Hegemony rules: how to play and how to score
Reviewed on 21 October 2026 against the publisher’s rulebook. How we check
Hegemony plays 2 to 4 players, or solo with the Extended Edition’s Automas, over five rounds: each player leads a class or the State of a fictional nation and scores in their own way. Here are the essential rules, setup and final scoring, based on the official rules.
- Players
- 1 to 4 (solo with the Automas)
- Play time
- 90 minutes to 3 hours
- Winner
- The most Victory Points after five rounds
Hegemony quick rules
- The goal
- Each player leads a group: the Working Class, the Middle Class, the Capitalist Class or the State. With 2 players, the Working Class faces the Capitalist Class; with 3, add the Middle Class; with 4, add the State. After five rounds, the most Victory Points wins.
- A round
- Each round has five phases: Preparation (skipped in the first round), Action, Production, Elections, then Scoring, where each role scores its points for the round.
- Your turn
- Turn order is fixed: Working Class, Middle Class, Capitalist Class, State. On your turn, play an Action card for its effect, if its Policy requirement is met, or discard it for one of your role’s Basic Actions. You may also take a Free Action. Everyone plays five turns and keeps two cards for the next round.
- Companies and Workers
- The Capitalist Class, the Middle Class and the State own Companies; the Working Class and Middle Class assign their Workers to them. A Company only produces if all its slots are filled, and a colored slot needs a skilled Worker. A Worker you just assigned is committed until production.
- Policies and elections
- Seven Policies, each in section A, B or C. A Bill proposes the adjacent section. In the Elections Phase, five Voting cubes are drawn from the bag, then players may secretly spend Influence. Ties pass the Bill: its proposer gains 3 points, and every player who added a vote in favor gains 1.
- The Production Phase
- Player order is reversed. Wages are paid, Companies produce, the Working Class and Middle Class provide one Food per Population, then everyone pays taxes. A mandatory cost you can’t pay forces you to take a Loan of 50, which costs 5 interest per round.
- Each role’s points
- The Working Class and Middle Class mostly score by raising their Prosperity: points equal to its new value. Trade Unions score 2 points per round. The Capitalist Class scores from its Capital and Wealth, the State from its two lowest Legitimacy values and its Political Agenda.
- Game end
- After the fifth round, Loans are settled, then each class scores for the number of Policies in its section, its leftover resources and money. On a tie, the most Policies in your favor wins.
- Beginner traps
- Prosperity drops every Preparation Phase: one space for the Working Class, two for the Middle Class. Food is mandatory. If the State has too many Loans, the IMF intervenes, discards the Bills and changes several Policies at once.
- Solo and modules
- The Extended Edition includes Crisis & Control: its Automas run a class in place of a player, one AI card per turn, and let you play solo. Hidden Agendas, Crisis Response and Alternative Events can be added once you know the game.
- Historical Events
- With this expansion, a history card is revealed at the end of each Preparation Phase, starting in the first round. It applies only once, if its requirements are met, at the moment it states.
How to score Hegemony
- Class
- The class you played: your end-of-game points depend on it.
- Scoring track
- Your space on the track after the fifth round’s Scoring Phase: elections, Prosperity, Trade Unions, Wealth, Legitimacy, Hidden Agendas.
- Policies in your section
- Policies 1 to 5 in section A for the Working Class or C for the Capitalist Class: 1, 4, 8, 12 or 18 points. Section B for the Middle Class: 1, 3, 6, 10 or 15. The State scores nothing here.
- Leftover resources
- Middle Class, Capitalist Class and State: 1 point per 2 Food and per 3 Luxury, 3 Health, 3 Education, plus 3 Media Influence for the State. Nothing for the Working Class.
- Leftover money
- Working Class: 1 point per 10, up to 15. Middle Class: 1 per 15. State: 1 per 30 in the State Treasury. Nothing for the Capitalist Class.
- Unpaid Loans
- Capitalist Class: −5 per Loan. The others first pay 55 per Loan, then lose 1 point for every 5 they couldn’t pay.
- Tiebreaker
- The most Policies in your favor; then the State if it is tied; then the most Voting cubes.
Worked example
Emma plays the Working Class: 112 on the track, 3 Policies in section A (8), 47 money (4), no Loans: 124 points. Jake plays the Capitalist Class: 105 on the track, 2 Policies in section C (4), 5 Food, 7 Luxury and 4 Education (2 + 2 + 1 = 5) and one Loan (−5): 109 points. Emma wins.
Common mistakes
- Adding the Capitalist Class’s money: its Capital already scored every round.
- Counting the Middle Class’s Goods & Services area: only its Storages count.
- Forgetting the Capitalist Class’s Free Trade Zone: it counts.
- Settling Loans after money: pay them off first, then count the money left.
How to set up Hegemony
Setup takes about twenty minutes: the board, politics and supply, then each role. For a first game, the rulebook recommends playing with 2.
The board
- Choose the roles: Working Class and Capitalist Class with 2 players, plus the Middle Class with 3, plus the State with 4.Solo, your role and the Automas’ roles count as players.
- Place the board, then the Supermarket, Shopping Mall, College and Clinic in the Capitalist Class area of the Private Sector.A marker on the L2 Wage spot of each.
- Return the 3 Public Companies that don’t match your player count and place the 3 starting ones in the first row of the Public Sector, at L2 Wage.One of each type face down in the second row, the last 3 face down in the third.
- With 3 or 4 players, place the Convenience Store and the Doctor’s Office in the Middle Class area, at L2 Wage.
- Shuffle the Business Deal, Export and Immigration cards separately; reveal a Business Deal and an Export card.A marker on the middle space of the Import section.
Politics and supply
- Place the Policy markers on 1C, 2B, 3A, 4B, 5C, 6B and 7B.
- Place 120 in the State Treasury.
- In the Public Services area, place 5 Health, 5 Education and 3 Influence with 2 players, or 6, 6 and 4 with 3 or 4 players.
- Round marker on the first space, Tax Multiplier on 5, scoring markers on 0.
- Put 8 Voting cubes of each color in the bag, even with 2 players.
- Set up the supply: resources, money, Loans, Storage tiles, tokens, and the Workers sorted by color and type.Legitimacy tokens with 4 players only; with 2, no Middle Class Workers.
Each role
- Each player takes their player board, Player Aid, 3 Bill markers and Voting token, and draws 7 Action cards.
- Working Class: Population on 10, Prosperity on 0, 30 and 1 Influence; Workers standing on the Companies the rulebook lists for your player count.Then a gray Worker in the Unemployed Workers area, and 1 Immigration card with 2 players, 2 with 3 or 4.
- Capitalist Class: 120 in Revenue, 1 Food, 2 Luxury, 2 Education and 1 Influence, prices at 12 and 8, the Free Trade Zone, and 4 Companies revealed: its Market.
- With 3 or 4 players, Middle Class: Population on 10, Prosperity on 0, 40 and 1 Influence, 1 Food and 1 Health, 3 Companies revealed, Workers standing on its starting Companies.Then a skilled Worker of its choice in the Unemployed Workers area and 2 Immigration cards.
- With 4 players, State: Legitimacy markers on the second space, 1 Influence, 2 Events and 1 Political Agenda revealed, Health Welfare tile on side 4B.
Expansions and solo
- Solo, each opposing class is run by an Automa: its board is set up as for a player, without Action cards, with its 30 AI cards.Simple Mode or Advanced Mode, your choice.
- Historical Events: one card at random per period, stacked from oldest to most recent; reveal and apply the setup card.
Frequently asked questions
Who goes first in Hegemony?
Always the Working Class, then the Middle Class, the Capitalist Class and the State. During the Production Phase, the order is reversed.
Can you play Hegemony solo?
Yes, with the Crisis & Control Automas, included in the Extended Edition: each one runs a class with its AI cards.
What does a Loan cost at the end of the game?
The Capitalist Class loses 5 points per Loan. The others may pay 55 per Loan, then lose 1 point for every 5 they couldn’t pay.
Ludingo’s Hegemony sheet was last reviewed on 21 October 2026, based on: dontpanicgames.com 1, dontpanicgames.com 2, dontpanicgames.com 3, hegemonicproject.com 1, hegemonicproject.com 2, BoardGameGeek.