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World Order: Diplomacy & Dominance

Reference: HPG-WODD

World Order: Diplomacy & Dominance expands the geopolitical battlefield by adding new strategic and interactive dimensions. With additional maps, strategic assets, and powerful superpower objectives, players can explore more complex and aggressive paths to world domination.
  • English
  • From 14 years old
  • 2 to 3h
  • 1 to 4 players

22,00€

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  • Technical sheet

World Order: Diplomacy & Dominance

Description

World Order: Diplomacy & Dominance, the expansion that arms the superpowers

World Order: Diplomacy & Dominance is an expansion for the political-economic strategy game World Order, designed by Varnavas Timotheou, Vangelis Bagiartakis, and Dimitris Siakampenis, illustrated by Miłosz Wojtasik and Angga Satriohadi, and published by Hegemonic Project Games. In the core game, each player leads one of the four global superpowers—the United States, China, Russia, or the European Union—and seeks to exert influence through diplomacy, economics, and military pressure rather than through direct armed conflict.

This expansion adds secret, asymmetric objectives specific to each superpower, new Strategic Advantage and Ability cards, as well as a two-level difficulty Automa system that allows for a fully solo game or the addition of an automated opponent to a three-player game. The expansion’s originality lies in this heightened asymmetry: each superpower now pursues its own geopolitical interest, such as American maritime dominance or the expansion of China’s New Silk Roads.

A bot, hidden objectives, and new levers of action

To incorporate Diplomacy & Dominance into a game, each player receives—in addition to their usual asymmetric board—a secret Superpower objective, which guides their strategy throughout all six rounds of the game. The new Strategic Advantage cards are added to the existing decks and offer one-time abilities that can tip the balance of power in a region, while the Additional Ability cards expand the possibilities for direct negotiation between players.

To play solo or add a computer opponent, the double-layered Automa board replicates a superpower’s decisions according to predefined rules, without requiring an additional human player.

When a Superpower’s Influence Becomes Undisputed

As in the core game, the game ends after the sixth round, with each superpower’s score calculated based on its economic, diplomatic, and military influence accumulated throughout the game.

The expansion adds the success or failure of the secret Superpower objective, which can tip the final standings in favor of the player who has best served their nation’s specific geopolitical interests. The player with the most influence points, including secret objectives, is declared the dominant power of the game.

This expansion requires the core game.

Technical sheet

Description

World Order: Diplomacy & Dominance, the expansion that arms the superpowers

World Order: Diplomacy & Dominance is an expansion for the political-economic strategy game World Order, designed by Varnavas Timotheou, Vangelis Bagiartakis, and Dimitris Siakampenis, illustrated by Miłosz Wojtasik and Angga Satriohadi, and published by Hegemonic Project Games. In the core game, each player leads one of the four global superpowers—the United States, China, Russia, or the European Union—and seeks to exert influence through diplomacy, economics, and military pressure rather than through direct armed conflict.

This expansion adds secret, asymmetric objectives specific to each superpower, new Strategic Advantage and Ability cards, as well as a two-level difficulty Automa system that allows for a fully solo game or the addition of an automated opponent to a three-player game. The expansion’s originality lies in this heightened asymmetry: each superpower now pursues its own geopolitical interest, such as American maritime dominance or the expansion of China’s New Silk Roads.

A bot, hidden objectives, and new levers of action

To incorporate Diplomacy & Dominance into a game, each player receives—in addition to their usual asymmetric board—a secret Superpower objective, which guides their strategy throughout all six rounds of the game. The new Strategic Advantage cards are added to the existing decks and offer one-time abilities that can tip the balance of power in a region, while the Additional Ability cards expand the possibilities for direct negotiation between players.

To play solo or add a computer opponent, the double-layered Automa board replicates a superpower’s decisions according to predefined rules, without requiring an additional human player.

When a Superpower’s Influence Becomes Undisputed

As in the core game, the game ends after the sixth round, with each superpower’s score calculated based on its economic, diplomatic, and military influence accumulated throughout the game.

The expansion adds the success or failure of the secret Superpower objective, which can tip the final standings in favor of the player who has best served their nation’s specific geopolitical interests. The player with the most influence points, including secret objectives, is declared the dominant power of the game.

This expansion requires the core game.

Technical sheet

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