::: PROPAGANDA :::
:: YOUR TOKENS ::
Each player has tokens labeled 8, 4, 3, and 2.
:: SETTING UP ::
In a randomly determined turn order (which will be reversed during the actual game's play), each player sets their 2-token down on a different nation. Then, after all have placed their 2-tokens, each player places their 3-tokens in order. Then, their 4-tokens. Then, their 8-tokens. No two tokens may be placed in the same location.
:: YOUR TURN ::
You cast two dice.
If you rolled 7 or higher, you can move pieces adding up to the number you rolled--or one piece more than once by adding its value twice or more. So, if you rolled 11, you could move your 8 and your 3; or you could move your 4 twice, and your 3 once.
If you rolled 6 or lower, before you move your own pieces, you move opponent's pieces that add up to the number rolled. It must not be from the same player. After you have moved opponents' pieces as described, you move your own. This type of turn is called a "Propaganda" turn.
You do not need to move all of your pieces or use your aviliable movement. You can move any lesser number of pieces, if you prefer. You may elect not to move any at all.
:: ENTERING TERRITORIES & WHOMPING ::
During each move, you may enter any unoccupied territory. If the territory has opposing tokens in it, you can only enter the territory if the value of your token is higher than the value of the tokens already within that territory. So, an 8 can enter a territory with a 2 and 3 or a 3 and 4; but cannot enter a territory with an 8 in it, or a 2, 3, and 4.
When you enter a territory, the opposing tokens in that same territory are "whomped". Any whomped tokens return to wherever their controller's 8-token is.
:: CLAIMING TERRITORIES & VICTORY ::
If all four of your tokens are in the same territory at the end of your turn, after moving all of your pieces (or forfeiting actions), you claim that territory. No one can ever claim that territory again. You get the amount of points that the territory is worth.
When you achieve a certain number of points and believe that you cannot be caught up to, you may declare Propaganda! at the end of your turn. Each other player has one more turn to try to get more points than you. If they end their turn with more points than you, they may instead declare Propaganda!, which starts with their turn and play goes around starting with them, where each other player gets a single turn to get more points than them. After a player has declared Propaganda! and no other player after them in turn order can achieve more points than them, the player who declared Propaganda! has won.
In a two player game, you can declare Propaganda! at 55 points.
For three players, 35.
For four players, 20.
For five or six players, 15.
After 30 rounds, any player may declare Propaganda! at any time.