Setup, roles, cards, turn structure, and victory conditions from the Feed the World materials.
Unfold the game board. Group the 30 region cards as a deck. Shuffle the Blessing and Disaster cards into 2 separate decks. Sort the Food, Tech, and Currency tokens into cups. Sort the Farms, Factories, and Banks into cups.
All players roll dice. Highest roll goes first. Turn order continues clockwise. Starting with the first player, each player picks a role card. Place player pieces on any space.
Each player gets 3 Food, 3 Tech, and 3 Currency. Celebrity gets 6 of each.
Set a 60-minute timer, 30 minutes for hard mode, or skip the timer for a first game. The first player draws a Region card and places it face-up in the center.
Can double a Blessing card's effect twice per game.
Gains 1 extra Food token at the start of each turn. Can build Farms for 1 less resource.
Starts with 6 of each token. Once per round, can donate up to 3 resources to any player.
Can build any facility for 1 less resource. Once per game, build 2 facilities in a single action.
Gains 1 extra Currency token at the start of each turn. Can trade resources 1:1 with any player.
Roll 2 dice and choose which result to use. Once per round, can move another player up to 3 spaces.
6 unique roles with special abilities.
30 regions around the world. Each card shows the region name, required facilities, and any special conditions.
30 challenges threatening your progress. Each shows the affected region, resource cost to resolve, and consequences if left active.
30 helpful events. Each shows the benefit and whether it activates instantly or can be saved.
Dice, player pieces, resource tokens, and facility markers are used throughout the game.
Each turn has 3 steps.
Move dice number of spaces.
Draw the card indicated by the space.
Take your action for the turn.
Spend resources to build facilities in regions.
On your turn, you may trade resources with players in the same region or adjacent spaces. Standard rate is 2:1, but the Politician trades 1:1.
When a Disaster card is drawn, it affects a specific region. Players can spend resources listed on the card to resolve it. Unresolved disasters remain active.
Blessing cards provide immediate benefits. Play them right away or save them.
Each region card shows what facilities are needed.
Your team wins when you build the required number of facilities before time runs out:
Your team loses if any of these conditions occur:
This page reflects the FTW v0.6 materials and has been trimmed back to source-backed gameplay info.