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WIR SIND DAS VOLK PLAYER AID

Player turns: (a) select a card from the pool or (b) select a card from hand. Then take one of the
following actions. (Red/East may select Special card instead of (a) or (b). Cost: discard a card
from hand or allow West to draw a card).

1. Play for event:

a. Yellow card – only Yellow can play for event. Trigger all icons and arrows.
b. Red card – only Red can play for event. Trigger all icons and arrows.
c. Dual coloured (yellow & red) – any player. May ignore any 1 icon or 1 arrow.
d. Green/Black card – any player can play for event. Trigger all icons and arrows
e. Blue card – any player can play for event. Ignore all opposing colour icons and
arrows.

2. Remove unrest – remove an unrest cube from anywhere. Free ONLY IF card is your colour.
If card is opposite or dual colour, Dismantle 1. Card value irrelevant.

3. Increase Living Standard (LS) – place up to 3 LS, 1 per province. Each province can have 1
LS per 3 Economy. Card value may be used to bridge difference in Economy requirement
(max 2 points per province). Remove 1 unrest for each placed LS. Card colour irrelevant.

4. Build – use card value to build factory and/or infrastructure. Each factory/infrastructure costs
1 point. Card colour irrelevant. (note: may not build in provinces in Mass Protest).

5. Arms Race (SP only) – move arms race marker 1 towards you. Draw and play 1 arms race
card. Card colour and value irrelevant. May not use card with “no arms race” icon.

6. Take credit (SP only) – increase your money by card value. Colour irrelevant. If SP has
negative money, it can only Take Credit or trigger events which would add money.

2+2 Rules:-

1. 3 sub-decades instead of 2, each player has 2 hand cards, card display has 3 normal cards
(sub-decade C has 1 more) and 3 exp cards. Sub-decade ends when 1 card left (not counting
special card). Final card event auto triggers.
2. When active SP activates normal Prestige arrow, may instead move Dominance. May split.
(some cards have inflexible Prestige arrow.

End of Decade & Win Conditions

1. Arms Race – Check if either SP has won. Immediate victory if marker is in victory space.
2. Space Race – Check if either SP has won. If not, leading superpower obtains printed benefit
(mainly draw extra card for next decade) based on position.
3. Dominance – leading SP executes all icons of the current or lower box. Both receive income
4. Flight – (a) If Berlin Wall is up, West +1 prestige, East chooses to Dismantles 1. (b) If Berlin
Wall is not up, East conducts Flight sequence (see flight track), suffer any Dismantle
(alternate starting with PL), then reset Flight position.
5. Prestige – PL executes printed icons on current or lower box. PL chooses.
6. Western Currency (East only) – Each LS in East Germany needs 1 WC. WC = WC modifier
from track +1 from each East export factory ≥ lowest West export factory (the highest level
factory in each province is the export factory). For each missing WC, East suffers 1 Rundown.
If all factories are already Rundown, suffer Dismantle. Alternate starting with PL.
7. Pay for Police cards – East Dismantles 1 for each police power card accumulated. East
chooses.
8. Maintain LS – each province must lose LS until LS = export factory level. Special: West
Berlin’s export factory level = worst export factory of the 3 supplying provinces that have
supplied.
9. Internal LS comparison – all provinces compare LS with highest LS within own border.
Provinces with less LS gains unrest = difference -1. Special: West Berlin gains unrest = full
difference.
10. East-West LS comparison – provinces may “attack” 1 adjacent enemy province with
“available” LS (total LS less Mass Protests). Province under attack gains unrest = difference
in LS. West Berlin attacks both adjacent provinces (Brandenburg & East Berlin)
11. Use police power – East -1 unrest for each police power card not used this decade.
12. Socialists – add/remove Socialists according to socialist track. New Socialists added to
provinces to quell any Mass Protests. If >1 MP, East chooses. If no MP, go to box. Lost
Socialists remove from box. If none, remove from province and (re-)add unrest. West
chooses.
13. Check for collapse – if either country has 4 or more Mass Protests, other side wins. If both
hit, East wins.
If, during End of Decade, East has to Dismantle, but has no infrastructure to do so, East loses.

Key Game Concepts

Economy – Factories start at level 1. Each working connection +1 level to both factories at each
end. East factories may be rundown (base level 0). Infrastructure with factories at both ends =
working connection. Rundown factories cannot be dismantled. Economy = sum of factory level.

Flight – advance Flight by 1 for (a) each flight icon, (b) each LS in the West province with most
LS, (c) each Red PP card collected (d) if there is any MP in East. Reduce Flight by 1 for (a) each
LS in the East province with the least LS (b) if there is any MP in West.

Build & Dismantle – each build point can build 1 factory or infrastructure. Infrastructure can only
be built if it connects to at least 1 factory. Dismantle = reverse Build. A factory can only be
dismantled if it has no infrastructure.

Police Power – cards may have PP icon as part of event text. Cards with PP icon will be collected
by East if the icon is executed. If icon is not executed, the card is not collected. Red PP adds to
Flight & causes Dismantle. Pink PP causes Dismantle only. Each collected PP card may be used
once per decade to remove unrest either as part of an action or during end of decade. Soviet
may use PP card as if it were East. If Stasi is disbanded, discard all police cards and may not
collect any more. If any of them have unrest tokens, East chooses where to return them (max 1 per
province).

Unrest and Mass Protest – every 4 unrest in a province = 1 Mass Protest. 4 Mass Protests at
decade end = lose. Province under Mass Protest may not Build (but may add LS). Any time a Mass
Protest is triggered, any available Socialist in pink box must move in to remove 1 unrest marker.
If Socialist is removed, unrest returns. West chooses which Socialist to remove.

Berlin – West Berlin belongs to West, but is not part of West Germany. West Berlin is adjacent to
both Brandenburg and East Berlin. During East-West LS comparison, West Berlin attacks both.
LS can only be added to West Berlin via supplying provinces – if West adds LS to a supplying
province, West may transfer 1 LS to appropriate West Berlin sector (max 1) if supplying province
has more LS than West Berlin. LS added to West Berlin must be added evenly in each of the 3
“regions”. If Mass Protest in West Berlin, add 1 additional MP to one supplying province of East’s
choice.
Nuclear War – anytime a peace token is to be flipped and there are none, game ends. Triggering
player loses. Winner = player with most peace symbols. Ally of triggering player loses ties.

Automatic Event & Arms Race – leftover card at each sub-decade will trigger automatically as
usual. Exceptions:- (a) everything on blue cards trigger, (b) no ignore on dual cards, (c) ignore
stuff on dark background. Execute from left-right, top-bottom. Coloured icons executed by
respective player (unless coat-of-arms). Superpower with arms race advantage may break
above rules – (i) superpower decides where to execute icons (unless COA) (ii) superpower may
ignore all COA, (iii) superpower may ignore 1 icon or 1 arrow. All cumulative.

Arms Race & Conflicts – each time arms race marker moves, gaining superpower draws top arms
race card and trigger icons from left to right. Superpower chooses where unless there is coat-of-
arms.

Turn Order – determined at the start of each decade. Check prestige & dominance tracks. Each
player has a relative “score”. Turn order = highest to lowest. Superpowers wins ties with German
states. Superpower ties broken by space race, then arms race. Finally, ties in favour of West.

Treasuries – if any superpower is in red zone, it MUST use its action to gain money.

Victory – when a game end condition is met, check which Side has won. On that Side, superpower
wins if it has more VPs than opposing superpower. If not, German state wins. VPs = relative
position on arms race, space race, dominance and treasury tracks. Each -2$ on treasury track = -
1VP.

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