Propaganda: Control the narrative, dominate the world!

2025

2 - 6 players
30 - 60 min

From BoardGameGeek

In Propaganda, players take on the role of rival Chief Propaganda Officers (CPOs) competing to influence society across ten Propaganda Sectors, including Government & Politics, Media & Communication, Religion & Spirituality, Science & Technology, Economy & Finance, and more. Players move around the board collecting Credibility, placing Lobbyists, forming Alliances, and launching propaganda campaigns in an effort to expand their influence and outmaneuver their rivals. Each turn, players perform up to five Directives, which may include moving their CPO, collecting Credibility Cards, purchasing Lobbyists, negotiating trades, buying Propaganda Cards, launching attacks, forming Alliances, or using powerful Power Broker Cards. Propaganda battles use a simultaneous hidden-selection system where attackers and defenders choose tactics such as Fear, Glory, Disgust, Rationalize, Deflect, or Expose to determine the outcome of conflicts. As the game progresses, Chance Cards introduce changing global conditions that can disrupt sectors and force players to adapt their strategies. Alliances between sectors allow players to expand their operational reach, while Power Broker Cards provide powerful political actions capable of disrupting opponents, controlling turns, breaking alliances, or manipulating the board state. Players can win in multiple ways: by completing strategic objectives such as building alliances, winning propaganda battles, and establishing influence across sectors, or by dominating the board through majority Lobbyist control. Negotiation, timing, deception, and resource management all play a role as players compete to control the narrative and dominate the world. -description from the publisher

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StrategyDogs
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About Propaganda: Control the narrative, dominate the world!

From BoardGameGeek:

In Propaganda, players take on the role of rival Chief Propaganda Officers (CPOs) competing to influence society across ten Propaganda Sectors, including Government & Politics, Media & Communication, Religion & Spirituality, Science & Technology, Economy & Finance, and more. Players move around the board collecting Credibility, placing Lobbyists, forming Alliances, and launching propaganda campaigns in an effort to expand their influence and outmaneuver their rivals. Each turn, players perform up to five Directives, which may include moving their CPO, collecting Credibility Cards, purchasing Lobbyists, negotiating trades, buying Propaganda Cards, launching attacks, forming Alliances, or using powerful Power Broker Cards. Propaganda battles use a simultaneous hidden-selection system where attackers and defenders choose tactics such as Fear, Glory, Disgust, Rationalize, Deflect, or Expose to determine the outcome of conflicts. As the game progresses, Chance Cards introduce changing global conditions that can disrupt sectors and force players to adapt their strategies. Alliances between sectors allow players to expand their operational reach, while Power Broker Cards provide powerful political actions capable of disrupting opponents, controlling turns, breaking alliances, or manipulating the board state. Players can win in multiple ways: by completing strategic objectives such as building alliances, winning propaganda battles, and establishing influence across sectors, or by dominating the board through majority Lobbyist control. Negotiation, timing, deception, and resource management all play a role as players compete to control the narrative and dominate the world. -description from the publisher

Categories

BluffingEconomicEducationalNegotiation

Mechanics

AlliancesArea Majority / InfluenceArea MovementBetting and Bluffing
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