Review

World Order

World Order arrived as a lavish, carefully produced deluxe package and, after two plays, it left me thinking it is a very clever game of superpowers. For me, it is also clearly stronger than the already good Hegemony.

World Order

World Order

Published
2026
Designer
Vangelis Bagiartakis, Varnavas Timotheou
Publisher
Hegemonic Project Games, Bumble3ee Interactive, Gémklub
Players
2–4
Playing time
180 min

After waiting for the delivery, the new game from Vangelis and Hegemonic landed on the table loaded with all its deluxe accessories. The production is, as with their first game, very good, and the overall care shows. It is one of those boxes that immediately makes you feel you have something big and polished in front of you.

In the game, we take on four different superpowers, somewhat asymmetric but operating on a shared basic framework. The closest description I can offer is a multiplayer cross between Twilight Struggle and La Granja—yes, I know, that sounds a little sdoinnggg, but that is the feeling it gave me.

We play multi-purpose cards to fight for area control, set up production lines, and build up little points. The choices are measured and clever, with a bit of luck factor appearing now and then, while interaction arises naturally from the superpowers competing on the map and through the decisions they make.

We tried it twice: once plain, and once with Turmoil. We had a good time both ways, but I may have preferred the vanilla version, precisely because it is simpler and limits tank movement. Do not let it fool you into thinking it is simple, though: it takes time, especially while you are learning it, because it has many decisions to make. Even so, I find it much better than Hegemony, which was not bad at all to begin with. More of this, please, folks.

Source: BoardGameGeek

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