
- BGG rank
- BGG #8,119
- BGG rating
- 6.3
Nightmarium
- 2–5 players
- 10–30 min
- Complexity 1.3/5
- 2014

Rules assistance for Deep State: Global Conspiracy
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Deep State: Global Conspiracy is an expansion for Deep State: New World Order released in 2020 for 1–5 players, 40–75 minutes per game, and ages 14 and up. It was designed by Konstantin Seleznev and its main mechanics are Hand Management, Set Collection, and Worker Placement.
The Global Conspiracy expansion extends your experience of Deep State and consists of 4 modules you may add into the game in any combination you like. Some Modules contain Projects and mini-expansions which can be added to the game separately. All Modules and mini-expansions, with a few restrictions, work great with each other. Yet some work better than others. Recommendations are provided in the rules. 1. STRONG-ARM TACTICS MODULE Consists of: Counter-Terrorism Project * Black Operations. XXI Century mini-expansion - 7 cards * 3 Treaty cards The World: The Counter-Terrorism Project exploits the people’s fear of terrorism in order to concentrate absolute power in the hands of counter-terrorism organizations. Black Operations: it might seem they have no other purpose than chaos and destruction. In fact, they change the rules. The winner will earn the ruins of the world, but it will be their ruins. Gameplay: You discard cards to Advance in Counter-Terrorism. As a benefit, you may use Agents from your Recruitment Pool when Infiltrating an Objective or Carrying out a Covert Operation. Additionally, you eliminate your opponent's Agents while Advancing in the Project. Black Operations are another type of Covert Operations. They require less Agents, but you discard your cards to conduct them. You Carry out Black Operations in order - Cyber Threat first, then Eco Terrorism, and finally Blackout. 2. FOURTH ESTATE MODULE Consists of: Global Media Project * Trends mini-expansion - 6 cards * 3 Treaty cards The World: The Global Media Project uses the media to lead the average person to the appropriate points of a view. Social-political currents (Trends) usually originate in a highly influential country, and then like wind spread around the world. Trends should be anticipated and plans adjusted — done neither earlier nor later than necessary. Gameplay: The Global Media Project requires you to sacrifice Treaties you have already made. But with this high cost, comes big benefits. Each time you advance in Global Media, you capture an Objective card. AND at the end of the game one of your Supreme Power cards generates MUCH more Influence for select Objective cards you have made. Each Trend provides useful advantages for the duration of a game round and may be captured for Influence. 3. REPTILOIDS MODULE Consists of: Reptiloid Project * 15 Reptiloid Objective cards * 3 Treaty cards * 3 Contactee cards (Men of Action) * 1 UFO Hysteria card (Trend). The World: With the Reptiloids Module, Deep State takes a step into a fictional aspect of conspiracy theories. The ambitions of the ‘Committee’ on becoming a secret world government have become meaningless since the lizard-like aliens from the planet Nibiru are closer than ever to seizing power on Earth. Gameplay: Reptiloids Project effectively replaces the Deep State Project. Players compete for Reptiloid Objective cards that allow them to make new Treaties while ignoring their conditions, and they Advance in Reptiloids Project in order to obtain new Treaties and gather Influence at the end — but only if they have enough Special Interest emblems on their cards! 4. SUPERIORITY DOCTRINE MODULE Consists of: Nuclear Power, Worldwide Bank, and World, Inc. Projects Gameplay: Each of these Projects replaces one of the base game Projects. Nuclear Power provides you with Ghost Agents for each World War card played. Worldwide Bank extends your ability to reach distant cards further down the Infiltration Zone. World, Inc. returns your Agents back from missions and generates Influence for every Project you participate in. PLAYERS All Modules are suitable for 1 to 5 players. Detailed solo play rules are provided in the rules for each of the Modules.
Deep State: Global Conspiracy supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Deep State: Global Conspiracy is 40–75 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Deep State: Global Conspiracy for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Deep State: Global Conspiracy has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Deep State: Global Conspiracy belongs to these categories: Political, Spies / Secret Agents, and Expansion for Base-game. Its main mechanics are Hand Management, Set Collection, and Worker Placement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Deep State: Global Conspiracy are: Konstantin Seleznev. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Deep State: Global Conspiracy as an expansion for Deep State: New World Order. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Deep State: New World Order to use it. Check that your edition of Deep State: New World Order is compatible, as some expansions were revised between editions.