Rules of Play
Box of Provopoli

Board game · 1972

Provopoli

In Provopoli, players belong to one of two groups: Blue represents forces that support and defend the current order, while Red stands for groups that critisize the system and actively try to change it. Each player belongs to on…

Players
2 to 20
Duration
120 min
Age
10 and up
Complexity
—

(Uncredited) · Horatio Verlag

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In brief

In Provopoli, players belong to one of two groups: Blue represents forces that support and defend the current order, while Red stands for groups that critisize the system and actively try to change it.

Each player belongs to one of these two camps, and controls one (or, with low player counts, several) pawns of that color. A random scenario card defines the objective of the game. There are open scenarions where each group knows what's at stake; and hidden scenarios, where only one party knows the objective, but the other group has to stop them.

Depending on the scenario, there are some devices available: Cars that increase movement (but can't enter buildings or parks); barricades that block roads or access to buildings; and explosives that can be used to block spaces or remove barricades. There are also chance cards that either call a random event, or represent an utility that can be kept for later use.

The two groups act in alternating order. Three dice are rolled for movement points that are assigned to pawns (the decision is made as group). On the target space, the pawn may pick up a chance card, collect a device, use a device, seize an opposing pawn, or even free an arrested member of the own group. Depending on the scenario, there might be additional actions available.

Play continues until one of the sides fulfill their objective, or until they are no longer able to reach it.

Example of objectives: Blow up the red head quarter; arrest a number of neutral pawns (or, for the other side, escort them to the train station); escort a state guest to several locations (or make it impossible to reach these locations).

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