1. Introduction

Europe is a card game for 2-4 players. Each player chooses a country within the EU to play as.

Each round consists of a single 5-minute play, where everyone acts at once, trading resources to make their citizens happy and solve emerging crises.

Important This game is in early alpha. Prior to playtesting, all numbers are made up.

Europe by Nat Lasseter is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.


2. Contents

  • 2 D6

  • 4 D10

  • 25 of each white (CLOTH), purple (DYES), yellow (GRAIN), brown (LIVESTOCK), red (FUEL), blue (WATER) and black (MATERIALS) resource cubes

  • 100 coin tokens

  • 58 resource cards

  • xx citizen target cards

  • yy crisis cards

3. Setup

  1. Each player chooses a country.

  2. Players are each given an equal number of the 4/4 starting resources. Any remaining cards are placed face up next to the playing area. These receive resource cubes as per player resources.

    • 2 players: 3 each, 2 remaining

    • 3 players: 2 each, 2 remaining

    • 4 players: 2 each, 0 remaining

  3. Each player is given a D10 which is used to denote citizen happiness. It starts on 1.

  4. The citizen target and resource decks are shuffled and placed next to the playing area.

4. Cards

4.1. Resource cards

The Resource deck consists of resources which look like:

  | 3/2       |
  |   /---\   |
  |   |   |   |
  |   |   |   |
  |   \---/   |
  |   CLOTH   |


4.2. Citizen cards

The Citizen deck consists of targets which look like:

  |     CITIZEN     |
  |                 |
  |  Your citizens  |
  |  require fine   |
  |  clothes.       |
  |                 |
  |  CLOTH 2        |
  |  DYES  2        |
  |              3  |

4.3. Crisis cards

The Crisis deck consists of crises which look like:

  /-----------------\  /-----------------\
  |  EU  DIRECTIVE  |  |    DISASTER     |
  |                 |  |                 |
  |  You must keep  |  |  An earthquake  |
  |  a stockpile of |  | wreaks havok on |
  |  half of your   |  |  your farmland. |
  |  starting       |  |  No starting    |
  |  resources.     |  |  resources.     |
  |                 |  |                 |
  |              3  |  |              4  |
  \-----------------/  \-----------------/

4.4. Cards List

4.4.1. Resource Cards

For each of the resources GRAIN, MATERIALS, WATER, LIVESTOCK:

  • two valued 4/4 (starting resources)

  • two valued

    • 3/2

    • 3/1

    • 2/1

    • 1/0

For each of the resources FUEL, DYES, CLOTH:

  • three valued

    • 2/1

    • 1/0

4.4.2. Citizen Cards

Clothes (2)

1 CLOTH, 1 DYES - Your citizens require clothing.

Fine Clothes (3)

2 CLOTH, 2 DYES - Your citizens require fine clothing.

4.4.3. Crisis Cards

EU Directives
Stockpile (3)

You must keep a stockpile of at least half of your starting resources.

Earthquake (4)

An earthquake wreaks havok on your farmland. Your starting resources are halved for this round.

Tsunami (3)

A tsunami leaves the inhabitants of a neighbouring country without food. You must provide 1 FUEL and 1 WATER in aid.

Emigration (3)

Your citizens leave for a better quality of life. Pass four of your resources to the player on your left.

5. Round order

  1. All players are dealt one face down resource. They may reveal it if they wish.

  2. All players are dealt three face down citizen targets. They may choose to discard up to two of them. They may keep up to one face down, and must reveal the rest.

  3. Resource tokens are handed out for all revealed cards.

  4. Three resource cards are turned over and placed next to the draw pile.

  5. The 5 minute timer starts. Players may now act.

  6. At the 3 minute point, there is a crisis. A card is turned over from the deck and the players must work to resolve it.

    • For a harder game, the crisis point may move, or more crises could happen. Eg. Two crises at 2 and 4 minutes.

  7. Once the 5-minute timer has finished, the players must stop dealing.

5.1. Actions

A player may:

  1. Trade with another player country, either resources or coin. Only revealed resources can be traded.

  2. Trade with the bank (the remaining starting resource cards) at a rate of two coin per resource.

  3. Reveal a face down card. If it is a resource card, take the appropriate resources.

  4. Take three citizen targets, and keep at least one, discarding the others.

  5. Take a Rapid Development resource card. Either one of the three face up cards, or the top card of the deck at -1 cost. They must pay the sum of the two numbers on the card in coin. It gives them the larger number for this round only, and then the smaller number for each subsequent round in the game. The player keeps this card for the game.

    • If the player took a face up resource card, it is immediately replaced from the draw pile. If all three cards are of the same resource type (but not necessarily of the same value) then all three are discarded and three more are drawn.

6. Clean up

For each player:

  1. Reveal all face down cards

  2. For each citizen target met, earn EITHER:

    • one citizen happiness

    • the number of coin listed on the card.

  3. For each citizen target not met, lose one citizen happiness. A roll of 7 plus the sum of the unmet resources for the card or higher on 2D6 will placate your citizens. You will earn nothing, but will not lose happiness.

    • For example: Stuart only managed to get one cloth for his citizens. The card required 2 cloth and 2 dyes, so there are 3 unmet resources. He rolls 9 on 2D6, which is lower than 7+3=11, and so fails the card.

  4. If the player has met all of their citizen targets, earn the crisis bonus in coin.

  5. Discard all citizen targets.

If the crisis is an EU Directive, it remains in play for the rest of the game, otherwise it is discarded.

7. Win conditions

The game ends when a player reaches 8 citizen happiness. The player with the highest citizen happiness is the winner.