Borderline

SOVEREIGNTY & SECESSION · 1945–2001
You run a state whose borders were drawn by someone else. Each round you spend a budget on the things that hold a country together — or the things that hold it down — then deal with the states around you: press a claim, join a bloc, or stay non-aligned. Six rounds carry you to 2001.
CHOOSE YOUR STATE
Your state is fictional. Its borders, its peoples, and its problems are not.
Starting Sovereignty:
Starting Treasury: $10,000

What Your Territory Is Worth This Round
Phase 1 of 3 · The Budget
Allocate Your Budget
Three of these pull the country together. One holds it down.
TREASURY AFTER REVENUE & SPENDING
$10,000
Phase 2 of 3 · Borders & Blocs
Borders & Blocs
Negotiate in the room first. Then record what happened.
What is your state doing this round?
Phase 3 of 3 · Extend Control
Extend Effective Control
A border on a map is not control. Buy what your state can actually reach and govern.
TREASURY REMAINING THIS ROUND
$0
Sovereignty Change This Round
Round Breakdown
SIMULATION COMPLETE · 2001
2001 — The Map As You Leave It
Six rounds, 1945 to 2001.
Sovereignty History
You have been playing a real state.
Who were you?