
World Order - Mondo in tumulto — Expansion
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Someone will prevent Brexit. Someone will unleash tensions the base game didn't foresee. And in the end, everyone will understand that history is written at the table, not in books.
WHAT IT'S ABOUT
Recent history becomes a card deck
Vangelis Bagiartakis and Varnavas Timotheou take World Order and project it into our present. World in Turmoil is not a second box: it's a deck of events that really happened between 2010 and 2024. Brexit, the Ukrainian crisis, a global pandemic, trade tensions. Illustrations by Miłosz Wojtasik that transform newspaper headlines into playable cards.
Each game becomes an alternative historical experiment. You can prevent events that occurred, let them explode in different ways, ride them for political objectives that the base game did not contemplate. The mechanics remain those of World Order (hand management, influence over areas, asymmetrical powers), but the consequences change every time a card you recognize from the news is drawn.
What they say abroad
Contemporary history enters the deck. And you discover you could have changed it.
— FroGames
Every event has real consequences on the board. Just like in reality, only here you can intervene.
— FroGames
World Order - World in Turmoil — Expansion
Events in the deck
Cards that made recent history
Brexit
A card everyone recognizes. It can be prevented, delayed, or exploited to destabilize Europe. Economic consequences spread over rounds.
Global Pandemic
Impact on economies, trade relations, health tensions. A card that affects all players, but whoever manages it can emerge stronger.
Ukrainian Crisis
Territorial tensions, shifting alliances, economic sanctions. An event that changes power balances in a single phase.
Trade Tensions
Tariff wars, blocked routes, collapsing negotiations. Economic events that intertwine with your regional influence strategies.
Recommended sleeves 87 cards in 2 sizes ▼
If you play often, we recommend protecting the cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 64 |
| 41 × 63 mm | 23 |
| Total cards | 87 |
In the end, you'll recognize half of the events drawn. The other half didn't happen, but they could have. And that's the most unsettling part.
A game in five moments
What happens at the table
Not the rules. The experience.
You shuffle the deck and find the pandemic in your hand
You start drawing new events along with those from the base game. Someone nervously laughs when Brexit comes up on the first turn. Someone else checks if they can prevent it. The game already starts with tensions that you all recognize.
The first event explodes differently
Someone plays the pandemic not as we saw it, but as a tool for economic pressure. The consequences spread to regions that were not involved in real-life 2020. You start to understand that events are tactical cards, not simulations.
You recognize patterns you missed on the news
Three events link together: trade tensions, energy crisis, failed diplomatic summit. At the table, you see the connections that were scattered over months in the news headlines. Someone says: "Ah, that's why it happened that way".
Someone prevents an event that happened
A player spends resources to block Brexit before it triggers. The game takes an alternative turn: Europe remains united, but other tensions erupt. This is when World Order stops being a game and becomes a historical experiment.
End of game: someone won, everyone learned something
You count victory points, but the conversation is about what would have happened if the pandemic had arrived two years earlier or if Ukraine had negotiated differently. World in Turmoil did its job: it didn't teach you history, it made you play with it.
How to play
The flow of each round (with events)
World in Turmoil is based on the World Order system: each round includes an event phase that can overturn the board.
In addition to the cards from the base deck, you now draw historical events. Each has trigger conditions and economic/political consequences. Decide whether to play them immediately or save them for better timing.
Events can be played by those who control them, or blocked by opponents who spend resources. Some events (like the pandemic) affect everyone, others only those who are weak in certain regions.
Each event changes regional influence, economies, and alliances. Consequences propagate according to specific card rules. Some effects last one round, others persist until the end of the game.
After event resolution, you return to standard World Order actions (deck building, diplomacy, trade). But now the board has changed: regions that were secure are now unstable, strong economies are now in crisis.
Why it's different from others
Six reasons why this expansion is not just 'more cards'
Events you saw on the news
64 cards of real events that happened between 2010 and 2024. Not fantasy inventions, not hypothetical scenarios: Brexit, pandemic, Ukraine crisis, US-China trade tensions. Each with documented historical data and consequences that become game mechanics.
Playable alternate history
Events can be prevented, delayed, or amplified. Prevent Brexit by spending diplomatic influence, or let it explode and ride the chaos. Each game becomes a what-if experiment with solid mechanics, not empty narratives.
Cascading consequences
Events are not isolated: an economic crisis in Asia impacts European trade routes, which in turn destabilize African alliances. The game models real geopolitical interconnections through linked card effects.
Strategic timing
It's not enough to have the right event, you need to play it at the right time. A pandemic at the start of the game affects everyone equally; mid-game, it devastates only those who invested in weak economies. Recognizing the timing is half the victory.
Hidden educational value
Each card provides historical context, dates, and real economic consequences. You play to win, but you end up understanding why certain events had certain effects. It's learning by osmosis, not a lecture.
Modular compatibility
You can mix all events or choose only certain periods (only 2010-2015, only economic crises, only military tensions). The variable deck building system allows for customized thematic scenarios.
How it ends
How to win (and how to lose control)
World in Turmoil maintains the victory conditions of the base World Order, but adds alternative paths linked to events.
Victory
- Regional dominance: control more key regions than any opponent at the end of the game
- Economic victory: accumulate wealth by exploiting events like trade crises or sanctions
- Diplomatic victory: prevent catastrophic events and collect alliance points from saved nations
Collapse
- Chained events destabilize your strategic regions and you lose irrecoverable influence
- Collapsed economies: you invested in regions hit by pandemic or crisis and cannot recover
- Political isolation: all other players perceive you as a threat and coalesce against you
World in Turmoil is an expansion for those who want to see World Order react to contemporary history. It doesn't add complexity for complexity's sake: it adds events you recognize, and the possibility to change them.
Frequently asked questions
FAQ about World Order: World in Turmoil — Expansion
Can I play World in Turmoil without the base game?
No, it is a pure expansion. It requires the base World Order to function. Events build upon the mechanics, components, and board of the original game. It is not a standalone.
Are historical events just flavor or do they really change the game?
They change the game. Each event has specific mechanics: the pandemic halts trade for a round, Brexit redefines European alliances, US-China tensions block routes. They are not narrative cards, they are tactical tools with a historical theme.
How educational is this expansion?
More than it seems. Each card provides historical context, but the real learning comes from playing them: you understand why certain events had certain effects when you see them propagate on the board. It's education through experience, not through reading.
Can I choose which events to mix?
Yes. The system is modular: you can use all 64 events, or build thematic decks (only economic crises, only 2020-2024, only Europe). The rules include recommended setups, but you are free to customize.
Does the Italian edition include all the material?
Yes, this is the complete Italian edition published by Ghenos Games. It includes 64 event cards (63x88mm), 23 small cards (41x63mm), rules in Italian, and all necessary material to integrate events into the base World Order.
World Order: World in Turmoil is the expansion that brings real historical events (2010-2024) into the geopolitical strategy game by Vangelis Bagiartakis and Varnavas Timotheou. Designed for 2-4 players (14+, 120-180 minutes), it adds 64 event cards based on Brexit, the pandemic, the Ukraine crisis, and global trade tensions. Each event can be triggered, prevented, or exploited tactically, transforming each game into an alternate history experiment. Requires the base World Order game. Mechanics: deck building, regional influence, hand management, asymmetrical powers. Italian edition by Ghenos Games, high-quality components with illustrations by Miłosz Wojtasik. Available on FroGames.it with fast shipping.

World Order - Mondo in tumulto — Expansion
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