How to Play

Wir sind das Volk!

2-2 players 60-150 min 7.8 Board Game Geek Rating

In post-WWII divided Germany, players control East or West Germany competing to prove their system's superiority. Using 84 unique action cards, develop your economy and raise living standards while avoiding civil unrest. Victory requires balancing domestic prosperity with international prestige, but historical events can disrupt strategies and mass protests threaten failure.

Published 2014

Wir sind das Volk!

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Prepare the board
Divide Germany with West (FRG - 8 provinces including West Berlin) and East (GDR - 6 provinces including Berlin)
2
Place unrest markers
Put 3 unrest markers in each province of East and West (14 provinces × 3 markers)
3
Handle West Berlin
Count unrest markers collectively for West Berlin without assigning them to specific sectors
4
Place socialist markers
Put 2 socialist markers on the designated field
5
Build West factories
Place 1 yellow factory each in Hamburg and Dortmund
6
Build East factories
Place 1 red factory each in Berlin and Bitterfeld
7
Orient factories
Set all factories so "1" points north
8
Place foreign factories
Put 4 purple factories near the ČSSR and Poland fields
9
Set track markers
Place prestige, currency, socialist, and end of decade markers on their starting positions (marked on tracks)
10
Set escape marker
Place the escape marker on the escape track at position 0
11
Determine starting player
West has prestige advantage and begins the game
12
Prepare decade I cards
Place the special card near the East player, shuffle remaining cards, deal 2 cards to each player
13
Create display
Place 7 regular cards and 1 special card face-up above the board

On Your Turn

What you can do during your turn.

1
Choose a card
Select 1 card from the display or from your hand (only East may take the special card)
2
Execute one action
Perform exactly one of four possible actions with regular cards
3
Remove 1 unrest marker
Use any regular card to remove 1 unrest marker; free with matching color cards, otherwise dismantle 1 build point
4
Expand economy
Use card's build value to construct factories in empty cities or connections on blue lines adjacent to factories
5
Build connections
Place connection markers on empty blue lines that have at least one factory at one end
6
Create active connections
Complete a full connection between two factories to make it active, increasing both factories' values by 1
7
Respect Mass Demonstrations
Never use build points in a province with Mass Demonstrations
8
Raise Living Standard
Place up to 3 LS markers in different provinces; requires economy value of at least 3/6/9 per LS
9
Use card value for LS
Apply up to 2 points from card value to temporarily meet LS placement requirements in one province
10
Remove unrest with LS
For each LS placed, remove 1 unrest marker from that province
11
Play event
Execute event icons on Red cards (East only) or Yellow cards (West only); both may play Dual cards
12
Apply Dual card flexibility
When playing a Dual card, ignore 1 arrow icon or 1 non-arrow icon (including police use)
13
Handle icon types
Yellow icons without arrows affect West; Red/Pink icons without arrows affect East
14
Determine icon order
The player playing the card chooses the order and location of icon execution
15
Trigger Mass Demonstrations
When a 4th unrest marker enters a province, place a Mass Demonstrations token (8th = second token, etc.)
16
Deploy Socialists
When Mass Demonstrations appear in an Eastern province, immediately move a socialist there to remove 1 unrest
17
Use Police cards
East may use each collected police card once per decade to remove 1 unrest marker
18
End half-decade
The half-decade ends immediately when the last regular card from the display is played
19
Alternate starting player
The player who didn't finish the first half-decade starts the second

Winning

How to claim victory.

1
Check victory only at Decade End
Victory conditions are only evaluated during the End of Decade phase
2
Avoid National Bankruptcy
If East must dismantle more economy than it possesses during End of Decade, East immediately loses
3
Track Mass Demonstrations
Each player counts their Mass Demonstrations tokens
4
Trigger Collapse
If either side has 4 or more Mass Demonstrations, that country collapses and loses
5
Resolve simultaneous collapse
If both countries collapse simultaneously, East wins
6
Achieve Triumph of Socialism
East wins instantly if it should receive a new socialist but all 12 are already on the board
7
Trigger Fall of Socialism
East loses instantly if a socialist should be removed but none remain
8
Continue if no winner
If no collapse occurs, discard current deck and special card, then begin next decade
9
Win by survival
If no winner emerges after 4 Decades, East wins the game

watch & Learn

Let the pros teach you with these top videos.

Teach & Play with Candice Harris (& surprise guest)

Teach & Play with Candice Harris (& surprise guest)

Instructional

Wir Sind Das Volk - Full Overview

Wir Sind Das Volk - Full Overview

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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