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OK, thanks to both of you, I think I get it now.

@zeogold, the image you linked to makes me ask more stuff, sorry if I'm getting annoying :)

Only fascist (and only some of them) policies can grant a power to the President, right?

Why are they ordered on the board with arrows in between - aren't they printed on the cards or does the card say something like "Use the next available power" and we move through the list where the last power available is the kill?
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zeogold: Edit: ZFR pretty much beat me to it and explained it nicer.
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ZFR: No. Editing. Means. No. Editing.
SILENCE, STRUDEL #2!

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dedoporno: OK, thanks to both of you, I think I get it now.

@zeogold, the image you linked to makes me ask more stuff, sorry if I'm getting annoying :)

Only fascist (and only some of them) policies can grant a power to the President, right?

Why are they ordered on the board with arrows in between - aren't they printed on the cards or does the card say something like "Use the next available power" and we move through the list where the last power available is the kill?
Yes, only the passing of a fascist policy can grant power to the president. In a game with less players, only some of the policies will activate a power, but with 10 people, every single fascist policy passed will indeed activate a power somehow.

It's arrows in between because that's the progression in which you lay down the cards. The cards themselves say nothing but "liberal" or "fascist" (it'll probably make more sense to you visually once the first policy is passed). The space on which the card is placed determines the power activated, and the order you place the cards in the spaces is from left to right.
I dunno if this helps to explain it, but here's a picture of what the fascist board would look like if there were 5-6 players instead of the max 10 we currently have:
https://cdn-images-1.medium.com/max/2000/1*rnfWK2ASMWQXbRjxwlbVqg.png
As you can see, in this case, the first two fascist policies passed would do nothing whatsoever, and the third one would allow the president to look at the top 3 cards in the draw deck (which is a power we won't be seeing in this 10-player game).
Post edited April 04, 2018 by zeogold
Oh and the policies themselves don't contain any text or differ from each other in any way. They just say 'Liberal' or 'Fascist'. They only get an effect when placed on the board. An immediate one (the power) for the fascist ones and only a collective one (win, when the blue board is full) for the liberal ones.
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Lifthrasil: Oh and the policies themselves don't contain any text or differ from each other in any way. They just say 'Liberal' or 'Fascist'. They only get an effect when placed on the board. An immediate one (the power) for the fascist ones and only a collective one (win, when the blue board is full) for the liberal ones.
Is it possible a president can draw 3 liberal cards or 3 fascist cards?
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Lifthrasil: Oh and the policies themselves don't contain any text or differ from each other in any way. They just say 'Liberal' or 'Fascist'. They only get an effect when placed on the board. An immediate one (the power) for the fascist ones and only a collective one (win, when the blue board is full) for the liberal ones.
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supplementscene: Is it possible a president can draw 3 liberal cards or 3 fascist cards?
Yes, the deck has 6 liberal and 11 fascist policies so numbers are not with us here
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supplementscene: Is it possible a president can draw 3 liberal cards or 3 fascist cards?
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greeklover: Yes, the deck has 6 liberal and 11 fascist policies so numbers are not with us here
I was going to say the Liberals should easily win, I suppose these evens it up.

Although in the first 6 turns we can use probability to assess how many purposeful fascist choices were made by the president/chancellor.

I'd imagine in person the bluffing is harder and more of a skill than behind a keyboard.
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supplementscene: Is it possible a president can draw 3 liberal cards or 3 fascist cards?
Yes. There are 6 liberal policies and 11 Fascist policies in the deck.
Ninjas. Ninjas everywhere!

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Post edited April 04, 2018 by Bookwyrm627
Where's the Count? Fixing hair and everything?
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greeklover: Where's the Count? Fixing hair and everything?
(S)he is imprisoned in Chateau d'If and it takes 14 years to flee from there!
Count...Count...come out wherever you are!
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zeogold: Yes, only the passing of a fascist policy can grant power to the president. In a game with less players, only some of the policies will activate a power, but with 10 people, every single fascist policy passed will indeed activate a power somehow.

It's arrows in between because that's the progression in which you lay down the cards.
OK, that's clear now, it actually makes room for more strategy options than I originally assumed.


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greeklover: Yes, the deck has 6 liberal and 11 fascist policies so numbers are not with us here
I can already see it happening:

Liberal: "Why the hell did you enact a fascist policy while we are at 4 already???"
Chancellor: "It's not my fault!! The Prez gave me two!!!"
President: "Well, it's not my fault, either!!! I pulled 3!!!!!!"
Hitler: "Damn RNG!"
Remember, every vote counts and every Count votes.
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ZFR: Remember, every vote counts and every Count votes.
Does the Count do so remotely or maybe using a proxy?
Sorry, all. Didn't realize we'd gone live. Catching up.