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Russian Orthodox Church:
A strong political force, but most of their work is behind
the scenes. Special
Ability: extra defensive die if your representative
is in the region. |
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Communists:
represents the old guard, complete with political machine.
Special Ability: one of your
representatives gets an extra challenge with one die. |
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KGB:
the KGB as we know it disappeared with the Soviet Union,
but many of the same people are there.
Special Ability:
on your turn, steal a card out of another player's hand. |
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Mafia:
just like our own, their goals are money and profit, no matter
what.
Special Ability: on your turn,
steal $20,000 from another player. |
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Military:
like most generals, they want a stronger military force,
particularly now that the Russian Army is on the verge of
collapse.
Special Ability:
can move any uprising one space on your turn.
If you have control of the uprising, you may move it one
additional space. |
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Nationalists:
they want to return to a unified Soviet Union under a strong
fist, and are riding a wave of discontent.
Special Ability:
during your turn, move any representative anywhere on the board. |
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Reformers: represents
the party of Yeltsin. They wish to maintain control
and continue the capitalization of Russia.
Special Ability: on your turn,
receive no less than $30,000. |
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Separatists:
the Separatist movement, which wants to allow ethnic regions
within Russia more political autonomy.
Special Ability: receive
double production from the separatist regions.
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Back the the Rules |