PolCompBall: The Boardgame

Polcompball but it's a boardgame. Here's the board:



Rules
Each player starts in the centre (up to 4 players).

To win, a player must reach each of the 4 corners of the board.

Each player has their own deck. Each deck must contain at least 20 cards.

At the start of their turn, a player draws cards from their deck until they have 5 cards.

After a card is played, it's shuffled back into the deck.

At the end of the turn, a player may choose to either keep all unplayed cards, or to shuffle them all into their deck.

Resources
Labor and Currency: For each card played, a player gains 1 Labor. At the start of the turn, all Labor is turned into Currency. At the end of the turn, all Currency disappears.

Food: Gained from Nature cards. All Food disappears if any player played an Equality or Production card.

Electricity: Gained from Production cards. This resource is shared between all players.

Movement
After paying the cost of a card, player picks one arrow from the card. Each arrow signifies a move in the pictured direction.

Circle signifies teleportation to any of the central squares.

A double arrow signifies that either 1 or 2 moves can be made in the pictured direction.

An orthogonal split arrow signifies a movement orthogonally, then diagonally in one of the pictured directions. A diagonal split arrow signifies a movement diagonally, then orthogonally in one of the pictured directions.

A spiral arrow signifies a movement that is the same as the last movement made.

Two droplets signify that you can split into two characters in the pictured directions. All following movement would simultaneously apply to all of your controlled characters. Any teleportation movement would combine your characters back into one.

Cancer sign signifies that you may swap places with an opponent of your choosing.

Stamps
If there is a stamp on an movement option, it signifies that that movement option can only be used in a specific region of the board.

Hammer & Sickle - Top Left (red)

Crown - Top Right (blue)

Skull - Bottom Left (green)

Dollar Sign - Bottom Right (yellow)

Equality
Equality – Put 1 card from your hand into opponent's deck.

Equality Cards:

Markets
Markets – Spend 1 Currency.

Markets Cards:

Tradition
Tradition – Same cost as the last card played.

Tradition Cards:

Progress
Progress – Shuffle all cards from your hand (at least 1) into the deck. Draw the same amount.

Progress Cards:

Production
Production – Spend 1 Labor. Gain 1 Electricity.

Playing a Production card does NOT provide Labor.

Production Cards:

Nature
Nature – Move all opponents to 1 left. Gain 1 Food.

Nature Cards:

Totality
Totality – Spend all Labor (at least 1). Move all opponents 1 down per each Labor spent.

Self
Self – Can only be played if it’s the last card in hand.

Self Cards:

Hedonic
Hedonic – Draw a card. Draw one less at the start of the next turn.

Hedonic Cards:

Stalwart
Stalwart – Can only be played when none of the players are touching a wall.

Stalwart Cards:

Liberty
Liberty – Turn all other current cards in hand (at least 1) upside down for the duration of the turn.

Liberty Cards:

Authority
Authority – Turn all Currency (at least 1) into Labor.

Authority Cards:

Globe
Globe – Make an opponent draw 4 cards, then swap decks with this opponent.

Globe Cards:

Nation
Nation – All opponents (at least 1) in the same region as you get teleported to the central squares of your choosing.

Nation Cards:

Secular
Secular – The next card you play cannot give orthogonal movement.

Secular Cards:

Religious
Religious – Can only be played if the last two cards played share at least 1 cost, or if the last card played has Tradition in its cost.

Religious Cards:

Futuristic
Futuristic – Spend 1 Electricity.

Futuristic Cards:

Primal
Primal – Spend 1 Food.

Primal Cards:

Deviant
Deviant - Add 1 random Unplayable card to the deck.

Deviant Cards:

Pure
Pure - Remove the first cost from the next card played.

Pure Cards:

Free
Free – The card costs nothing to play.

Free Cards:

Multi
Multi - The card costs multiple different values. The costs are paid in order from left to right, top to bottom.

Multi Cards:

Unplayable
Unplayable - Similar to Multi, but the combination of costs makes the card impossible to play. This can be fixed by playing a Pure card first.

Unplayable Cards:

Special
Special - Has custom properties.

Special Cards:

Extras

 * PolCompBall: The Boardgame/Balancing
 * PolCompBall: The Boardgame/RLCard