You are the World Bank. End extreme poverty by promoting the international trade path, focus on developing states, and grant loans to government projects.
Line up a developed state — that is where the loans, foreign direct investment and foreign aid come from. Pick the developing state you will fund. Then spend until that country meets your three funding goals: Health, Education, Income. Those three are the Human Development Index.
The funder comes first. Until a developed state is on your mat, nothing else can go down.
Each filled slot is worth a point, so a finished mat is five. You need the set and the five points.
One sentence about development, and it never says whose side it is on. Read it and call it. Supports the Bank and it sits on your own mat at +1. Attacks the Bank and it goes on a rival's mat at −1.
Call it wrong and anyone can challenge you.
Bank four attacks and you win as the critic. You can take an attack on your own mat, so this is a route you can choose from the first turn.
It also caps a pile-on. The fourth attack hands the game away, so hitting the leader stops at three.
A loose rival misfiles more cards. Click any card on a rival's mat to challenge it.
Step through waits for you between turns, and every rival says what it played. Best on a projector.
You are the World Bank. Find the money, pick the country, and spend until it meets your funding goals.
One card per turn. A country, a trait, an argument or an event — whichever you put down is your turn.
Hold up to six. Hold instead of playing to keep a card for a better moment, but once you are holding six you must play one.
Nothing goes on your mat until a developed state does. No funder, no loans. Starved of one, you hold, you discard — or you start taking the attacks and build the case against the Bank instead.
Every card asks the same question: where does this go? The card never says. You say, and anyone can call you.
A finished mat is not automatically a win. Two attacks put you at 3, and you argue your way back to 5 — or take two more and switch sides.
Reach the line and you have claimed it. Play the round out. Attacks landed after your claim do not take it back, and a rival who reaches the line in the same round is level with you — the higher score wins.
The lead passes one seat to the left each round.
If the deck runs out first, the Bank's money is spent. Whoever is furthest along their own route wins — wells out of five, or attacks out of four.
Click any card on a rival's mat to challenge the way they filed it. Call it right and the card is discarded. Call it wrong and you lose your next draw.
Some cards can be defended either way. A challenge against one of those always fails.
Rivals challenge you the same way. Get away with it? The card is played.
Project this to settle an argument at the table.