Mechanics · Intermediate

Mastering the Book of Laws

Six shared slots, a single Book, consequences for everyone: passing the right law at the right time can turn a game around.

April 15, 2026 DIKTAT Team Reading time: 8 min

The Book, central structure of the game

The Book of Laws is the most underestimated element of DIKTAT. Concretely, it's a shared board with six numbered slots. Each slot can host a Proposition card (= a law). As long as a law is in place, its effect applies permanently, for all players, until the end of the game or until its cancellation by an Executive Decree.

This means a law passed on turn 2 can influence turn 15. Its power is multiplicative over time: even a small effect (+1 Bronze each turn) accumulated can represent 12-15 IP over the duration of a game.

The four families of laws

Economic laws

Automatically transfer tokens at the start of a turn. E.g. "the poorest player receives 1 Bronze from each other player", or "all players lose 1 Bronze". These are the most stable laws: their effect is predictable and applies tirelessly.

Conditional laws

Trigger an effect if a condition is met. E.g. "if a player has 5+ Silver, they lose 1 Silver at CLOSING". These laws are swords of Damocles: they trigger only occasionally, but they force players to change their behaviour to avoid them.

Conversion laws

Modify exchange rates at the bank. E.g. "the Bronze → Silver rate becomes 4 for 1 (instead of 3)". These laws have an enormous strategic impact because they change the economic core of the game.

Sanction laws

Punish a specific behaviour. E.g. "the player who plays a plot loses 1 Bronze". These laws are anti-snowball: they slow down overly aggressive players.

Choosing the right law to pass

Before passing a law, ask yourself three questions:

  1. Does this law favour me more than my opponents? A law that affects everyone the same way is useless to you.
  2. Is the effect lasting? A powerful law but easily cancelled by Executive Decree is a poor investment.
  3. Is the slot a good use? If the Book is full, only pass a law that replaces a less favourable one.

Classic strategy: pass a law that exploits your current situation. If you're the richest, pass a law that taxes the poorest. If you have lots of Silver, pass a law that penalises players without Silver.

Defending your laws

Your opponents will want to cancel your favourable laws. Two means exist to protect yourself:

  • Standard Veto on their Executive Decree if you see the attack coming: it neutralises the opposing card before it takes effect.
  • Multiplying favourable laws: if several of your laws occupy the Book, they can't cancel them all in a single turn (one Decree = one law).

Another advanced tactic: passing a "fake law". That is, a law that seems to penalise you but in reality penalises your opponents even more. You give the impression of playing badly, your opponents don't cancel it, and you benefit from the differential.

Cancelling or amending opposing laws

The Executive Decree is the main weapon. A single card permanently cancels a law. The timing of the Decree depends on the number of remaining turns:

  • Early game: Decree poorly profitable, the law's effect is still weak.
  • Mid game: Decree very profitable, the effect would have lasted several turns.
  • End game: Decree poorly profitable, the game will end before.

More subtle alternative: a Political Veto lets you modify a parameter of an already-recorded law (target, quantity, token type, condition...). Instead of removing it, you turn it to your advantage. Ideally, you transform a law that taxes the richest (you) into a law that taxes the poorest (an opponent). When the Book is full and no slot frees up, you can no longer record a new Proposition: only a Decree can free a slot.

Practical case: the "law + plot" combo

A classic combo: pass a conditional law "any player with 3+ Gold loses 1 Gold at CLOSING". On the next turn, play a Hostile Takeover Gold against the leader. If they have 3+ Gold, they lose one Gold from your takeover plus one Gold from the law at the end of the turn. Cumulative effect: -30 IP for the victim, +15 IP for you.

These combos require thinking over two turns. They are the hallmark of experienced players.

Conclusion

The Book of Laws transforms DIKTAT from a simple card game into a game of dynamic rules. Learn to read the Book before each action, pass asymmetric laws, and devote your Executive Decrees to the laws yielding most over the long term. That's the difference between a player who endures the game and a player who pilots it.