Diplomatic Immunity
Politics

The Laws

Every Law in Diplomatic Immunity: what it does when it passes, and how the vote works.

Propose one in your Evening for the $1M filing fee. Everyone votes at once; more than half passes, ties fail. Three Laws stand at most; a fourth pushes out the oldest. Voting rules.

Legalise Smuggling cardLegalise SmugglingLawSmuggling crimes generate no Heat for players with Immunity.Legalise Graft cardLegalise GraftLawGraft crimes generate no Heat for players with Immunity.Legalise Vice cardLegalise ViceLawVice crimes generate no Heat for players with Immunity.Legalise Muscle cardLegalise MuscleLawMuscle crimes generate no Heat for players with Immunity.Crackdown cardCrackdownLawName a crime type when this passes. Those crimes generate +1 Heat.Persona Non Grata cardPersona Non GrataLawName a player when you propose this. While this Law stands they have no…Diplomatic Reconciliation cardDiplomatic ReconciliationLawAll players regain Immunity.Amnesty cardAmnestyLawEvery player's Heat becomes 0.Sunshine Law cardSunshine LawLawAll Rap Sheets are kept face up.Extended Privileges cardExtended PrivilegesLawHeat Limits +1 for players with Immunity.Zero Tolerance cardZero ToleranceLawHeat Limits −1 for everyone.Free Press cardFree PressLawLeaks give 2 Heat instead of 1.Gag Order cardGag OrderLawLeak and Tip-Off cannot be played.Anti-Corruption Commission cardAnti-Corruption CommissionLawGraft crimes cannot be Covered.Term Limits cardTerm LimitsLawWhen this passes, discard every other Law.Hospitality Budget cardHospitality BudgetLawEach Morning, every player with Immunity gains $1M.