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How to Play

Sovereign is a 7-lap economic strategy game for 3 players (1 human + 2 scripted opponents). The goal is to score the most Influence Points when the game ends.

40 spaces, arranged as a square loop. Spaces fall into eight color systems plus a few special types.

Color systemPropertiesCost rangeIdentity
Revolutionary Debt260 TNCheap, early; under the Funding Act
State Debt3100–120 TNBoosted by the Assumption Act
Revenue System3140–160 TNBoosted by the Tariff Schedule
Commercial Infrastructure3180–200 TNPorts and exchanges
National Finance3220–240 TNTreasury Securities, Bank Subscription, Federal Deposits
Internal Improvements3260–280 TNTurnpikes, canals, post roads
Manufactures3300–320 TNTextiles, iron, glass
Strategic Industry2350–400 TNArmory, Shipbuilding

Plus 4 Routes (with a 25 / 50 / 100 / 150 payment ladder), 2 Institutions (Bank of the United States, US Mint), 4 corners, and 2 tax spaces.

  1. Roll 2d6.
  2. Move that many spaces around the loop.
  3. Resolve landing — buy / decline / pay rent / draw a card / trigger an Act / etc.
  4. End turn, next player acts.

When the active player’s turn loops back around through the start (Treasury Opens), the lap counter advances. A new Act of Congress comes up for vote at the start of each lap.

7 Acts pass in fixed historical order, one per lap. They require a majority vote of the 3 players.

LapActEffect
1Funding ActRevolutionary Debt rents ×1.5 permanently. Public Credit +2.
2Assumption ActState Debt rents ×2 permanently. Public Credit +2. Public Resistance +1.
3Bank CharterBank pays 10× dice (was 4×). Mint enables 20× dice combo.
4Tariff ScheduleRevenue System rents ×1.5 permanently. Public Resistance +1.
5Coinage ActMint owner collects 50 TN from each other player. Public Credit +1. Industrial Capacity +1.
6Report on ManufacturesMfg + Strategic upgrade costs halved one lap. Each Mfg/Strategic owner collects 50 TN per such property owned. Capacity +2.
7Excise EnforcementWhiskey Excise pays 2×. Public Resistance +2.

Force-fee: a profile may pay 100 TN to force an Act vote when conditions favor it (Treasury / Finance does this for Bank Charter; Manufacturer does it for Report on Manufactures if Capacity is low; Merchant does it for Tariff if Resistance is low).

Three tracks visible at the table center, each running 0–12.

  • Public Credit (starts 5). High Credit makes National Finance scoring kick in. Drops below 2 hurt routes; hitting 0 triggers a Default event (cash halved, one upgrade destroyed per player).
  • Public Resistance (starts 2). Rises with Acts that anger the public. Hits 12 → Rebellion (Excise owners hit hardest).
  • Industrial Capacity (starts 1). Climbs +1 per industrial property purchased (v0.5+). At ≥ 6: Mfg/Strategic payments +25%. At ≥ 8: payments +50%, plus +2 Influence bonus per qualifying industrial system at game end. At ≥ 10: another +2 per qualifying industrial system.

When the game ends (lap 7 wraps), compute Influence Points per player:

SourceIP
Cash held1 IP per 400 TN (floor)
Property owned1 IP each
Upgraded property+2 IP each (any tier)
Complete color set+3 IP each
Route owned1 IP each
Institution owned2 IP each
NF Credit bonus+1 IP per qualifying NF owner if Credit ≥ 8; +2 if Credit = 12
Industrial Capacity ≥ 8+2 IP per qualifying industrial system held
Industrial Capacity ≥ 10additional +2 IP per qualifying industrial system (stacks with ≥ 8)
Full Manufactures set+3 IP (in addition to color-set bonus)
Full Strategic Industry set+2 IP (in addition to color-set bonus)
“You Are Hamilton” card kept+1 IP
Bankrupt lap−1 IP per lap spent at cash < 0

Highest total wins.

  • Treasury / Finance is the strongest profile. To beat it as a human, you must either out-Treasury it (which is hard from slot 0 against a scripted Hamilton in slot 1) or pursue a different specialty hard enough to outscore.
  • Routes are strong but capped — the v0.2 ladder change means 4-route monopolies pay 150 TN per landing, not 200. Worth pursuing but won’t autowin.
  • Industry is the late bloomer. Buy Manufactures + Strategic Industry properties to push Industrial Capacity up. If Capacity reaches ≥ 8, the industrial Influence bonuses are large enough to threaten Treasury.
  • Profiles — what your two scripted opponents are actually doing.
  • Reference — exact rules tables, CLI flags, save / load format.