Legislate

Every card is a real member of Congress. Build support and pass your bill before the other side passes theirs.

Each turn, each of your members can Lobby (add their Influence to your bill) or Confront a rival (both deal Influence to each other's Resolve). First bill to 30 Support passes.

Rules of the Chamber

The goal

Each side has a bill. Build its Support; the first bill to reach 30 Support passes and wins the game.

Setting up

  • Each side has a 30-card deck of real members of Congress plus action cards.
  • The first player starts with 3 cards. The second player starts with 4 cards plus a free Favor to make up for going second.

Your turn

  1. Your Political Capital grows by 1 (up to 10) and refills.
  2. Each of your Institution members adds 1 Support.
  3. You draw a card.
  4. Do any of these, in any order:
    • Play a card by paying its cost (the red number) in Capital.
    • Act with each member on your floor, once each: Lobby or Confront.
  5. Press End Turn.

Members

Members have Influence (gold) and Resolve (green). Played members take a seat on your floor (up to 7) and can act starting next turn.

Lobby
Add the member's Influence to your bill's Support. Drag the member onto your bill.
Confront
Pick an enemy member. Each one deals its Influence to the other's Resolve. Drag your member onto the rival.
Unseated
A member whose Resolve drops to 0 leaves the floor for good. Damage that doesn't unseat a member wears off at the end of the turn, so finish a fight in one turn.

Keywords

Members earn keywords from their real careers.

Leader
On play, draw 2. Your other members have +1 Influence. Earned by party leaders.
Whip
On play, your strongest member that already acted may act again. Earned by party whips.
Gatekeeper
Enemies can't Lobby; they must Confront a Gatekeeper. Earned by committee chairs.
Oversight
On play, deal 2 to an enemy member. Earned by ranking members.
Institution
At the start of your turn, +1 Support. Earned by members with 20+ years served.
Firebrand
Can act the turn it's played. Earned by first-term members.
Bipartisan
On play, +2 Support. Earned by crossovers from the other party.

Members from the other party cost 1 more but gain Bipartisan. Independents can join either side.

Hard mode

In Hard mode every member also has a personal ability, marked with a gavel on the card. Hover or tap a card to read it. Easy mode ignores abilities.

When played
Happens once, as the member takes their seat.
When this Lobbies or Confronts
Happens each time the member takes that action.
When this is unseated
Happens as the member leaves the floor.
At the start of your turn
Happens every turn while the member is on your floor.
No trigger
Applies the whole time the member is on your floor.

Action cards

CardCostEffect
Filibuster3Opponent gains no Support during their next turn.
Cloture2Remove Filibuster from yourself. Draw 1.
Earmark2+3 Support.
Committee Markup3Give a friendly member +2/+2.
Town Hall2A friendly member that already acted may act again. Draw 1.
Media Cycle3Deal 3 to an enemy member.
Primary Challenge4Unseat an enemy member that costs 3 or less.
Veto Threat3Opponent loses 3 Support.
Lobbyist3Draw 2.
Recess2Enemy members cannot Confront during the opponent's next turn.
Reconciliation6+6 Support.
Favor0Gain 1 Political Capital this turn.

Limits

  • You can hold 10 cards. A card drawn into a full hand is discarded.
  • Drawing from an empty deck costs Support: 1 the first time, then 2, then 3, and so on.
  • Support never goes below 0.