No cover

League of Nations 2011

Design Tim Harrison
3–6
Players
90
Minutes
14
Age

Location

Sign in to see where your copy sits: the shelf, drawn, and how the box sits on it.

My Copy & Notes

Sign in to see your copy here: the edition, when you added it, and what you paid.

My Notes

Notes are private to their writer. Sign in to keep yours here.

My Prints for League of Nations

All 0 on LayerUp

Sign in to see the prints you marked Printed for this game, the insert in the box first.

Expansions & Promos

No expansions or promos on record for this game.

About the Game

In League of Nations, players are rival political parties struggling for power in post World War I Europe. By having the most political influence in a country, a player controls its government and may use its economic, diplomatic, and military resources to crush his enemies. But alas, rival factions wait in the shadows, ready to seize power. Push your citizens too far, and you might find yourself in front of a firing squad.

On each turn, a player may either 1) play an event card or 2) activate a country. Each player has a fixed set of event cards, allowing him to manipulate the geo-political landscape throughout the game in a myriad of ways. When a country is activated, the governing party can improve the economy, call for diplomatic sanctions, raise an army, engage in political maneuvering, seek international influence, and more. Rival parties have a chance to oppose every action, so unpopular actions may come with a heavy price.

After each country is activated once, the regions are scored. The game ends when every country has a representative in the League of Nations, a player reaches a certain number of victory points, or a party rules a certain number of countries.

This luckless game was inspired by eggertspiele's "not-quite-politically-correct game of tactics, agitation, and plenty of interaction," Global Powers.

Filed Under