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THRIVE: The Board Game of Geopolitics
THRIVE: The Board Game of Geopolitics
by Boulder Board Game Company (2013)
Player Count
2 to 6

Player Ages

Playing Time
45 minutes
  • Political
  • Economic
  • Educational
  • Designers
  • Jordan Denning
  • Jeff Pitts
  • Nic Cargill
  • Mechanisms
  • Tile Placement
  • Trading
  • Auction/Bidding
  • Pattern Building
  • Simulation
  • Dice Rolling
  • Artists
  • Ken Kokoszka
  • Family
  • Crowdfunding: Kickstarter
  • Rating: 5/10 from 2 users


    The trusting past has led to a densely woven international trading network with the energy market at its center. Skepticism and fear have flooded the international political scene. Impending crisis has prompted world powers to escalate energy independence to a matter of national security and quick action must be taken. Not too quick though… poor decisions could drag a country to the brink of collapse. All world powers are simultaneously seeking security, and no one country’s decision ever goes without consequence. Take control, strategize, and maneuver your way to victory through a composite blend of dynamic geopolitics, economics and investment. But remember, your plan must be as innovative, versatile, and forgiving as the volatile energy market itself.

    Object of the game:
    The goal of the game is to completely develop your country’s oil and renewable energy resources and have 21 developments before any other player. A person's strategy must be fluid in order to adapt to the politics in play, the patents owned, and the country's resources.


    Each round begins with a politics card which introduces a governing rule that all players must abide by. They compound for 4 consecutive rounds and then begin again simulating a presidential cycle.

    Also at the beginning of each round a patent card is auctioned off. Patents give players ownership of specific technologies that will increase their profits or allow them to develop at a faster rate.

    Play proceeds with individual turns. Each player begins his/her turn by rolling 2 dice which determines if the price of an energy development increases or decreases. A disaster can also occur which destroys the player's most developed land plot.

    Once the price is set, that player can either purchase developments, pay back debt, invade another country, or take no action and save his her money. Each turn ends by collecting profits ($100 per domestic development unless patent says otherwise).

    The first player to build all 21 energy developments on their country and pay off all debt wins the game!

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