Supreme Leader Rulebook
Do you have what it takes to rule as Fuhrer, Il Duce, Vozhd, Holy Roman Emperor, or Leader of the Only Free World?
Supreme Leader is a game of deliberation, social manipulation, and voting for 5-10 players that lasts 45 to 60 minutes. Each player will take on the role of a famous leader that is randomly dealt to them. They will produce an income equivalent to the amount printed on their player card. They will be able to buy and trade and use Strategy Cards to bolster their power and diminish their foes’. The main portion of the game is players deliberating who will be voted into the UN. The player with the most votes is sent to the UN. Players in the UN may collect half their income (rounded up), collect and gift Strategy cards, they get one collective vote, and depending on the event card drawn after the elimination phase, they may be able to rejoin as an active player. When two players remain, they will both make a speech to the United Nations and the players in the UN will vote for who they want to crown as Supreme Leader.
For set up, players will randomly be dealt a player card from the deck. This is who they will play as for the game. If they do not like the chosen card, they may draw once more but they have to stick with their second choice.
Next, place the Strategy Deck somewhere in the middle of the table. Draw six cards and place them out in two rows of three cards. This is the Buy Pile. Place the event deck nearby but separate from the Strategy deck.
To make the Event Deck, read the section regarding Event Cards below.
Finally, place income pieces somewhere on the table where they are easily accessible to all players.
Before the first round begins, have players go around the table and announce: who they are, their Influence, their Income, what country they are from, their faction, and their special ability.
There are five phases of gameplay.
Production- players take income pieces from the bank equivalent to the income signified by their player card.
Buy- Every Buy Phase the player with the most money buys first and then going clockwise every player has the option to purchase or pass on buying as many Strategy cards as they can afford. All cards are able to be played immediately upon purchase (unless the card specifies otherwise). To be able to purchase a Strategy card, a player must have enough money and influence. Influence does not go down once a card is purchased but money is returned to the bank in the center of the table.
Influence ranges between 1-5.
At the beginning of the following Buy Phase, the card at the bottom right of the Buy Pile is discarded and a new one is drawn. Whenever a card is purchased, all the cards are shifted over a new card is placed on the top left.
When a Strategy Card is purchased, it remains face up in play next to the player’s player card. All Strategy Cards in play are public knowledge. Just like politics, everyone knows what you’re packing.
Note: Once a card is bought, it is always replaced immediately.
Deliberation- The main phase of the game, players as a group are allowed to bribe, make deals, forge informal alliances, create treaties with one another, and every other means they can think of to convince other players who to vote for. Each player has the option to speak, if they choose, during this phase.
Note: Deals made are not binding.
Elimination- Once the Deliberation Phase has been finished and players know who they are voting for, all players count down from three and then point to vote for the player they wish to eliminate. The player with the most votes is no longer an “active” player and join the United Nations.
Note: players who join the United Nations or UN are not out of play. They collect half their income, are able to collect but not buy strategy cards, are able to play strategy cards, and they get one vote as a collective. If the UN cannot come to a majority vote on a person, the UN vote is negated for that elimination phase. A UN player may come back into play as an active player depending on the Event Card that is drawn.
If there is a tie, another vote takes place. If there continues to be a tie, the round is stalemated and the Event Phase begins. No one is sent to the UN for that elimination phase.
Event- After the Elimination Phase, an Event Card is drawn and its effects are resolved immediately or over the following round. Once a new Event Card is drawn, the previous Event Card is discarded.
There are two types of Event Cards. Red Events and Green Events. Red Events affect the following round. Green Events are Revival Cards. They take a player out of the United Nations and back in as an active player.
When there are only two active players remaining, there is no Event Phase.
Note: Cards and Player specials cannot be used against Event Cards. When an Event Card is drawn, the effect happens immediately, before the Production Phase.
The United Nations
Once a player has been voted to be eliminated, they join the United Nations. They still collect half their income (rounded up), can collect and gift cards (but not buy them), can gift their income to other active players, and they participate in the Deliberation Phase. During the Elimination Phase, they get one collective vote.
Players in the United Nations do not count as “active players”. They have no faction. They cannot use their ability and they cannot have an ability used on them unless it specifies it is used against players in the United Nations. Strategy Cards cannot be used against players in the United Nations. Players in the UN can forge alliances to help out players as a way to ensure they come back when a Revival Event Card is dawn.
Note: The first player to join the UN will become “the Hand of the UN” this is the player that points on behalf of the UN, this player can only vote for the player of the UN’s majority ruling.
Number of players in the UN:
1- sole decider of the UN vote
2- players must come to agreement or the UN vote is negated
3 or more- the majority vote counts as one vote
Note: all ties in the UN negate the UN vote
Except in the situation of endgame and voting ties are broken in order of most money, influence, and collective value of cards.
To win Supreme Leader, there are two routes to victory. Once there are two players left. Everything stops. No cards are drawn, no buys are made, no Event Card effects matter, if one of the two players cannot immediately eliminate the other player by a special or a card they already have, they must seek a Absolute Victory.
Absolute Victory- the last two players both make a speech to the United Nations on why they believe they should be crowned Supreme Leader. The UN players each vote for who they think deserves to win and the player with the most votes is elected Supreme Leader.
Note: Be careful who you burn and how you burn them because if you make it to the end, more than likely, you’ll have to convince them to chose you to be Supreme Leader.
Leader Victory- Immediately, when two leaders are left if one player is able to eliminate the other player by a Strategy card or special ability, they automatically win regardless of the opinion of the UN. If they both can eliminate one another, they must seek an Absolute Victory.
Ties- If there is a tie in the Absolute Victory. The United Nations votes again. If there is a tie, the player with the most money wins. Followed by the most influence. Followed by the most collective value in Strategy Cards.
Player Cards- This is the leader players will play as for the duration of the game.
On the card it will say
The name of the leader
The faction of the leader
The country of origin of the leader
The leader’s special ability
The leader’s base income
The leader’s base influence
Player Card Factions
Blue - Democracies
Grey- Nationalist Leaders
Red- Communist Leaders
Gold- Ancient Leaders
Green- Third World Leaders
Note on Influence- a player’s Influence affects their ability to purchase cards. Influence ranges from 1-5. If a player has an influence of 4 they cannot purchase a Strategy Card that requires 5 influence. Once a card is purchased, a player does not spend that Influence, it is simply a requirement for them to be able to purchase said card.
Strategy Cards are sometimes offensive, defensive, or economic in nature. They can affect all periods of play and players. To be able to purchase a card, a player must spend the necessary money to afford the card and have the required influence.
Once a card has been purchased, it can be played immediately unless the card says otherwise.
Once a player announces they are playing a Strategy Card, it is considered active until the effect is resolved and Strategy Card discarded.
Cards can be bought and traded among players. A player that does not have enough Influence can trust another player to purchase a card on their behalf, but be careful, all deals in Supreme Leader are based on trust and nothing is binding.
Event Cards- an Event Card will change the theme of the following round. It sometimes brings a player from the UN back into play as an active player. One Event Card is drawn after the elimination phase regardless of an elimination occuring. An event card cannot be negated or destroyed by a Strategy Card or a player’s special ability.
To Set Up the Event Deck
5 Players - 5 Red Events
6 Players - 5 Red Events, 1 Green Event
7 Players - 6 Red Events, 1 Green Event
8 Players - 6 Red Events, 2 Green Events
9 Players - 7 Red Events, 2 Green Events
10 Players - 8 Red Events, 2 Green Events
Note: It is possible to play Supreme Leader with more than 10 Players. Add an additional Green Event for every two players after ten. This does add additional time to gameplay.
Example of Event Deck for a 6 Player Game:
The Technological Revolution
Death Throes (Revival Card)
Due to the variable Player Special Abilities and Strategy Cards, this game contains a card hierarchy system to solve discrepancies in play.
Event Cards – Event Cards cannot be affected by a Players Special or a Strategy Card (unless that card says otherwise).
Player Specials – If there is a conflict between a Player’s Special and a Strategy Card, the Player Special will always take precedence over the Strategy Card.
Strategy Cards – Strategy Cards that conflict with one another are resolved as follows, the card with the most value in money takes precedent followed by the Influence, if this does not resolve the situation than the player with the most money followed by Influence is given precedent.