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.

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 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:

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:

Special
Special - Has custom properties.

Special Cards:

Extras
PolCompBall: The Boardgame/Balancing