THE
POLITBURO
Three factions. One dying regime. No clear heir.
Every decree you pass is read by everyone. You can't always vote your faction — sometimes you have to lose the round to win the war.
Players Required
The Roles
3 archetypes
Old Guard
Loyal to the regime. Want stability above all. Pass enough Stability decrees and the dynasty endures another decade.

Reformist
Want to push Reform decrees through the Politburo — or unlock the assassination of the Premier himself once Reform hits 3.

Spy
A foreign agent. Wins if the regime collapses into chaos: both tracks at 3 simultaneously, or being the last unexiled player.
How a Round Plays
Nomination
The acting Chairman picks a Speaker for this round. Politicking begins.
Speaker Drafts a Decree
Speaker draws 3 cards (Stability / Reform / Purge), keeps 2, passes 1 to the Chairman who plays it face-up.
Politburo Vote
Every player votes Ja or Nein on the played decree. Ties fail.
Resolution
Decree advances its track. The discarded card stays hidden — fueling the deception engine.
Chairmanship Rotates
Chair passes left — unless a Purge was played, which lets the current Chairman pick the next.
Win Conditions
Old Guard
Stability track reaches 5. The regime survives.
Reformists
Reform track reaches 5 — OR successfully assassinate the Premier (unlocked at Reform 3).
Spy
Both tracks hit 3 simultaneously (chaos win) — OR be the last player not exiled.
Designer Notes
Unlike Secret Hitler's binary Liberal/Fascist split, Politburo is a 3-way tension. The Spy can't just side with one team — they need controlled chaos. The hidden discard means even truthful players look suspicious. The Reformists' assassination path creates a ticking clock the Old Guard must race.
Strategy
- Read the discardWhat was thrown away tells more than what was played. Force speakers to justify their picks.
- Watch the SpyWhen tracks are uneven, the Spy votes against the leader. When tracks are level, the Spy plays kingmaker.
- Bait the PurgeOld Guard wants to keep the chair. Reformists want it to rotate. A timely Purge can stack 2 rounds.
- Race the assassination clockAt Reform 3 the Premier is assassinable — Old Guard must investigate or pre-empt before then.
Ready to Play?
Pass-and-play offline with friends, or host an online room and play cross-device with anyone.
About Politburo
A failing regime. The Premier is dying. Seven would-be successors plot in shadow — some loyal to the Old Guard, some plotting a Coup, one is a foreign Spy who wins if the regime collapses without a clear heir.
6-10 players (best with 8) · 30–50 min · Deception-Heavy
How a round plays out
Nomination
The acting Chairman picks a Speaker for this round. Politicking begins.
Speaker Drafts a Decree
Speaker draws 3 cards (Stability / Reform / Purge), keeps 2, passes 1 to the Chairman who plays it face-up.
Politburo Vote
Every player votes Ja or Nein on the played decree. Ties fail.
Resolution
Decree advances its track. The discarded card stays hidden — fueling the deception engine.
Chairmanship Rotates
Chair passes left — unless a Purge was played, which lets the current Chairman pick the next.
Roles
- Old Guard(4)
- Loyal to the regime. Want stability above all. Pass enough Stability decrees and the dynasty endures another decade.
- Reformist(3)
- Want to push Reform decrees through the Politburo — or unlock the assassination of the Premier himself once Reform hits 3.
- Spy(1)
- A foreign agent. Wins if the regime collapses into chaos: both tracks at 3 simultaneously, or being the last unexiled player.
How to win
- Old Guard
- Stability track reaches 5. The regime survives.
- Reformists
- Reform track reaches 5 — OR successfully assassinate the Premier (unlocked at Reform 3).
- Spy
- Both tracks hit 3 simultaneously (chaos win) — OR be the last player not exiled.
Tips for new players
- Read the discard
- What was thrown away tells more than what was played. Force speakers to justify their picks.
- Watch the Spy
- When tracks are uneven, the Spy votes against the leader. When tracks are level, the Spy plays kingmaker.
- Bait the Purge
- Old Guard wants to keep the chair. Reformists want it to rotate. A timely Purge can stack 2 rounds.
- Race the assassination clock
- At Reform 3 the Premier is assassinable — Old Guard must investigate or pre-empt before then.
What makes it interesting
Unlike Secret Hitler's binary Liberal/Fascist split, Politburo is a 3-way tension. The Spy can't just side with one team — they need controlled chaos. The hidden discard means even truthful players look suspicious. The Reformists' assassination path creates a ticking clock the Old Guard must race.
Every decree you pass is read by everyone. You can't always vote your faction — sometimes you have to lose the round to win the war.
Spy is strongest at 3-3 (33% win) but weak if either side dominates early. Old Guard ~38%, Reformists ~37%, Spy ~25% in playtested ratios.
