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Limit

Guide your Nation through two centuries of history.

Limit is a civilization game set between the years 1850 and 2060, from the beginning of the Industrial Revolution to the near future. Experience the major political, social, and environmental decisions that shape our world.

Alexandre Poyé

Ludonaute

1 to 6 players

from 13yo

30 minutes per player

Released in: October 2025

French, English, Chinese, Japanese, Italian, Spanish, Dutch

Rules

RESOURCES AND OTHERS

Downloads

BGG

Press Review

Limit is a competitive strategy game where you lead a Nation facing the challenges of history. Make crucial political decisions, manage your resources wisely, anticipate global crises, and adapt to planetary upheavals and the choices of other Nations. 

Balance growth and resilience to build a prosperous society.

The game lasts for a maximum of 7 generations.

However, it can end earlier if you and your opponents trigger at least 4 global crises.

A generation consists of three phases:

  1. Political Phase: you make decisions
  2. Social Phase: your Nation reacts to these decisions
  3. International Phase: crises emerge, and alliances are formed

The full turn structure is summarized on the player aid:

Political Phase

During the Political Phase, you gain and draw cards, manage your hand, and play Political cards in any order. The way this phase unfolds may change from generation to generation and can vary between Nations. It is determined by the position of the Social Class 5 cylinder on the Standard of Living chart.

  • Technological Advancement: New cards become available as the game progresses.
  • New Policies: Keep one or more new cards to add to your hand, expanding your choices for the generation.
  • Political Action Capacity: Discard excess Political cards.
  • Political Decisions: Play Political cards by paying their cost and applying their effects.

Social Phase

During the Social Phase, your population consumes resources, grows, pays taxes, generates wealth, and may even revolt. You won’t make decisions during this phase—it is resolved simultaneously for all Nations. Like the Political Phase, its mechanics may evolve over generations and differ between Nations, depending on the position of the Social Class 3 cylinder  on the Standard of Living chart.
  • Food Supply: Your population consumes renewable resources..
  • Resource Conservation: If your renewable resource stock exceeds 10, you lose the surplus.
  • Industrial Consumption: Your population consumes industrial resources.
  • Population Growth: Your population increases.
  • Mortality Decline: If you have two Demographic Transition tokens, increase your population.
  • Economic Growth: Your Nation develops, affecting your industrial production capacity.
  • Taxation: Your population generates income through taxation.
  • Production: Produce resources up to your industrial capacity.
  • Public Order: Your Nation may be in Revolt, Progress, or Expansion.
  • Class Struggle: Calculate the difference between the Standard of Living of Social Class 5 and Social Class 1, then move your Social Unrest cube forward by that amount.

International Phase

During the International Phase, crises will be triggered and resolved, and alliances may be formed.
  • Cold War: If you have more than 15 military resources in your Personal Stock, you destabilize international relations, and you must take 1 Destabilization token.
  • Global Crises: Three types of crises may occur: ecological crisis, financial crisis, and military crisis. 
  • Negotiation: During this phase, you can create Alliances with other Nations using Alliance tokens. There are three types of tokens corresponding to the three possible Alliances: military, financial, and industrial.

End of the Game

Before counting your points, you must test your Nation's resilience for future generations. Repeat the steps for Food Supply, Industrial Consumption, and Production from the Social Phase, taking into account the effects of shortages but without triggering new crises.
 

Add up your different scores to calculate your final points:

  • Gross National Happiness: Calculate your overall Standard of Living by adding the living standards of your Social Classes 1, 3, and 5.
  • Financial Power: Determine the value of the currency by subtracting the number of crises that occurred from the number 5. If this value is negative, the currency value is 0. For every 10$ you possess, gain that amount in points.
  • Territory: Earn 5 points for each of your Territory tokens.
  • Military Power: Earn 1 point for every 3 military resources in your Stock.
  • Historical Impact: Lose 2 points for each Pollution token and 2 points for each Destabilization token you hold.
The Nation with the highest score wins the game.
We invite you to discuss the meaning of the scores in relation to the decisions made by the Nations and the events that followed throughout the game.
 
This game tries as much as possible to avoid making moral judgments. It is a tool with which you can freely experiment with different policies to achieve results that we hope are plausible.
 
However, inevitably, establishing a point system is a judgment on the importance of certain moral values.

Throughout the development of this game, we viewed Limit as a playful experience where the point count was not the most important aspect. Victory matters less than the emotions felt, the experience lived, and the discussions that may arise from it.
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