Now Available – People’s State: The Miniatures Game of Mass Protest

Now Available on Wargame Vault Here

People’s State is an abstract, tactical miniature gaming ruleset that explores the dynamics of mass protest and public order.

As an independent rules writer, I wanted to strip away political ideology and look purely at the “social physics” of mass protest. This rulebook focuses entirely on the behavioral friction, the impact of actions, and the mechanical systems that come into play when public spaces become tense. All the action takes place prior to the implementation of lethal means. This is less about inflicting “wounds” and damage and more so on the tension and optics of the situation.

The game challenges you to balance your physical goals on the table against the influence of public opinion.

Asymmetric Player Roles

  • The Protest Crowd: Success relies on mass, collective resolve, and spatial control. Coordinate large Protester Clusters to secure key strategic points, anchor your lines using Human Chains, and leverage visibility to keep your message front and center.
  • Law Enforcement: Your tools are discipline, containment, and specialized equipment. Form defensive lines, utilize spatial tactics, and deploy non-lethal deterrents to systematically regain control of the board without crossing a line.

Unique Mechanics

  • Tension vs. Optics: Every action carries a consequence. Pushing physical objectives raises the Tension Track, unlocking high-tier capabilities but triggering an adverse effect that drains your public support. You can win the physical struggle on the pavement, but if you lose the narrative, you lose the game.
Optics track for People's State
Tension Track for People's State
  • The Press: Live Streamers and Field Reporters shift across the table. Operating under their cameras changes how your turn plays out, blocking vital Free Actions and amplifying the fallout of every tactical misstep.
A Field Reporter covers the action.
  • Streamlined Condition Tracking: Manage operational bottlenecks in real time with a system that keeps clutter to a minimum. Units face positional penalties like SuppressedFragmentedHesitant, and Constricted based on the layout of the city and the choices you make.
A face-off.
  • Built-In Solo & Co-Op AI: Face a highly reactive, automated Law Enforcement opponent. The AI follows a strict priority logic that dynamically changes its behavior based on public perception. They will shift from careful de-escalation tactics to aggressive containment the moment the street becomes too tense.
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