JUNTA JUNTA Simplified Game Rules This This overv overvie iew w is desig designe ned d to help help unde underst rstan and d how how the the game gamess is play played ed but but does does not not completely replace the rule book. [Personal interpretations, or house rules in the absence of any rules to interpret, are in square brackets.]
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A........................................... .............................................. ..........................................6 ...................6
ritten by (ick Pitman @ !onkey!agic at www.boardgamegeek.com All comments, criticism, suggestions welcome
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AIM To be the player with the most money in their Swiss Bank Account at the end of the game. The game is played over successive Turns divided into *; PhasesB until the supply of money runs out.
GAME START %etup the game as in the main rule book and deal each player 5 cards. The #$($&A &'$% on Page 6 includes rules on Voting, Money, Cards, Death and Exile $lect the first President as detailed in P&$%+$(TA $$/T-(% on Page 6 Then proceed directly to Phase * of the first Turn
TURN PHASES 1. DRAW POLITICAL CARDS < $ach player is given two Political Cards < $ach player must then play if the card teCt permitsB, discard or give away cards until they have only 5, including Political Cards face up on the table in front of them 2. CAINET ASSIGNMENT < The President assigns the 5 Cabinet Meber positions among the other players with the follow restrictionsD minimum one per player, maCimum ", ; for the President , no player may hold " generals. !. PRESIDENT DRAWS MONE" < The President draws the top 8 money cards face down. #. THE UDGET < The President proposes a Budget . )e announces how much money he will give to each player with the following restrictionsD he cannot demand change from any pla yer, he may add money from his !and , he may keep as much money as he likes, he is not obliged to give any player anything, any money he promises in his Budget must be paid if the Budget Passes. < The cabinet Vote on whether to Pass the Budget or not. There are two possible outcomes. A @ The Budget Passes The President pays out the money as promised 0 @ The 0udget :ails (ow the Minister o" the #nterior may force the Budget . f so money is paid out as promised, the 3 Police $nits are moved to the Chaber o" De%uties, the Bank is Closed "or &unch and the Cou% Excuse token is displayed. f the Minister o" the #nterior does not force the Budget then the President keeps all the money, the Bank is Closed "or !oliday and the Cou% Excuse token is displayed. $. SELECT LOCATIONS < $ach player chooses a location and places one of their location tokens face down in front of them to signify this. This is relevant for assassinations, depositing money Bank B and initiating a Cou% !'B. < Alternatively a player may go into Exile by placing any location token in an $mbassy on the map.
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%. ASSASSINATIONS < 0eginning with the Minister o" the #nterior and moving clockwise each player announces all assassination attempts they wish to make. f they have the cards they may make multiple attempts. < The Minister o" the #nterior controls the Secret Police which allows him to make one free assassination attempt per Turn. The Secret Police may only attempt an assassination in the Bank every second Turn, if they makes an attempt on any turn then the Bank is Sa"e marker is displayed to show that he cannot shoot at the bank neCt Turn. The following Turn this will be replaced by the Shoot at Bank marker. < All other assassination attempts require that a player plays an Assassin Card and meet its cost. < :or all assassination attempts the player announces which player they are trying to assassinate and where. < -nce all attempts have been announced then locations are revealed and assassinations are resolved in the order announced. < f a player is killed their assassination attempt is still resolved and may be successful. < f anyone is killed see +$AT) section below and display the Cou% Excuse token. &. AN'ING < f the Bank is Closed "or &unch or Closed "or !oliday then this Phase is skipped. < f the Bank is (%en players who chose the Bank location and are not dead or in eCileB may freely move money between their !and and their Swiss Bank Account . (. COUP PHASE < Players eCcept the President B may now have the opportunity to start a Cou%. < A player may always start a Cou% if they chose the !' as their location or by playing a Cou% Excuse card which allows them to place units on the map. < -therwise a player may only start a Cou% ifD the 0udget was forced by the Minister o" the #nterior , the Budget failed, someone was assassinated or a Cou% Excuse card has been played. n each case the Cou% Excuse token should be visible. n this case any player may start a Cou%. < n order to actually start a /oup a player must do one of the followingE • Play a Cou% Excuse card which brings units onto a map • !ove one of their units on the map • 'se an Airstrike or the )unboat against the Presidential Palace. < The player who does this is the *irst +ebel and receives the corresponding card. < f a Cou% is started then refer to the /-'P section below < f no player starts a Cou% then proceed to Phase *; ). COUP A*TERMATH < This is dealt with under the Cou% +ules below. 1+. AN' RE,OPENS < f the 0ank was Closed "or &unch it is now open and players who are not dead or in eCileB may freely move money between their !and and their Swiss Bank Account . < f the Bank was (%en earlier or Closed "or !oliday then it does -/ open in this Phase.
GAME END < The game ends [immediately] when the President is unable to draw 8 cards during the P&$%+$(T +&A% !-($2 Phase. Players must -e0e count the remaining cards.
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< The player with the most Money in their Swiss Bank Account not in !and B wins, even if Dead or in Exile. There is no tie
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COUP RULES The /oup is played out over one +ebel (nly Phase followed by 5 regular Cou% Phases. ALLEGIANCE +uring the Cou% players will be either be +ebels or &oyalists. $ach player is a &oyalist by default. A player becomes a +ebel by < !oving or :iring in any way eCcept retreatingB during the +ebel (nly Phase. < :iring on the Palace #uard at any time. -nce a player becomes a +ebel they remain one for the duration of the Cou%. [Personal nterpretation < +ebels may not attack other +ebels] Player?s position as +ebels or &oyalists has no impact on whether they declare themselves ProPresident or Pro-unta at the end of the Cou%. COUP PHASE REA'DOWN n the +ebel (nly Phase the *irst +ebel is the start player and play moves clockwise. n each subsequent turn the start player moves one position clockwise. 1. MOEMENT < 0eginning with the start player, each player may move -e stack of tokens, one space eCceptions < )elicopter #unship moves ", President and President.s Cousin get one move eachB. 2. DECLARATION < 0eginning with the President each player sharing a space with another player?s units declares whether or not they will fire on the other player. f a player decides not to fire, but is then fired upon they may change their mind. f there are more than two players in a space then players may fire with different counters at different players. !. INCOMING *IRE < The #unboat and Airstrikes may each make one attack. < (ominate a stack to fire upon all units belonging to one player in a given area are considered a stackB. &oll 1 dice for the #unboat or 5 for the Airstrike. :or each 5 rolled the targeted player must remove a unit of their choice. < The #unboat may fire once each Phase, the Airstrikes may be used three times in the entire Cou%. #. COMAT < /ombat occurs in three volleys. < n each volley all units are considered to fire simultaneously, across the entire board. < +uring each volley players roll a number of dice equal to the number of units engaged. 'narmed units with a *F" on themB roll one dice per every pair of units. Palace #uards roll " dice per unit if within the Presidential Palace. < :or each 5 rolled the targeted player must remove a unit of their choice. < f units remain then resolve another volley until all three volleys are resolved. $. RETREATS < f two or more stacks remain in any area after they have engaged each other in combat the stack or stacks which lost the greatest number of units must retreat. The stack or tied stacksB with the fewest losses remain in the space. < &etreating units must move into an adGacent empty space, unless granted permission to retreat into an occupied space by all units there. < f a retreating stack has nowhere to move to the entire stack is destroyed.
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COUP END < The Cou% ends at the end of Phase 5 or before that if all players agree that one side has won. < Players must declare themselves ProPresindent or Pro-unta/ ith the eCception of the President all players are free to choose ProPresindent or Pro-unta regardless of whether they were +ebels or &oyalists. < f the Pro-unta players are the sle occupants that is - ProPresindent units are presentB of at least 1 of the 4 red power centres at the end of the Cou% then the -unta succeeds. < -therwise the President succeeds. < $ither way proceed to ). COUP A*TERMATH. COUP A*TERMATH < :rom the perspective of the rules it only matters at this stage if you were a +ebel or a &oyalist . hether you were ProPresindent or Pro-unta is irrelevant, although it may affect how other players act towards you. < f the President succeeds then he may send any +ebel to the *iring S0uad . < f the -unta succeeds then all the +ebels must vote for a new President . $ach +ebel gets a single vote, no cards are used. The *irst +ebel breaks any ties. The new President can send any player to the :iring %quad, including a +ebel . < Any player sent to the *iring S0uad is Dead see belowB and gives all his money in !and to the current President . COUP MISCELLANEOUS < PA&AT&--P% < are controlled by the /ommander and may land on any area on the map during !-=$!$(T. They may then also move. < !A&($% < are controlled by the Admiral and may land on any area adGacent to the river during !-=$!$(T. They may then also move. < ($ /-'(T$&% < (ew counters brought into play by specific cards may move during !-=$!$(T immediately after being placed. < P-/$ &$%P-(%$ @ if red units are placed on the board during the +ebel (nly Phase then during the first normal Cou% Phases the Minister may move any number of Police units to the location they were placed in. This does not count as a move and the Minister still has one move during !-=$!$(T. < $!0A%%$% < (o combat is permitted in embassies, all players may have counters in any one embassy without conflict. < /-'(T$& T&A(%:$& @ Players may freely transfer units to other players. )owever transferred units may not move again if they have already moved.
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GENERAL RULES ROLL CALL OTING All votes in Hunta follow the same process and are referred to as +oll Call Votes. The only eCception is the instatement of a new President by the -unta after a successful Cou% see /-'P A:T$&!AT) sectionB. < The voting occurs in two rounds. < n each round players use votes from their Cabinet Meber position cards, #n"luence cards and Vote cards. < The President votes first and the other players follow in a clockwise direction. < $ach player may use anywhere from none to all of their cards to vote. They can even use different cards to vote in different directions. < hen all players have had a chance to vote the second round of voting occurs, moving clockwise from the President once again. < -n the second round players may use as many of their remaining cards as they like to vote. They can use these cards to vote differently from the first round but cannot change any votes already made in the first round. < The motion with the most votes is carried. n the case of a tie the President decides. < All Vote cards used are discarded. #n"luence cards remain in front of the players, and can be reused in subsequent +oll Calls. PRESIDENTIAL ELECTIONS 2ou will need to vote for a new President by +oll Call voting at the beginning of the game, if the old President is killed or resigns, or if a vote of no confidence succeeds. The voting process is as other +oll Call votes as detailed above with the following differences. < =oting starts with the game?s owner at the beginning of the game [and with the Minister o" the #nterior any other time] and then moves clockwise as usual. < The first round of voting is the nominating round, each player can nominate a candidate, add votes for an eCisting candidate or abstain. < n the second round players get the opportunity to cast additional votes for any of the eCisting candidates. < After this the player with most votes becomes President , unless they decline. < All Vote cards used are discarded. < f there was a tie or the elected President declined then start all over again. MONE" < !oney that players receive goes into their !and or IpocketJB and is hidden information. < !oney in your !and may be traded or given to other players at any time < 2ou can only put money in or take money out of your Swiss Bank Account during Phase 6 < 0A(7(# or Phase *; < 0A(7 &$<-P$(% and only then if you chose the Bank as your location in Phase 4, the Bank is (%en and you are not Dead or in Exile. < 2ou may look at your Swiss Bank Account at any time < 2ou can not make change from your Swiss Bank Account . < !oney in your Swiss Bank Account is secure and cannot be taken by other players even if you are killed. PRESIDENT RESIGNATION The President may resign at any time eCcept during a Cou%. < The other Cabinet Mebers immediately conduct a P&$%+$(TA $$/T-( as above. The old President could be re
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CARDS The information here refers to Political Cards #n"luence, Vote, Assassination, E1ent and BribeB not Position or +ebel cards. < $ach player starts with 5 cards and receives " more on Phase * of each Turn < 2our hand limit is 5 cards. This i-3ludes any #n"luence cards on the table in front of you. < ith the eCception of #n"luence cards all cards are discarded once played. #n"luence cards remain face up in
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