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Deep State: New World Order is a dystopian game of world domination and global conspiracies. The game takes place over several rounds, and in the course of a round, players begin with the action phase, which is followed by the takeover phase. Those two phases repeat, then at the end of the round comes the treaty phase.


At the end of the game, players calculate their influence (victory points) that are generated by their objective cards, by participation in global projects, and by their treaty cards. Many cards interact with each other, generating even more influence. The player with the most influence wins the game, becoming master of the world we know.


The Global Conspiracy expansion extends your experience of Deep State and consists of 4 modules you may add into the game in any combination you like.


Some Modules contain Projects and mini-expansions which can be added to the game separately.


All Modules and mini-expansions, with a few restrictions, work great with each other. Yet some work better than others. Recommendations are provided in the rules.


1. STRONG-ARM TACTICS MODULE


Consists of: Counter-Terrorism Project * Black Operations. XXI Century mini-expansion - 7 cards * 3 Treaty cards


2. FOURTH ESTATE MODULE


Consists of: Global Media Project * Trends mini-expansion - 6 cards * 3 Treaty cards


3. REPTILOIDS MODULE


Consists of: Reptiloid Project * 15 Reptiloid Objective cards * 3 Treaty cards * 3 Contactee cards (Men of Action) * 1 UFO Hysteria card (Trend).


4. SUPERIORITY DOCTRINE MODULE


Consists of: Nuclear Power, Worldwide Bank, and World, Inc. Projects


PLAYERS


All Modules are suitable for 1 to 5 players. Detailed solo play rules are provided in the rules for each of the Modules.