Weimar: The Fight For Democracy Things to Remember
1. The game is divided into Rounds, which are divided into Turns, which are divided
into individual Player Impulses.
2. Excess Action Points when using them for Actions may be placed in the Reserve.
Excess points from Debates may not be placed there (p14, “Reserve”).
3. Reactions to Events and Actions occur rst, before Events and Actions are rolled or
acted on, unless the card says otherwise.
4. The rules do not specify the seating order for Parties. Seating is up to the discretion
of the Players (Designer comments).
5. Two of each Players’ Agenda cards confer 5-card supplemental decks that are
added to the main Draw (aka Party) deck. Each supplemental deck has a letter
designation in the upper right-hand corner that corresponds to the same letter on
the Agenda cards. On those two Agenda cards, to the right of that letter is a white
area containing information about that deck. That wording does nothing else except
provide information about what that supplemental deck does.
6. Table-talk is recommended. Agreements are non-binding.
7. Units are all tombstone-shaped markers (p5).
8. A KPD Uprising marker is half a Council. When a city has one Uprising marker in it
and gains a second one, remove both and replace them with a Council marker. If
there is a DNVP Regime marker there, it also goes away (p25, “Party Threat Marker
in a City”).
9. Threat markers are all hex-shaped markers, which includes all orange, black DNVP
Regime and pink KPD Uprising and Council markers (p5 and Designer Comment).
10. Uprising markers are also Party Threat markers as they are hex-shaped, but may
reside in the same City as a Regime marker (p25 “Party Threat Marker in a City”).
However, if a Regime marker is placed in a City where an Uprising marker resides,
the Uprising marker goes away (p25).
11. There can be a maximum of 1-Poverty or Prosperity, 1-Unrest, and 1-Party Threat
marker (read exception in #10) in a single City at the same time. Other Threat
markers are never placed in Cities (p24).
12. Council and Regime Threat markers cannot co-exist in the same City, instead, they
replace one another. Example: If a city has a Regime marker in it and the KPD
player places a Council there, the Regime marker goes away and the Council
marker takes its place (p25, “Party Threat Marker in a City”).
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Weimar: The Fight For Democracy Things to Remember
13. Unrest markers: Are placed only in Cities. A City may only hold one Unrest marker. If
circumstances dictate that a second Unrest marker should be placed there, do not
do so; its placement is cancelled.
14. Poverty markers: If one is in a City and circumstances dictate that a second one
should be placed there, instead, place it on the DR Track. A maximum of 2-Poverty
markers may be placed on the DR Track as there are only 3-markers available.
15. Foreign A airs Track: Multiple attempts may be made in an Impulse. And more
than one Foreign A airs card may be successfully negotiated (rolled) in a single
Round (Designer comments).
16. During Check The Size of Parliament in the Politics Phase (7, p18), the reduction-
in-Seats procedure must be repeated until there are no more than 24-Parliament
Members (i.e. there are no Members sitting in the over ow box).
17. Party Base markers ll City spaces, and additional Bases placed displace each
other (I.E. When a City is full, placing a new Party Base in it removes one, and the
placed marker is also removed).
18. The Poverty and Prosperity markers shown at the bottom of the Economy Track
are not placed until the Politics Phase.
19. Discarded Party cards are shu ed to form a new Draw deck when the deck is
gone OR when a 5-card supplemental deck is added.
20. Government Units (Police, Army, black Reichswehr) can never be Dissolved (p23,
“Dissolve Units”). All other Units may be Dissolved.
21. The titles below the spaces on the Foreign A airs Track (top-hat) correspond to
the di erent Foreign A airs cards. Some Events require that a particular Foreign
A airs card be successfully completed or not completed, and the top-hat marker
designates the status of each completion. If the top-hat has moved past a particular
title, it has been successfully completed.
22. Government players: Don’t forget that there is a separate Government play-mat for
your use that you share.
23. You may spend Reserve Points for Debates, City Actions, and Reactions to another
player’s Action. Action Points stay in your Reserve until used (p14, “Reserve”).
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