Time to wreck it! You can do this by
types: playing Troops or Unrest cards on the business.
• Fixed: (unmarked cubes) These have an To play a Troop on an Enterprise, you have to
income equal to the number of cubes. transport it there. The cost of this is calculated by
• Improvable: (cubes labelled "start income") looking up the Enterprise’s connecton on the
These are usually ranches or plantatons with Troop card. Once there, the Troop extorts the
an inital income equal to the number of business by swapping one of the cubes on the
cubes that can be improved by buying more card with one of its own color. Thus, income is
land. diverted from the owner of the Enterprise to the
• Economy: (cube and coin) These are usually owner of the Troops ...
banks, with an income equal to the Economy Note!
value of the current Regime.
Normally it's cheaper for Troops to use the
• Mines: (cube and gold bar) The income of beter forms of transportaton - trains and
these is equal to the Mines value of the boats. But some Troops, notably Indians,
current regime. dislike using trains, so for them it's actually
When an Enterprise is played, place cubes on it more expensive.
Tip!
You can deploy a Troop to your own
Locations
Enterprise as a defensive measure. Naturally, Troops and Enterprises will almost always have a
you don’t extort money from yourself. locaton. There are three of these in the game:
The workers at an Enterprise can be strred to the US and two in Mexico (Chihuahua and
rebellion by playing an Unrest card and paying Sonora) . This efect gameplay in two ways:
any costs listed on the card. The card will also list 1) Several cards have efects that target
how much money is stolen from the owner and enterprises in partcular locatons (e.g.
how many Unrest (red) tokens are placed on the “natonalize a Mexican enterprise”,
business. “income equal to Chihuahuan mines”).
A business with Unrest is neutralized - it does not 2) Troops can only be deployed to
earn income or give any special ability. Unrest can Enterprises in their locaton.
be removed with a Police Acton (costs 3 gold and
removes 1 Unrest) or deploying Troops to the site Headlines & factions
(removes Unrest equal to the Troops frepower,
which in the number of dots in the upper lef Events in the wider world can afect all players. By
weapon icon). buying and playing a Headline, a player can spin
those events to their own advantage. Note that
Tip! Headlines work diferently to other deck cards:
Playing Unrest is good for reducing an
• Buying a Headline and playing it is a single
opponents income, but it ofen also gives
acton
them infuence like Outrage. Of course, you
could always play Outrage on your own • Headlines will ofen have two orientatons or
Enterprises ... choices as to how they are played (one is
usually ‘status quo’, i.e. nothing happens).
Partners and killing them The purchasing player can choose which
happens.
You may play Partner cards into your tableau by • Afer use, all headlines are discarded onto a
paying the costs listed on their card. These allies single pile that determines the state of the
bring a variety of abilites, especially reduced economy.
prices for some cards in the market. There are • Should a Headline reach the end of the
also two special Partners, Teddy Roosevelt and Market, i.e. be in the 0 cost column afer a
the Church. These are not shufed into the deck players actons, it is discarded without efect.
but can be bought for the price listed on their
card and placed in your tableau. Note that they Four Headlines are Topples that represent a
are doubled sided and may be placed either side chance to seize power (and win the game!) Look
up, for diferent efects. out for them!

Troublesome partners can be dispatched by Many of the Headlines efect cooperaton


playing an Assassinaton card on them and paying between Factons. These are diferent alliances or
any listed costs. ideologies that Troops, Partners and even fipped
Hacendados may belong to, as indicated by their
Tip! background color:
Again, assassinatng an opponents partner • Blue for US forces and interests
can give that opponent unwanted infuence.
• Green for Mexican federal authorites
But nothing in the rules stops you from
playing “bad” cards on yourself, for example • White for local Mexican forces
assassinatng one of your own Partners or • Pink for rebel groups
playing unrest on your own Enterprises. This
Headlines may indicate that a pair of factons is
can be used to give yourself useful infuence,
while disposing of expensive assets that may fghtng, as shown by the fst icon, banded with
have outlived their usefulness ... factons colors. In that case, no player can have
both factons in their tableau. All cards of one
facton must be discarded.
Tip!
triggering a Headline with the right factons
fghtng is a good way to break up others
forces.

The economy
Some income and costs depend upon the state of
the economy: what mines and banks earn, what
cards can be sold for. This upon what the current
government is, with the relevant costs being
given on the current regime card.
This can be further modifed by a depression. All
Headlines (including Topples) have a black ‘bull’
or red ‘bear’ icon in the corner. Afer being used
or discarded, Headlines are placed upon a pile.
Should two bears appear consecutvely, the
economy plunges into a depression, and the
fgures in black on the regime card should be
used. Further, whenever in a depression, during
the income phase players must pay 1 money for
every card in their tableau except their
Hacendado. Any card they cannot pay for must be
discarded.
Depressions suck. The income of mines and
economy value (the price you get for selling
cards) nosedives to zero. Also, during the income
phase, a player must pay one money for every
Enterprise, Troop or Partner they have on the
table. Ouch. Fortunately, the economy revives if
two bulls are played in a row.
Tip!
You can deliberately trigger a depression by
buying the right Headlines in the right order.
This can be useful if one of your opponents is
making far too much money.

Last words
See the main rules for details on Jail, Unrest,
Private Armies, Redeploying and Retreatng
Troops, Assassinatng players, and much more
more ...
Thanks to all those making suggestons,
correctons or proof-reading, especially Steven
Harris and Tim Falkenberg.

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