Review
World Order
World Order puts multi-use cards, area control and production into an asymmetric superpower game with a notably clean core. It is decision-heavy and, for me, clearly stronger than Hegemony.
- Published
- 2026
- Designer
- Vangelis Bagiartakis, Varnavas Timotheou
- Publisher
- Hegemonic Project Games, Bumble3ee Interactive, Gémklub
- Players
- 2–4
- Playing time
- 180 min
World Order’s deluxe production is carefully judged rather than merely lavish: it fills the table, but the information remains where it ought to be. In design terms, it feels a little like Twilight Struggle in La Granja workwear; an odd comparison on paper, but a persuasive one in play.
Four broadly asymmetric superpowers operate on the same underlying frame. Cards have several jobs: they claim areas, establish production lines, or help shape the score. The interesting decision is which of those jobs you postpone, knowing the other players will not politely wait.
The interesting decision is which of those jobs you postpone, knowing the other players will not politely wait.
TheTrainSpotter
Interaction comes chiefly through area control and tank movement, while the abundance of choices explains the running time, especially in early plays. I found the vanilla game fractionally more agreeable for its simplicity and its tighter restraint on the tanks; with Turmoil, it remains a good experience. There is a little luck now and then, but not enough to erase the value of careful choices.
It is not quite as simple as it initially pretends to be, but its density of decisions earns the time it takes. For me, it is clearly superior to Hegemony, which was already a perfectly respectable starting point.
For me, it is clearly superior to Hegemony, which was already a perfectly respectable starting point.
TheTrainSpotter
Source: BoardGameGeek
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