THIRD WORLD

Copyright 2002, by Lloyd Krassner. All rights reserved.

INTRODUCTION
Card game for 2+ players.
Simulation of problems facing Third World countries.
Each player controls his own 'Third World' country.

THE DECK
Players share a common deck of 90 cards.
All six card types are shuffled together in the deck.

CARD TYPES
There are six card types, 15 of each:
PR = Political Reforms
ER = Economic Reforms
CR = Ecological Reforms
PC = Political Crises
EC = Economic Crises
CC = Ecological Crises

RUNNING TOTALS
Each player keeps a running total in 3 categories:
Political Stability
Economic Stability
Ecological Stability

Each player starts the game with a total of 10 points in each category.
During play the totals can go up and down.
If a player ever goes to zero points or less in any category, he automatically loses.
If a player ever goes to 15+ points in all 3 categories, he automatically wins.
A zero or less in Political Stability represents Anarchy & Civil War.
A zero or less in Economic Stability represents Economic Collapse.
A zero or less in Ecological Stability represents an Ecological Disaster.

PLAYER STATUS
At any point in the game, the winningest player is the player with the highest combined score in all 3 running totals.
At any point in the game, the losingest player is the player with the lowest combined score in all 3 running totals.
At the end of 10 Rounds the winningest player wins the game.
In the first Round of the game, the youngest player goes first.

ROUND SEQUENCE
Play proceeds in Rounds.
Each Round starts with the top ten cards of the deck being dealt face up to the table.
Players take turns. The losingest player goes first.
On a player's turn, he takes one face up card and puts it in his hand. Hands are kept face up next to the player.
All cards must be taken.
After all 10 cards are taken the Round ends and players score their hands.

SCORING HANDS
Your choice of cards will alter your Running totals.
Crisis cards will decrease Running totals.
Reform cards will increase Running totals.
Players discard their hands at the end of the Round.

CARD LIST

FAQs
Q-After a card is taken by a player, is that card replaced from the deck so that there are always 10 cards on the table until the end? In other words, is a round determined by going through the entire deck? Or does a round simply involve the 10 cards dealt out with no replenishment?
A-Just the 10 cards not the entire deck.

Q-As players take cards, do they discard any? I'm guessing they keep all of them until the end of the Round.
A-Keep them until the end of the round.

Lloyd Krassner Links
Games in AGR:
CULTURE & CONQUEST by Lloyd Krassner. 2.2
DURABLE GOODS by Lloyd Krassner. 3.1
FRENCH REVOLUTION by Lloyd Krassner. 6.2
GUILD MASTER by Lloyd Krassner. 3.1

Other:
Using Guild Master by Aaron Dalton. 3.1
Review of Warp Spawn Games. 5.1
Warp Spawn Games


AGR TITLE PAGE

ABOUT AGR

German Game Authors Revisited - #1 - Dirk Henn by Joe Huber

German Game Authors Revisited - #2 - Stefan Dorra by Joe Huber


AGR HOME PAGE