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KREMLIN @ ToonCon 2014

INTRODUCTION:

Brent Pollock, Sep 05 2014: This file is a gutted and reworked version of BGG's DiploGuy's pdf file http://www.boardgamegeek.com/filepage/104860/kremlin-rules-re-write-new-
edition.

Here is the rule set that I currently have in mind for this year's running of Kremlin at ToonCon 2014. Having played the old Avalon Hill version aplenty, I foresee difficulties trying to
transition to the new Jolly Roger version, but that is the component set that will be used. Also, I have the Kickstarter version, so the "X" card set of Intrigue and Politicians will also be
used. This is an abbreviated version that focusses on the specific modifications for ToonCon 2014. Most of the regular rules have been removed for brevity.

OVERVIEW OF SET UP SEQUENCE


1. Select faction markers
2. Place politicians alphabetically
3. Deal 3 Intrigue Cards to each player
4. Assign Influence Points (55 total; not restricted to the usual 1-to-10 ranking)
5. Begin Turn 1

BASIC RULES
CONTENTS LIST:
Influence record pad with the additional AA-FF slots (although only AA is used).
32 Politician cards (only the STANDARD Politicians are in play, including the Kickstarter AA only, not BB-FF)
54 Intrigue cards (the STANDARD set of 1-36 + Kickstarter X1-X18 although X7 & X8 are not in play)
one sheet of die-cut counters
d20

THE GAMEBOARD:
The erratum has been placed on the Party Chief's instruction block (http://www.boardgamegeek.com/filepage/104170/kremlin-party-chief-fix-board-patch-correct-fonts).

EXILE is not in play (instead, use it to hold the dead like the AH Kremlin Wall)..

PEOPLE includes all on deck Politicians, not just the four in the People block.

Game lasts ten turns, unless there's no victor, it then proceeds up through the 5th phase of turn 11. The People, still arranged by order of age, consists of all the Politicians off the board,
not just the first 4.

THE MARKERS:
Despite basing things mostly off the Standard game, we will not limit the "?" to a maximum of just one and will allow up to ??? as per the other versions.

PREPARING FOR PLAY:


The Politicians are deployed entirely in alphabetical order, so A = Party Chief (and place a single Red Cross on him), B = KGB Head, C = Foreign Minister, D = Defense minister, etc.)
in the Party Chief slot.

DEAL INTRIGUE CARDS & ASSIGN INFLUENCE POINTS


Deal three Intrigue cards to each player. Players may look at these before assigning Influence to Politicians [note that if they feel so inclined, convention attendees can show up with
pre-assign IP which they can then tweak after seeing the cards because the politicians start alphabetically pre-assigned to their slots for this ToonCon 2014 version].

Players allocate their Influence points (IPs) before the game begins (exactly when is dependent on the game you're playing). To do this players secretly assign their IPs to any
Politician of their choice. Players may assign points to any number of politicians. They must use whole numbers ranging from 1 to 55 and may repeat a number but the total of all
assigned numbers must be 55. This must be recorded on the Influence Record sheet. At no time may players show their records to each other. Though at the end of the game these
records must be made public. A player ma declare 10+ for any politician recorded with >10 points, and does so with the 11th point, after which nothing else may be declared. Anytime a
10+ marker is lost and the IP lost, the recorded value drops by 11. Influence MAY be assigned to Victor Aparatschik regardless of the number of players, but remember that he starts
"sick".

THE PEOPLE:
There is no separate deck of Politicians waiting to move up into the ranks of the People; the four oldest Politicians in that cohort occupy that People space but all younger Politicians in
the deck behind them are still considered to be in the People and are eligible for Promotion to an open Candidate slot.

SUDDEN DEATH VICTORY


At the end of any Replacement Phase, if there are fewer than 13 Politicians left (i.e. all five Candidate slots cannot be filled from the People), the game ends immediately. Ignore any
that are in Siberia, dead or retired. Victory is determined in the following priority:
1. Whoever controls the highest ranking active member of the Politburo.
2. Whoever controls the highest ranking inactive member of the Politburo.
3. Whoever has the most Faction markers on the turn track.
4. Whoever has the Faction marker on the lowest numbered turn.
5. All players lose.

RESOLVING INFLUENCE TIES:


When at least two players have the same number of declared IPs (simultaneous isn't necessary) that would control the Politician, any other player(s) with declared IP on that Politician
may attempt to break the tie. This is done by declaring his support for one of the tied players in the amount of one-tenth of his current declared IP on that Politician (i.e. 2 players have
declared 6IPs on a Politician which would control him. Another player with 4 declared IPs on the same Politician offers his support to one of the tied players in the amount of .4; 4 x
1/10, thus breaking the tie). If this doesnt resolve it follow the core rules for tiebreaking (i.e. dice rolls). Once the one-tenth support is given it cant be taken away until a new player
matches the current controlling IP amount or exceeds it. If another tie ensues redo the procedure with all 1/10 support reset.

AGING/TAKING A CURE:
There is no limit to the number of years a Politician may be aged during this phase. Only the Voting-Members are subject to aging.

BRIBES AND NEGOTIATIONS

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During the game, players are allowed to exchange cards or trade cards for favors (such as agreeing not to target a specific Politician during a Purge Phase). The only limiting factors are:
Trades may only be made between two players.
Influence Points may not be traded.
All talk must be public (though the card contents do not need to be revealed). Once an agreement is reached, both parties are bound to it only within the current phase.
Beyond that its merely a promise.

VICTORY (Game)
Victory is determined by the first Faction which controls the Party Chief for three waves. It does not have to be the same Politician who waves each time; it can be three different
Politicians each waving once! If a wave is done successfully, place a faction marker on the Turn Track on the appropriate turn. If no Faction manages three waves in ten turns, the game
proceeds into the 11th turn and ends immediately after the 5th phase at which point victory is determined as above in SUDDEN DEATH VICTORY.

VICTORY (Tournament)
I only plan on us being able to complete a single round. Tournament Victory will be determined using the following hierarchy, best to worst:
1. Fastest win with Card X11 (seeing as I beefed it up).
2. Highest number of their faction markers on the turn track.
3. Fewest total number of losing faction markers on the turn track (remember that red crosses won't count as a losing faction marker).
4. Whoever controls the active member of the Politburo with the least red crosses.
5. Whoever controls the active member of the Politburo with the highest age.
6. Whoever controls the active member of the Politburo with the highest printed age.
7. Oh for pity's sake....high roll wins using 5d20.

CARD CLARIFICATIONS/TOONCON RULES:


DISCARD PILE
The deck does not cycle - either place discarded cards as a separate, face up pile or place them face up under the deck of undrawn cards.

FIRST PURGES
If a First Purge card is played at the appropriate time, a KGB Head (even an acting one) with no declared influence will always execute that card's first purge. In the case of card 16, this
also applies if the Ideology Minister (or an acting one) has no declared influence.

1 FLU EPIDEMIC
Only Health rolls made after the card has been played are modified.

2 FLU EPIDEMIC
Only Health rolls made after the card has been played are modified.

25 VACCINATION
The phrase "any Health rolls" refers to the first one after a Flu Epidemic has been played, not the first one of the entire Health Phase. Also, the phrase refers to all Politicians, not just the
first one you would like to vaccinate.

28 AREN/T THESE INTERESTING PICTURES?


Just a reminder that this card counts against the hand capacity OF THE RECIPIENT.

29 I DON'T THINK YOU WANT THIS TO REACH PRAVDA, COMRADE


Just a reminder that this card counts against the hand capacity OF THE RECIPIENT.

36 COLD WINTER
Only Health rolls made after the card has been played are modified.

X5 WORKAHOLIC
Each "level at a time" requires an open spot on that level; no leapfrogging.

X7 STALIN HAD A SON


TOONCON is considered to be using "the Standard Game", so this card is not in play.

X8 MY DEMISE IS GREATLY EXAGGERATED


TOONCON is considered to be using "the Standard Game", so this card is not in play.

X1 EVIL EMPIRE
This does not apply to any red text card the player has been forced to hold by another player (e.g. Card 28) nor does it apply to any card already played by the owner (e. g. Cards 8, 26-
33, 36, X16 & X18)

X11 TRIUMPHANT TRIUMVERATE


If played during turns 3, 6 or 9, the turn ends after the Add Influence activities. These three Politicians must all meet the same conditions that the Party Chief would have to meet to
qualify for a successful wave (e.g. cannot be in the Sanatorium). Make a separate die roll for each Politician that is Sick or Ill. [This is done to prevent a win by three Ill 95-year olds
who are living out there final hours at the Sanatorium.]

X12 THE HARDLINE ACCORDING TO V.I. LENIN


The age may not drop below the printed age. [This likely is obvious, but just in case...]

X13 RUSSIAN MOVIE SERIES ABOUT BOY WIZARD TAKES WORLD BY STORM!
TOONCON is considered to be using "the Standard Game", so this card is in play.

X14 AMERICAN COMPUTER VIRUS DESTROYS NETWORKS


TOONCON is considered to be using "the Standard Game", so this card is in play.

X16 CONTAGION
After completing the first Health Phase, put some sort of marker on as a reminder that the first year has been used (e.g. "Sick" or a single "?" or "1").

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