Forces

Rules · Setup · The DTM Ladder

Setup

  1. Pick region mats. Each player picks (or is dealt) one of: Nation-State, Multinational State, Stateless Nation. Each has different starting CST/POP/DTM stage and a passive ability.
  2. Build decks. Each player’s deck = 2 copies of each non-Event card (filtered: Stateless Nation cannot hold Developments pre-Statehood). Stateless gets 3× Irredentism copies (their win path).
  3. Event deck. Shared. 2 copies of each Event card. Top card flips at the start of each round.
  4. Draw 5 cards. Initial hand.
  5. Place mats in a ring. Adjacency is the players to your left and right.

The Win Condition

First player to reach DTM Stage 5 and sustain it for one full round wins.

This is grounded in a real AP HUG debate: some demographers argue Japan, South Korea, Italy, and Germany have entered Stage 5. Others argue no nation has truly stabilized at sub-replacement fertility with sustained social cohesion. The game makes you live that question.

The DTM Ladder

Stage 1 — High birth rate, high death rate

Pre-industrial. No nations operate here today.

Stage 2 — High birth, falling death

Sub-Saharan Africa (parts), Afghanistan. Sanitation and agricultural surplus arrive; death rates fall.

Stage 3 — Falling birth, low death

India, Mexico, Brazil. Industrialization mature, urbanization majority, women in workforce.

Stage 4 — Low birth, low death

USA, UK, France. Replacement fertility (~2.1). Post-industrial economy emerges.

Stage 5 — Sub-replacement, aging — THE WIN

Debated: Japan, S. Korea, Italy, Germany. Population shrinks. Social cohesion must hold despite shrinking labor force. You must voluntarily discard 2 POP at this gate — the paradox of late-stage demographics.

DTM Gates (requirements to advance)

Stage 1 → 2 (Sanitation Revolution): Hold any Development card OR play Green Revolution. Real-world: Britain ~1750–1820.
Stage 2 → 3 (Industrial Maturity): Hold Industrial Park AND urban POP ≥ rural POP. Real-world: Britain ~1820–1880.
Stage 3 → 4 (Replacement Fertility): Hold Edge City or SEZ, POP ≥ 6, CST ≥ 5. Real-world: USA ~1970s.
Stage 4 → 5 (Sub-Replacement Stability): Hold Edge City, discard 2 POP voluntarily, CST ≥ 8, cohesion dominance (centripetal forces minus centrifugal forces ≥ 2). Survive 1 round at Stage 5 to win.

Turn Structure

  1. Event flip. Top card of Event deck resolves for everyone.
  2. Each player, in turn:
    1. Upkeep — DTM stage affects pop drift (Stage 4+ slow pop loss models sub-replacement fertility).
    2. Draw to hand size 5.
    3. Play up to 2 cards: 1 self-affecting (build), 1 opponent-affecting (project). Lens cards are free instants.
    4. Age out: persistent centrifugal forces >5 turns old fade.
    5. Cohesion check: if CST drops below 0 and centrifugal > centripetal, regress 1 DTM stage.
    6. DTM gate check: if requirements met, advance to next stage.
  3. Era track: When total Developments in play ≥ 3, era advances to Industrial; ≥ 7, Post-Industrial. Some cards are era-gated.

Region Mats — Three paths to Stage 5

MatStartCapPath
Nation-StateCST 6, POP 4, DTM 2POP 6Race up via shared culture & infrastructure. Examples: Japan, Iceland.
Multinational StateCST 4, POP 5, DTM 1POP 7Stockpile then climb. Fragile cohesion. Examples: USA, India.
Stateless NationCST 5, POP 3, DTM 1POP 5Play 3 Irredentism cards to declare Statehood — jump to DTM 4 instantly. Then race Stage 5. Examples: pre-2008 Kosovo, pre-2011 South Sudan.

The Pedagogical Hook

POP is your resource for 4 stages. At Stage 5, POP becomes the thing you must shed to win.

That reversal is the AP HUG curriculum: developed nations face sub-replacement fertility as their population stops growing. The card game makes you feel this paradox — the game-mechanic is the lesson.

Quality Notes