Mandate 2038: Advanced play
Advanced Play is one bundled profile. Apply every change below; do not select individual modules. All unlisted rules remain exactly as written for Default Game. The ◆ symbol in the Default Rules identifies a rule this supplement extends or replaces.
| Rule module | Default Game | Advanced Play |
|---|---|---|
| Immediate resource trade | Before resolution, offer exactly 1 Runway for 1 Compute or the reverse. | Uses the same trade rule. |
| Production Power request | No Power purchase request. | Each player may make one request through named adjacent Network endpoints. |
| Power topology | Power is local to the starting grid and nearby Generators. | Links create binary connected Networks and pooled Power; there is no Network bonus. |
| Persistent Headline regimes | Headlines expire after their cycle unless their Default text states otherwise. | Eligible Headline regimes may persist as printed. |
| Headline public procedures | Only Default-eligible Headlines enter the deck. | Auctions, votes, secret choices, and negotiated procedures enter the deck. |
| Headline Volatility | Volatility Headlines do not enter the deck. | Volatility Headlines enter and resolve their printed roll. |
| Era III Jurisdictional Realignment | The jurisdiction remains fixed. | Players resolve the secret Era III ballot and rotate the selected ring or rings. |
Setup
Each player takes two Link tokens and one four-way Jurisdictional Realignment ballot. Add the six-sided Volatility die and every Advanced-badged Headline to its matching Era packet. There is no Network capacity slider; connectivity is visible on the board.
Connected infrastructure
Advanced Play replaces local Power with one binary connected Infrastructure Network per player:
- The first Facility joins through its starting-grid identifier.
- Owned Facilities and Generators on the same or adjacent hexes connect to one another.
- A Link on one otherwise disconnected Facility joins that Facility. Owned sites adjacent to it may then connect normally.
- Power from connected Generators and purchased Power is pooled across the Network.
There is no Network production bonus and no capacity value to adjust. A site is connected or disconnected. Recalculate the graph whenever a Facility, tile, or Link moves.
Beginning in Era II, Infrastructure Build may Install a Link: pay one Runway and place one of your Link tokens on the Facility at the acting piece’s destination. A Facility holds at most one Link and carries it when moved.
A Mega-Cluster requires both Facilities in its owner’s Network. A Facility never flips: a disconnected Facility remains visibly built but is offline during Production until connectivity returns.
Immediate resource trades
Advanced Play uses the same single pre-resolution exchange as Default Game: one Runway for one Compute, or the reverse. It adds no counteroffers, claims, gifts, bundles, or post-action window.
Production Power request
Default Game makes no Power purchase request. In Advanced Play, each player may make one request during the Trade box through a named pair of adjacent Facilities belonging to different Networks. The buyer names its endpoint and a rival supplier endpoint with unsold installed Generator or Fusion capacity. The supplier accepts or rejects. On acceptance, the buyer pays one Runway; one Power enters the buyer's Network for this Production. Each supplier may sell at most one Power. Starting-grid and Headline-granted Power cannot be sold.
Headline procedures
Every Headline card is eligible. Resolve exactly one printed badge procedure per card:
- DIRECTIVE: resolve an instruction or modify one field for its duration.
- SECRET CHOICE: everyone chooses simultaneously, then reveals.
- CIVIC PERMISSION AUTHORITY VOTE: everyone secretly votes and reveals together. The Civic Permission Authority controller’s vote counts twice and breaks a tie; Initiative breaks it if Government is uncontrolled.
- AUCTION: everyone secretly bids from zero to current Runway, then reveals. Highest positive bid pays and wins. Ties use Initiative-clockwise order; all-zero bidding has no winner.
- VOLATILITY: roll only when instructed. A two-result roll uses 1–3 for the first result and 4–6 for the second unless the card states otherwise.
An immediate instruction resolves before action selection. Use each card's printed duration: immediate, current cycle, current Era, or remainder of game. Place persistent Headlines beside the affected surface. A newer Headline overrides an older effect on the same field; unrelated effects remain. There is no separate Law deck.
Era III Jurisdictional Realignment
Resolve Jurisdictional Realignment once, after Era III Mandate scoring. Each player secretly rotates their square ballot so one choice edge points toward the board center, places it face down, and reveals simultaneously:
- Consolidate the Core: rotate the six inner-ring locations one position clockwise.
- Expand the Periphery: rotate the twelve outer-ring locations one position clockwise.
- Authorize Counter-Cycle: rotate the inner ring one position clockwise and the outer ring one position counterclockwise.
- Pass: name no motion.
Plurality wins. A Pass names no motion. If leading motions tie, scan clockwise from Initiative; the first player whose ballot names a tied motion chooses it. If none does, Initiative chooses. Government and other vote modifiers do not apply.
Frontier never moves. Each moving tile carries every CEO, Team, Facility, Generator, Link, contract half, and other site-bound component. Rotate the selected physical ring in its board channel; do not lift and re-lay individual contents.
After movement, recalculate each Network. Retained Power cubes travel with their marked Facilities and Mega-Clusters and still represent the previous Production snapshot until the next Allocate. Joint Ventures remain owned but operate only while their hosts are adjacent and satisfy their rules. Mega-Clusters remain owned but are offline while their two hosts are not adjacent. Realignment destroys no component and terminates no contract.