Rules
The other side
The side you do not play is played by the game, by the same rules as you.
What it sees
It plans on its own view of the city, with the same fog as yours: it does not see your hidden units, and it tries out its plans with dice of its own, so it never knows how yours will fall.
How it plays
It answers the newspaper's question and its factions' demands by trying each answer and keeping the best. Then it builds its plan one order at a time: it tries every order it could give, plays out the turn with each, and adds the one that does most for it, as long as it does better than the plan so far. Last, it tries moving each of its units once.
It judges a turn by how far it brings its objective and keeps the other side from its own, by the districts and influence it holds, Opinion, its money and income, its units, its factions' loyalty and the other side's, Heat or Legitimacy, and its own Violence.
Normal and Hard
| Normal | Hard | |
|---|---|---|
| Orders it weighs for each pick | 18 | 26 |
| Chance in its choices (score points) | 10 | 2 |
| Weight of the turn after | None | 40% |
| Weight of the other side's unhappy factions | 0.4 | 1.2 |
Hard also brings rules of its own to every chapter: see Difficulty.