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.

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.

At the end of the turn, all unplayed cards get shuffled back into the deck.

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.

Equality
Equality – Give 1 card to opponent.

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 into the deck. Draw the same amount.

Progress Cards:

Production
Production – Spend 1 Labor.

Production Cards:

Nature
Nature – Move all opponents to 1 left.

Nature Cards:

Totality
Totality – Spend all Labor (at least 1). Move all opponents 1 down per 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 cards in hand upside down.

Liberty Cards:

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

Authority Cards:

Globe
Globe – Swap decks with an opponent.

Globe Cards:

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

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:

Free
Free – The card costs nothing to play.

Free Cards:

Multi
Multi - The card costs multiple different values.

Multi Cards: