

SHASN - Presidential Edition
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The FroGames Card
Draw a card. Read the question aloud. Four possible answers, none of them easy. Choose the one you need now, or the one that builds the power you'll need later. The others watch, evaluate, and take notes.
WHAT IT'S ABOUT
An election campaign where every answer builds or breaks you
SHASN is a political strategy game designed by Zain Memon and published by Memesys Culture Lab in 2021 after a successful Kickstarter campaign. Set in an electoral race without defined geography or parties, it puts each player in the shoes of a politician seeking consensus. The illustrations by Soumik Lahiri build an abstract but highly recognizable political world, where symbols and colors replace flags and predefined ideologies.
Each turn you draw an Ideology Card: a divisive question on urgent topics (environment, security, economy, rights). You choose one of four answers, each linked to a different Ideologue (Capitalist, Showstopper, Supremo, Idealist). Your answer gives you immediate resources (Funds, Media, Trust, Clout) and builds your Ideology: the more cards of the same type you accumulate, the more powers you unlock. With your resources, you trade, buy Conspiracy Cards, and influence the nine districts on the board. The winner is whoever controls the most majorities when all zones are closed. The system forces you to choose between ideological consistency (which unlocks powerful combos) and tactical opportunism (which gives you the resources you need immediately). The tension is constant, the table is a market of votes and favors.
What they say abroad
"Every choice shapes your ideology and your path to power."
Every choice shapes your ideology and your path to power.
— Memesys Culture Lab
SHASN promises to bring the complexity and ambiguity of real politics to the table. It is a game that asks players to get their hands dirty, to betray principles to win, or to resist knowing it might cost them victory. This card will be updated as more games and international reviews come in.
— FroGames
SHASN
The campaign tools
What you use to seize power
Ideology Cards
60 cards with divisive political questions. Each answer belongs to an Ideologue and gives you a different combination of resources. Your ideology is built here, answer by answer.
Four Resources
Funds (campaign money), Media (public attention), Trust (credibility), Clout (street power). Each zone requires a different combination to place your Voter cubes. You trade them, accumulate them, burn them.
Conspiracy Cards
Cards that can be bought at any time to give you immediate advantages or ruin others' plans. Direct attacks, resource swaps, manipulation of majorities. The black market of politics.
Headlines
Events that are triggered when you place Voters in volatile zones. They change the rules, overturn majorities, reward or punish certain strategies. Unpredictable but manageable if you know the deck.
Recommended sleeves 69 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 44 × 63 mm | 60 |
| 80 × 120 mm | 9 |
| Total cards | 69 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Each player, on their turn, draws an Ideology Card, chooses an answer, and uses resources to influence districts. Then open trading and special actions.
Draw an Ideology Card from the deck, read the question aloud, and choose one of the four answers. Each answer belongs to an Ideologue (Capitalist, Showstopper, Supremo, Idealist) and gives you a different combination of resources (Funds, Media, Trust, Clout). Add the card to your Ideology area: the more cards of the same type you accumulate, the more powers you will unlock.
Spend the required resources to place your Voter cubes in the nine zones on the board. Each zone has a different resource cost and a required number of votes to form a majority. If you place in a volatile zone, you trigger a Headline (a random event that changes the rules). When a zone reaches the total required number of votes, it closes: whoever has more Voters there controls that majority.
At any time, you can negotiate with other players: exchange resources, promise alliances, offer not to attack certain zones. Trading is open and free, with no rules limiting it. You can also buy Conspiracy Cards by spending resources: these are one-shot cards that give you immediate advantages or sabotage opponents.
If you have accumulated enough cards of an Ideologue, you unlock their special powers: Capitalist reduces the cost of Conspiracy Cards, Showstopper manipulates Media, Supremo dominates high-Clout zones, Idealist accumulates Trust for defense. You can use these powers during your turn or in response to others' actions. Then pass the turn to the next player.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
First questions, first compromises
You draw the first Ideology Card. You read the question aloud: immigration, taxation, environment, security. All four answers are defensible, all problematic. You choose the one that gives you the resources you need to enter the first zone. The other players mentally note: did you choose Capitalist or Idealist? Are you building an ideology or just accumulating?
The first trade, the first coalition
Someone has too many Funds, someone else too little Trust. Trading begins. Open negotiation, no limits: you can exchange resources, promise future alliances, offer not to attack certain zones. The first majority closes. Someone controls the district, someone else is left out and starts rethinking their strategy.
Powers unlocked, diverging strategies
After 4-5 turns, players start unlocking Ideologue powers. Those who have accumulated Capitalist can buy Conspiracy Cards at a discount, those who focused on Showstopper manipulate Media, Supremo dominates high-Clout zones, Idealist accumulates Trust to resist attacks. Strategies become visible, conflicts targeted. You draw a Headline that flips a zone: those who invested there curse the dice, those who waited smile.
Conspiracy Cards and betrayed alliances
Someone plays a Conspiracy Card that swaps two Voter cubes. A majority changes hands. The ally of ten minutes ago is now the main enemy. Trading reopens, but this time no one trusts: every promise has a price, every exchange hides an ulterior motive. Volatile zones fill up, Headlines accumulate, the board becomes a minefield.
Last majorities, final count
All zones are closed or one vote away from closing. Majorities are counted: whoever has the most wins, regardless of the margin. You discover you would have won if you had placed one more Voter in that zone instead of that one, if you had answered that Ideology Card differently three turns ago, if you hadn't trusted that alliance. The winner rarely dominates: they win by a narrow majority, often against all odds. Someone is already asking for a rematch.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things to consider
The Ideology Cards contain long texts in English: complex political questions, articulate answers, necessary context to understand the nuances. Fluent knowledge of English is mandatory for all players, otherwise the game loses meaning. There are no official Italian translations nor complete fan-made ones.
The game asks players to take positions on real and urgent political issues (immigration, taxation, environment, civil rights). Even though it's a game, the questions can create tension between people with different views. It's not a party game: it requires a table willing to separate game and personal opinions.
The four Ideologues have asymmetrical powers that unlock progressively. In the first game, you won't understand which combos are strong, which answers build synergies, when it's better to betray ideological coherence for tactical opportunism. It requires 2-3 games to master the system and play on par with someone who knows the deck.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game ends when all nine zones have formed a majority. The majorities controlled by each player are counted: whoever has the most wins.
Victory
- You control more zonal majorities than other players (the margin doesn't matter: a majority of 1 vote is worth as much as one of 10)
- You have balanced long-term investments (Ideology building) and tactical gains (immediate resources to place Voters)
- You have used trading, alliances, and Conspiracy Cards to block opponents in key zones and close your majorities before they could react
Defeat
- You accumulated Voters in many zones but controlled few majorities (dispersion without focus)
- You built a coherent Ideology but didn't have the right resources to influence decisive zones
- You suffered too many attacks from Conspiracy Cards and Headlines without being able to defend or counterattack
SHASN doesn't simulate politics: it forces you to practice it. Amidst compromises, betrayals, and coalitions of convenience, you'll discover how willing you are to bend your principles to win.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
SHASN FAQ
What mechanics does SHASN use?
SHASN combines set collection (you accumulate Ideologue cards to unlock powers), area majority (you control zones on the board by placing Voter cubes), trading (you freely exchange resources with other players) and variable player powers (each Ideologue grants different abilities). The resource system relies on implicit hand management: each answer gives you a different combination of Funds, Media, Trust, and Clout.
Do you need to know politics to play?
No, but you need to be able to read and understand English fluently. The questions on the Ideology Cards deal with universal political themes (environment, economy, civil rights), not current events or specific electoral systems. The game functions as an abstract electoral campaign simulation, not a current affairs quiz. That said, players with an interest in politics will better appreciate the nuances of the questions.
Is it possible to play with 2 or 6 players?
No. The game requires 3-5 players, a fixed range. With 2 players, trading loses its meaning (there's no market), alliances don't exist, and many mechanics become hollow. With 6+ players, downtime explodes and the board becomes too crowded. The sweet spot is 4 players: enough for complex negotiations, not too many to paralyze the pace.
How long does a game last?
The box states 90-120 minutes, but count on a realistic 120-150 minutes for a 4-5 player game with players who know the rules. The time extends if players are new (slow decisions on Ideology Cards) or if the table enjoys lengthy negotiations. 3-player games are faster (90-100 minutes), 5-player games are slower.
Is it available in Italian?
No. SHASN is available only in English. The Ideology Cards contain long and articulate texts: translating the game would require localizing 60 cards with 240 different answers, while maintaining the political and cultural nuances. There are no official translations or complete fan-made projects. Fluent knowledge of English is mandatory for all players.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
SHASN is a political strategy game for 3-5 players, lasting 90-120 minutes, recommended age 12+. Designed by Zain Memon and published by Memesys Culture Lab, SHASN puts each player in the shoes of a politician on an electoral campaign: you draw Ideology Cards with divisive questions, choose answers that give you resources (Funds, Media, Trust, Clout) and build your Ideology, use those resources to influence nine electoral districts and form majorities. The system combines area majority, open trading, set collection, and variable player powers: the more cards of the same Ideologue you accumulate, the more powers you will unlock. The player who controls the most majorities when all zones are closed wins. Available on FroGames.it.
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
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