La Révolution Française
a board game by
Azure Wish Editions
Open Scenario Summary
last updated
Mon Jul 27 14:19:21 PDT 1998
See also the Historical Scenario summary
and
errata.
If you want to learn more about the actual history of the French Revolution,
see the
Background and Bibliography page.
Contents: (sections marked "(o)" have additional rules in this scenario)
What the Actions Do:
- Personality Actions:
- Arrest a Personality (costs 100) - This can be done only by the Government.
If successful, puts the Personality in prison pending trial at the end of the
turn or if partially successful, removes him from the map for
1 turn. Currents not visible in the Assembly can do
a limited form of arrest. It has to be in an area that the
Current controls and if successful, you simply remove the
Personality from the map for one turn. In either case, you
don't need a personality in the same region to make an arrest.
(Keeps people from being able to hurt the government or destabilize
a region.)
- Convince a Personality (100) - Take control of a
Personality for your own Current (if he qualifies -- see
Personalities table on your Current's pages). You are at -2 if
the personality is not one of your primaries. (Gives you
more actions or better chance to complete actions plus a
larger minimum income.)
- Regional Actions:
a. require at least one of your personalities in the region to be affected
b. Each of your personalities in the region who are influential
there help your chances by +2.
c. personality declares the number of attempts, pays for all and rolls,
keeping the roll he wants
d. after this the personality cannot do anything else for the rest of the turn
- Plot (100) - This is the way to take over control
of a region (not allowed if in revolt). Neutral regions provide a +2 bonus
for this action.
(Helps income and victory points and protects your personalities there.)
- Trigger Revolt (150) - Have a region rise up in revolt (and
come into your control instead). Can't do it if (1) you're
visible in the Assembly, (2) the region is already in
revolt, (3) is either Paris or (4) there is an army there.
Areas with orange shading, e.g. Lyon, are "hot areas" and are +2
to revolt.
(Same benefits as Plot, plus hurts Government income.
Four or more current revolts starts Civil War
(which has random events & Law effects)).
- Suppress Revolt (150) - Even though it has no
personalities, as a special exception the
Government can do this unless there is an Allied
or Catholic Royal Army present. A Current can do this to
take control of the region for itself. Either way, Fame is at
-2 for the attempt. Another way for
the Government to put down a revolt is to move an army into
the region.
- Raise the Commune (200) - This is basically Trigger
Revolt, but for Paris. Only the
Sans-Culotte, Mountain and Gironde can try it. It can
result in either giving you the region or making it neutral.
Raising the Commune puts the Commune marker in Paris.
After that it cannot be raised again until it is first
suppressed. It also can't be raised if Paris is occupied
by an Allied or Catholic Royal Army. Doing this means that
control of Paris for all purposes goes to whoever controls
the Commune.
- Suppress the Commune (200) - Like Suppress Revolt, for
Paris. (Can put you in control of Paris.)
- Political Actions: (only 1 dice roll allowed for Political Actions)
- Turn Deputies (100) - Requires Regime to be Legislative or
Thermidor and that you have a Personality in Paris. You
can only try to persuade those listed under "Turn Deputies"
on your chart and if successful you get either 3 or 5 of
them. A deputy only changes side once per turn and returns
to his original side right after the Critics phase.
- Propose a Law (50, 0 for Govt) - No Personality required.
In the Legislative or Convention Regime, only the
Currents officially in the Assembly can try
this. Only one attempt per Current per turn, cost 50.
In the Terror or Thermidor, the Government, only, must
propose 1-3 Laws per turn, which are free.
Government pays the enactment cost of all laws passed, which is printed
on the chart. See the descriptions of each
regime
for Voting Rules.
Actions Government Can Take:
- as many arrests as it cares to pay for
- as many Revolt Suppressions as it cares to pay for
- propose 1-3 Laws (during Terror and Thermidor only)
- army movements (technically not an action)
Personalities Who Can Be Arrested:
In all Regimes, any personalities of factions which have been outlawed
as a result of a failed Coup. In addition any factions outlawed under
the rules of a particular regime and the following:
- Legislative (this is the regime at the start of the game):
- Cadoudal, Cathelinau, Charette, Chouan (who are all starting Royalists)
- Marat (Mountain)
- Chaumette, Hebert, Roux (all start with Sans-Culotte)
- Convention:
- All Royalists and Feuillant
- Mountain: Marat
- Sans-Culotte: Chaumette, Hebert, Roux
- Terror:
- All Royalists, Gironde and Feuillant
- Sans-Culotte: Roux
- Hebert and Chaumette only if Excessive outlawed (see Laws)
- Danton and Desmoulins only if Merciful outlawed (see Laws)
- Thermidor:
- All Royalists
- Either all Mountain or all Sans-Culotte, whichever was in power during Terror
- Mountain: Marat
- Sans-Culotte: Chaumette, Hebert, Roux
- Marais: Billaud-Varennes, Collot d'Herbois and Barere if they are outlawed (by Law)
Winning the Game:
All:
- 1 per controlled region
- 1 per Fame Point
- Royalist (reactionary, can win no matter what the regime):
5 kidnap the king
5 control Paris
1 per region controlled by Coalition
has 12 VP at start
- Feuillant (reactionary, can only win during Legislative, Thermidor,
Directorate):
5 control Paris
5 if regime ends Legislative
1 per Deputy
has 33 VP at start
- Marais (reactionary, can win in Legislative, Convention, Terror, Thermidor,
1st Federal Republic, Mercy, Wrath, Prairial, 1st Republic One and Indivisible,
Directorate):
1 per Deputy
has 25 VP at start
- Gironde (revolutionary, can win in Legislative, Convention, Thermidor,
1st Federal Republic, Directorate):
5 control Paris
5 if regime ends Convention or 1st Federal Republic
1 per Deputy
has 19 VP at start
- Mountain (revolutionary, can win in Convention, Terror,
Mercy, Wrath, Prairial, 1st Republic One and Indivisible):
5 control Paris
5 if regime ends Terror, Prairial, 1st Republic One and Indivisible
5 if king guillotined or 1 per deputy, whichever is greater
has 10 VP at start
- Sans-Culotte (revolutionary, can only win in Terror,
Mercy, Wrath, Prairial, 1st Republic One and Indivisible):
5 control Paris
5 if Commune ends raised
5 if regime ends Terror, Wrath, Prairial, 1st Republic One and Indivisible
5 if king guillotined or 1 per deputy, whichever is greater
has 9 VP at start
- If Royalist has 25 VP or more, he wins.
- Otherwise, determine if game ended more in Reaction or Revolution:
If a Current scored 25+ points, that is one vote for its type; if
less than 25, that is vote for opposition.
- Winner is decided based on whether there are more votes for
Reaction or Revolution and what the current Regime is. So it is
a good idea to make sure you have at least 25 points and that your
fellow revolutionaries (or reactionaries, as the case may be) also
have at least 25 points.
Regimes:
Legislative:
- Conditions to Start: already installed at start of game
- Transforms to:
[Convention]
[Terror]
- Control of Government: alternates between Feuillant and Gironde depending on Critics
- In the Assembly: Feuillant, Gironde, Marais
- Special:
If Critics outnumber Supporters, control switches to side not currently in power.
- Elections: step 8 on turns 4 and 8 (always round fractions up)
- Right: Feuillant gets 1 Deputy per region.
- Center: Marais gets 1 Deputy per controlled or
neutral region.
Royalist gets 1 hidden Deputy per 2 regions.
- Left: Gironde gets 1 Deputy per region.
Mountain gets 1 hidden Deputy per 2 regions.
Sans-Culotte gets 1 hidden Deputy per 2 regions.
- Switching Sides in Assembly: allowed
- Voting Rules:
By majority of Deputies. Ties broken by vote of the Current controlling Louis XVI.
Convention:
- Conditions to Start:
- during Legislative, Commune of Paris raised by Gironde, Mountain or Sans-Culotte and
Commune level at I, II or III;
An Allied or Catholic Royal army in or adjacent to the Paris region or
12+ regions are controlled by the Royalist and Coalition and
the player controlling the Commune decides to install the Convention
- Transforms to:
[Terror]
[Mercy]
[1st Federal Republic]
- Control of Government: Gironde
- In the Assembly: Gironde, Marais, Mountain
- Special:
- Government Fame raised to 10.
- Louis XVI imprisoned until he undergoes Special Trial (XI-A).
- Clergy and Coalition markers increased by 3.
- Sardinian Army enters Marseille.
- One Spanish Army in each of Montpellier and Toulouse.
- English Fleet in Marseille if controlled by Royalist.
- Royalist places Quiberon Army in Bretagne or Nantes if controlled by Royalist.
- York's Army enters Lille.
- Elections: when regime installed and 4 game-turns later (always round fractions up)
- Right: Gironde gets 1 Deputy per region + 1 Deputy per 2 Feuillant regions
- Center: Marais gets 1 Deputy per controlled or neutral
region + 1 Deputy per 2 Royalist regions (rounded up). Feuillant
gets 1 hidden Deputy per 2 regions.
- Left: Mountain gets 1 Deputy per region + 1 Deputy per 2 Royalist regions (rounded down).
Sans-Culotte gets 1 hidden Deputy per 2 regions.
- Switching Sides in Assembly: not allowed
- Voting Rules:
Apply the Fame of proposing Current to the Action Resolution Table.
Marais may modify by -2 up to +2. Current controlling Commune may modify from -3 to +3
(even if not present). Each other Current present can
modify from -1 to +1. Law passes on A or B. C result means that proposer loses 1 Fame.
Terror:
- Conditions to Start:
- during Legislative, Commune of Paris raised and
Commune level at II (Sans-Culotte) or III (Sans-Culotte or Mountain) and
an Allied or Catholic Royal army in or adjacent to the Paris region or
12+ regions are controlled by the Royalist and Coalition and
the player controlling the Commune decides to install the Terror
- during Convention, raised Sans-Culotte Level II/III Commune or raised
Mountain Level III Commune and France in civil and foreign war and
player controlling Commune wishes it
- during Convention by Mountain via military coup
(or popular Coup if raised Sans-Culotte Commune or
Level II/III raised Mountain Commune) if France in civil and foreign war
- during Mercy, raised Sans-Culotte Level II/III Commune or raised
Mountain Level III Commune and France in civil and foreign war and
player controlling Commune wishes it
- during Mercy by Mountain via military coup if Marais in
in control of government (or popular Coup if raised
Mountain or Sans-Culotte Commune at III)
- during 1st Federal Republic by Mountain via military or popular
Coup if France in at least one war (popular requires raised
Mountain (II) or Sans-Culotte (II/III) Commune)
- during 1st Federal Republic by Marais via military or popular
Coup if Mountain has failed a coup and France in at least one war
(popular requires raised Mountain (II) or Sans-Culotte (II/III) Commune)
- Transforms to:
[Thermidor]
[Wrath]
[Mercy]
[1st Republic One and Indivisible]
- Control of Government: Mountain
- In the Assembly: Mountain, Marais
- Special:
- Government Fame raised to 10.
- Put a Revolt Marker in each region controlled by the Gironde.
- Dissident and Coalition markers increased by 3.
- Government gets +2 to suppress revolts and arrests of anyone in regions
containing any of Billaud-Varenne, Collot D'Herbois or Barere
- Government gets +2 to propose 2 laws if Robespierre & Saint-Just in Paris
(only 1 law if only 1 of them is in Paris) (Current's choice)
- Carnot can command armies giving Government +1 or -1
(see XV-C4 p. 35) (Current's choice)
- Sardinian Army enters Marseilles.
- One Spanish Army in each of Montpellier and Toulouse.
- English Fleet in Marseille if controlled by Royalist.
- Royalist places Quiberon Army in Bretagne or Nantes if controlled by Royalist.
- York's Army enters Lille.
- Elections: maintain existing schedule, follow election
rules given for Convention but include only these:
- Right: none
- Center: Marais and hidden Feuillant
- Left: Mountain and hidden Sans-Culotte
Remove Gironde (but save for Thermidor) and Royalist Deputies.
- Switching Sides in Assembly: not allowed
- Voting Rules:
Apply the Fame of the Government to the Action Resolution Table.
Marais may modify by -2 up to +2. Current controlling Commune may modify from -3 to +3
(even if not present). Each other Current present can
modify from -1 to +1. Law passes on A or B. C result means
that proposer loses 1 Fame.
Thermidor:
- Conditions to Start:
- during Terror: at least 2 laws have been rejected (not necessarily in
the same turn) by current regime and Marais wishes
(must be done immediately after a law is rejected).
- during Wrath: at least 2 laws have been rejected (not necessarily in
the same turn) by current regime and Marais wishes
(must be done immediately after a law is rejected).
- during Wrath by Marais via popular or military Coup (popular
requires the Commune is raised by Mountain and at II/III)
- during 1st Republic One and Indivisible by Marais via
popular or military Coup if Commune suppressed
- Transforms to:
[Directorate]
[Prairial]
- Control of Government: Marais
- In the Assembly: Marais, Feuillant, Gironde
- Special:
Government Fame raised to 10.
- Elections: maintain existing schedule, follow election rules given for
Convention but include only these:
Right: Feuillant
Center: Marais
Left: Gironde (hidden Mountain or Sans-Culotte)
Either Mountain or Sans-Culotte (whichever one previously
ran the government) is outlawed and has its Deputies removed.
Any previously-removed Gironde Deputies are restored.
The Royalist has no Deputies.
- Switching Sides in Assembly: allowed
- Voting Rules:
By majority of Deputies. Ties broken by vote of the Current controlling Government.
Wrath: (aka Fear [French Epouvante])
- Conditions to Start:
- during Convention by Mountain via popular Coup
if France in at most one war, the is Commune raised
by Sans-Culotte or by Mountain if II/III
- during Terror if Sans-Culotte wish, both wars active,
Commune raised by Sans-Culotte at II/III, Economy
at III or an enemy army is in Paris (not controlling
the capital) or if there are more than 10 regions in
revolt or controlled by the Royalist or coalition
- during Terror by Sans-Culotte via popular Coup
if France in civil and foreign war and Commune raised
by Sans-Culotte to III and the law outlawing extremists
has not been passed
- Transforms to:
[Thermidor]
[1st Republic One and Indivisible]
- Control of Government: Sans-Culotte
- In the Assembly: Marais, Sans-Culotte
- Special:
- Government Fame raised to 10.
- Clergy and Coalition +3
- Marat joins the Sans-Culotte
- Government gets +2 to suppress revolts and arrests of anyone in regions
containing any of Billaud-Varennes, Collot D'Herbois,
Barère, Hébert, Chaumette
- Government gets +2 to propose 2 laws if Hébert and Chaumette in Paris
(only 1 law if only 1 of them is in Paris) (Current's choice)
- Carnot can command armies giving Government +1 or -1
(see XV-C4 p. 35) (Current's choice)
- Elections: maintain existing schedule, follow election rules given for
Convention but include only these:
Right: none
Center: Marais (hidden Feuillant)
Left: Sans-Culotte
Gironde and Mountain placed aside.
The Royalist has no Deputies.
- Switching Sides in Assembly: not allowed
- Voting Rules:
Apply the Fame of the Government to the Action Resolution Table.
Marais may modify by -2 up to +2. Current controlling Commune may modify from -3 to +3
(even if not present). Each other Current present can
modify from -1 to +1. Law passes on A or B. C result means
that proposer loses 1 Fame.
Mercy: (aka Indulgent [French Indulgence])
- Conditions to Start:
- during Convention by Mountain via military Coup
(or popular Coup if raised Sans-Culotte Commune or
Level III raised Mountain Commune) if France in civil or foreign war
- during Terror by wish of Marais if France in at most one war, the
Commune suppressed, no enemy army adjacent or in Paris and the law
outlawing the Mercy has not been passed
- during Terror by Marais via popular or military Coup
if France in at most one war and in the popular case, the Commune
is raised by Sans-Culotte to III and the law outlawing extremists
has not been passed
- during 1st Federal Republic by Mountain via military or popular
Coup if France at peace (popular requires raised
Mountain (II) or Sans-Culotte (II/III) Commune)
- during 1st Federal Republic by Marais via military or popular
Coup if Mountain has failed such a coup and France at
peace (popular requires raised Mountain (II) or Sans-Culotte (II/III) Commune)
- Transforms to:
[Terror]
[Directorate]
- Control of Government: alternates between Mountain and Marais
- In the Assembly: Marais, Mountain, Gironde
- Special:
- Government Fame raised to 10.
- Royalist is outlawed.
- Marat, Chaumette, Hébert, Roux outlawed.
- Danton and Desmoulins joins the Marais.
- Government gets +2 to suppress revolts and arrests of anyone in regions
containing any of Billaud-Varennes, Collot D'Herbois,
Barère, Hébert, Chaumette
- Government gets +2 to propose 2 laws if Dantone and Desmoulins in Paris
(only 1 law if only 1 of them is in Paris) (Current's choice)
- Carnot can command armies giving Government +1 or -1
(see XV-C4 p. 35) (Current's choice)
- Elections: if succeeding Convention or Terror maintain
existing schedule, follow election rules given for Convention.
if following 1st Federal Republic, conduct new elections immediately
and again in 4 turns, following rules for Convention. In both cases,
apply the following modifications:
Right: Gironde get 1 per region and 1 per 2 Feuillant regions
Center: Marais get 1 per controlled or neutral region and 1 per 2 Royalist regions
Left: Mountain get 1 per region and 1 per 2 Royalist regions
Sans-Culotte gets 1 hidden Deputy per 2 regions.
The Royalist has no Deputies.
- Switching Sides in Assembly: not allowed
- Voting Rules:
Apply the Fame of the Government to the Action Resolution Table.
Marais may modify by -2 up to +2. Current controlling Commune may modify from -3 to +3
(even if not present). Each other Current present can
modify from -1 to +1. Law passes on A or B. C result means
that proposer loses 1 Fame.
Directorate:
- Conditions to Start:
- during Thermidor via constitutional referendum
- during Mercy by Marais via military coup (with +2 to control
the army if Marais in control of the government)
- Transforms to:
[Prairial]
[Vendémiaire]
- Control of Government: jointly Marais+Feuillant or Marais+Gironde or Marais+Mountain
- In the Assembly: Marais, Feuillant, Gironde
- Special:
- Government Fame raised to 10.
- Royalist is outlawed.
- Either Sans-Culotte or Mountain outlawed depending on previous regime.
If Mountain, they cannot participate in the government.
- Marat, Chaumette, Hébert, Roux outlawed.
- The Commune can now also be raised or suppressed by the Royalist, at -4
- Gironde, Feuillant, Mountain can try a limited coup to take over the government
- Elections: conduct immediately, and again in 4 turns:
Right: Feuillant get 1 per region
Center: Marais get 1 per controlled or neutral region and 1 per 2 Mountain regions
Royalist (hidden) get 1 per region and 1 per 2 Sans-Culotte regions
Left: Gironde get 1 per region
Mountain and Sans-Culotte (both hidden) get 1 per 2 regions
Any previously-removed Gironde Deputies are restored.
- Switching Sides in Assembly: allowed
- Voting Rules:
By majority of Deputies. Ties broken by vote of the Current controlling Government.
Prairial:
- Conditions to Start:
- during Thermidor by Mountain or Sans-Culotte via popular Coup
if France in at least one war, the Commune is raised by Mountain
or Sans-Culotte and at III
- during Directorate by Mountain or Sans-Culotte via popular Coup
if Commune is raised by Sans-Culotte and at II or by Sans-Culotte or
Mountain and at III; also, Mountain can attempt a military Coup
- Transforms to:
[Vendémiaire]
[1st Republic One and Indivisible]
- Control of Government: Mountain or Sans-Culotte
- In the Assembly: Mountain and Sans-Culotte
- Special:
- Government Fame raised to 10.
- Clergy +3
- The Commune can now also be raised or suppressed by the Royalist, at -4
- Carnot can command armies giving Government +1 or -1
(see XV-C4 p. 35) (Current's choice)
- If Mountain in control:
- Government gets +2 to suppress revolts and arrests of anyone in regions
containing any of Billaud-Varenne, Collot D'Herbois or Barere
- Government gets +2 to propose 2 laws if Robespierre & Saint-Just in Paris
(only 1 law if only 1 of them is in Paris) (Current's choice)
- If Sans-Culotte in control:
- Government gets +2 to suppress revolts and arrests of anyone in regions
containing any of Billaud-Varennes, Collot D'Herbois,
Barère, Hébert, Chaumette
- Government gets +2 to propose 2 laws if Hébert and Chaumette in Paris
(only 1 law if only 1 of them is in Paris) (Current's choice)
- Elections: if succeeding Thermidor, maintain existing schedule,
follow election rules given for Convention but include only these.
if succeeding Prairial, conduct new elections:
Right: none
Center: Mountain
Left: Sans-Culotte
Gironde, Feuillant and Marais deputies placed aside.
- Switching Sides in Assembly: not allowed
- Voting Rules:
Apply the Fame of the Government to the Action Resolution Table.
Current controlling Commune may modify from -3 to +3
(even if not present). Each other Current present can
modify from -1 to +1. Law passes on A or B. C result means
that proposer loses 1 Fame.
Vendémiaire:
- Conditions to Start:
- during Directorate, Royalist can try a popular coup if
Commune raised and at II or III and Royalist
- during Prairial, Royalist can try a popular coup if
Commune raised and at III and Royalist and France is in at least
one war
- Royalists win.
1st Federal Republic:
- Conditions to Start:
- during Convention, France in at most 1 war,
Commune suppressed or controlled by Gironde and Constitutional Referendum passes
- Transforms to:
[Terror]
[Mercy]
- Control of Government: Gironde or Marais
- In the Assembly: Marais, Mountain, Gironde
- Special:
- Government Fame raised to 10.
- Royalist is outlawed.
- Marat, Chaumette, Hébert, Roux outlawed.
- Bordeaux is no longer controlled by the Gironde.
- Clergy and Coalition +3
- If Mountain in control:
- Mountain gets an extra +2 to raise or suppress the Commune
- If Sans-Culotte in control:
- There is a +1, +2 or +3 for a limited Coup if Commune raised
and controlled by the Sans-Culotte
- Marat joins the Sans-Culotte and cannot return to Mountain
- Marais, Gironde can try a limited coup to control government
- Elections: conduct new elections immediately and again in 4 turns:
- Right
- Gironde get 1 per controlled or neutral region and 1 per two regions
of the Feuillant (rounded down) and Mountain (rounded down)
- Center:
- Marais get 1 per region and 1 per 2 Royalist regions (rounded down)
- Feuillant (hidden) get 1 per 2 regions (rounded up)
- Royalist (hidden) get 1 per 2 regions (rounded up)
- Left:
- Mountain get 1 per 2 regions (rounded up) and
1 per 2 regions of Sans-Culotte (rounded down)
- Sans-Culotte (hidden) get 1 per 2 regions (rounded up)
- Switching Sides in Assembly: allowed
- Voting Rules:
By majority of Deputies. Ties broken by vote of the Current controlling Government.
1st Republic One and Indivisible:
- Conditions to Start:
- during Terror, France in at most 1 war,
Commune raised by Mountain and Constitutional Referendum passes
- during Wrath, France in at most 1 war, Sans-Culotte proposes and
Constitutional Referendum passes
- during Prairial, Mountain or Sans-Culotte proposes and
Constitutional Referendum passes
- Transforms to:
[Thermidor]
- Control of Government: Mountain or Sans-Culotte
- In the Assembly: Marais, Mountain, Sans-Culotte
- Special:
- Government Fame raised to 10.
- Royalist and Feuillant outlawed.
- Paris may only be controlled by the Mountain or Sans-Culotte
- Clergy and Coalition +3
- The Commune can now also be raised or suppressed by the Marais, at -3
- Sans-Culotte can try a limited coup to take power if the Mountain
control the Commune
- Mountain can try a limited coup to take power if the Sans-Culotte
control the Commune
- Elections: new elections immediately and again 2 turns later:
Right: Marais get 1 deputy per region and 1 per 2 Feuillant regions.
Feuillant, Royalist, Gironde get 1 (hidden) deputy per 2 regions
Center: Mountain get 1 per controlled or neutral region and 1 per 2 Gironde regions
Left: Sans-Culotte get 1 per region and 1 per 2 Royalist regions
- Switching Sides in Assembly: allowed
- Voting Rules:
By majority of Deputies. Ties broken by vote of the Current controlling Government.
Coups and Referenda:
Coups:
- do not count as actions
- using 2 personalities gives +2
- only one Action table roll permitted
A "Limited Coup" attempts to change the governing Current via Action Table:
- costs 100
- only in Legislative, 1st Federal Republic or Directorate
- only by a Current which could govern but is currently out of power
- if successful, Current takes over government, gets +1 Fame, former governing
Current loses 1 Fame, government cannot be criticized during the current turn
- if failure, the personalites are imprisoned, Current -1 Fame, is outlawed until
the end of the next turn
- only one per turn
A "Constitutional Referendum" attempts to change the regime via regional vote:
- proposed by the government
- voting is by region
- passes if there are fewer than 14 "no" votes
- regions which are neutral, in revolt or occupied by non-government armies don't vote,
except Paris always votes
- if successful, proposer gets +1 Fame, otherwise, -1 Fame
- only one per turn
A "Popular Coup" attempts to change the regime via Action Table:
- costs 200
- any Current with personalities in Paris apart from those controlling the Government can
apply a -1
- only one per turn
- if successful, regime changes and Commune +3
- if failure, Commune -3, personalities imprisoned, Current outlawed, loses control of Commune
and all its deputies and its personalities are +5 to be arrested in Paris
A "Military Coup" attempts to change the regime via Action Table and armies:
- costs 200
- a non-outlaw personality in a region with a revolutionary army tries to control it
- can try for up to 3 armies in same region, but at -2 for succeeding attempts
- if successful, the army moves directly toward Paris ahead of all other armies,
although it may be blocked by enemy armies
- if this army succeeds in winning Paris and defeating the Commune there, the coup
succeeds, the regime changes and Commune -5
- if failure, the army reverts to government control, Commune +3, personalities imprisoned,
Current outlawed, loses control of Commune and all its deputies
and its personalities are +5 to be arrested in Paris
Special Things the Royalist Can Do:
Raise Catholic Royal armies if Clergy marker ever reaches 17 or higher:
a. must appear in Cholet, Nantes or Angers
b. must be raised by one of Charette, Chouan, Cathelineau or Cadoudal in the region
c. can only be raised once
The first army raised puts France into Civil War (which has random events & Law effects).
Placing Reinforcements:
Royalist places all Coalition reinforcement armies.
Royalist places Catholic Royal reinforcements in Nantes, Angers or Cholet.
Paying Army Maintenance:
Royalist pays 100 per Catholic Royal army per game turn. Coalition armies are free.
Move Non-player Coalition Armies:
Coburg's Austrian: start in Lille, then Amiens, Paris, Orleans, Rouen
Brunswick: start in Metz, then Paris
Wurmster's Austrian: start in Strasbourg, then Dijon, Paris, Lyon (via Dijon)
Sardinian: Marseilles
Spanish: Montpellier and Toulouse
English Fleet: Marseilles
Quiberon: Bretagne or Nantes, then (if Allies control Paris) Angers, Tours, Orleans, Paris
York: Lille
Move Catholic Royal Armies:
Royalist moves Catholic Royal Armies after all Coalition forces move,
but before Government armies. Coalition and Catholic Royal armies are always
friendly to one another, and always antagonistic to Revolutionary armies.
Combat occurs when one army tries to prevent another leaving a region.
Coalition and Catholic Royal Armies can move through as many adjacent regions
as they control, but may only move 1 into an uncontrolled region. Government
armies move any number of regions until encountering enemy. When a Government
army enters Paris, it must say whether it is putting down the Commune (if raised).
Army in the Paris box means the Commune is put down (move Commune marker to 20 and
resolve combat); in the Paris region means it is not.
Catholic Royal Armies cannot leave Nantes, Cholet and Angers unless led by Charette,
Cathelineau, Cadoudal or Chouan.
Combat:
Occurs in the same region and is mandatory. Decide the attacker: if only one player
wants combat, his side is the attacker; if both players want combat,
then the player with the most armies is the attacker and receives
a +1 or -1 dice roll modifier for every extra army, which he can decide how to apply
after he sees his roll on the Resolution Chart. Always use the 13-14
column. A =all defenders
eliminated, B = no effect, C = all attackers eliminated. Combat
is for one round only.
Catholic Royal armies can avoid combat in Nantes, Cholet and Angers if led
by Charette, Cathelineau, Cadoudal or Chouan, but this loses control
of the region.
Fame Adjustment:
Royalist gets +1 Fame if Catholic Royals defeat Government
forces in a region without any Coalition forces present.
Regional Actions:
Royalist is the one Current that can try Regional Actions in regions where Coalition or
Catholic Royal armies are in control. He gets a +2 bonus for doing this. Yes, he can still try
to get political control of the region through revolt, even if it
is Paris. Catholic Royal control has precedence over Coalition if
both are in a region. Military Control by a Catholic Royal army
gives automatic political control, but military control by the
Government does not confer any political control. However, once
the Government has armies, it can quash revolts by simply sending
in an army (assuming no enemy army present), although this doesn't
change political control.
Paris:
As soon as an enemy army enters Paris, the Commune is automatically raised.
If combat occurs in the Paris region, the Government decides whether its Army or the Commune
is eliminated (treat Commune as suppressed, may be raised again on the next turn).
If Paris is conquered by Coalition or Catholic Royal armies, the capital of France is relocated
and the Commune random event is skipped, with the Commune no longer raisable.
The King:
If Royalist or Coalition has military control of Paris during Legislative (in other regimes happens free and automatically), can once in the game try to kidnap the king as an action
spending 200, thus getting permanent control and letting the king leave Paris with a friendly
army. If recaptured, he automatically goes to trial on the next
turn and Guilt has a +4 bonus. If the kidnap fails or isn't tried,
king is moved to the provisional capital.
The Tracks:
- Clergy at Level II is a +1 bonus to Royalist Fame; Level III +2.
- Sans-Culotte gets +1 bonus if Commune at II, +2 if at III, Mountain +1 if at III.
- Royalist gets 50 extra income if Coalition at Level I, 150 if at II, 100 if at III.
- Louis XVI, at cost of 100, can reduce Coalition by 1 if controlled by Feuillant, reducing Gironde Fame -1.
- Louis XVI, at cost of 50, can increase Coalition by 1 if controlled by Royalist, reducing Feuillant Fame -1.
(these happen before voting laws and can still be done w/o changing Coalition marker)
- If Louis vetoes an anti-privilege law, Commune +3, Clergy -3.
Same for anti-clergy laws, but also Louis' Current loses 2 Fame.
Miscellaneous:
- Royalist can never ally with or transfer money to
Mountain/Sans-Culotte and vice-versa.
- Put spent cash in the box labeled Assignats.
- Snake eyes on the Action table means
you lose a Fame. Box cars you get an extra one.
- Minimum income for any Current is: 100 + (no. of personalities) x 50
- Government always gets 2500 minus revolt or Coalition/Catholic Royal-controlled
regions.
- Government always returns all its current cash before
receiving new income.
- For government bankruptcy, see p. 21
(Current controlling it loses 5 Fame, can happen once per game).
- Louis XVI cannot leave Paris voluntarily, cannot execute actions.
- Foreign war ends when no enemy armies left in France or if Coalition
goes to I.
- Civil war ends when no Catholic Royal armies left
in France (not counting hidden ones).
- Civil war starts again if at least 4 regions are in revolt.
Hints for Placing Your Personalities:
- Placement in areas where your faction is in control reduces chance of arrest by -4.
- Placement in areas where personality has influence reduces chance of arrest by -2.
- Placement in areas where you have influence increases chance for regional actions (+2).
- Placement in hot (orange) areas increases chance for triggering revolt (+2).
- Placement in neutral areas improves chance to control by +2.
- You need one in Paris if you want to steal Deputies in Assembly.
- If your Faction controls the Government, you must place at least one in Paris.
Hints and Tips for the Early Game
- Feuillant:
The primary actor of the early game. Ideally France will stay
in the Legislative Regime forever. Arrest everyone you can.
Pass laws which will mollify the commune and other forces dangerous
to the Republic. Quash revolts and build up your fame. In general,
try to hold down the lid on boiling France. Consider a daring
strategy of passing many laws to drive inflation through the roof
and prevent anyone from doing much of anything.
- Gironde:
The primary re-actor of the early game. Wrest control of
government from Feuillant. Take over areas from him in case there
is an election. Kick reactionary personalities out of Paris.
Pass laws to increase the outrage of Commune and
Clergy.
Consider helping the Royalist to take away Feuillant regions so as
to meet the conditions necessary for the Convention.
Help your fellow revolutionaries the Mountain and
Sans-Culottes. Remember, no matter how well you are doing, you
can't win unless both of them also score at least 25 victory points,
unless both Feuillant and Marais can be kept to under 25 points.
- Marais:
Probably the side that needs to make deals more than any other.
Try to expand your number of territories for when an election comes.
Conserve funds. Pass laws to increase your fame. Your favorite
regime is probably Thermidor so it might be best to lean toward
the revolutionary side of things for most of the game so that
they will rapidly move to Terror and then allow you to move
them to Thermidor. Consider helping the Royalist to take away
Feuillant regions so as to meet the conditions necessary for
the Terror.
- Royalist:
There isn't all that much for you to do in the early game. It's
a surprising contradiction, but even though you are ostensibly
friendly to the conservative Feuillant, they are actually too liberal
for you. In reality you have no truck with Assemblies at all and the
divine right of kings is the only thing that makes any sense to you.
If the game ends conservatively in the Legislative regime, you
will probably still lose unless by some miracle you manage to
take political control of at least half the map. This is very
unlikely to happen however as your personalities will be arrested
long before that, as soon as the government sees it starting
to happen in fact. Instead, to be sure of winning you need to
follow an unexpected path of actually encouraging revolt in France.
Thus, consider lending or giving money to the otherwise inimical
Gironde or Marais if they will do things which raise the
Coalition Level and Clergy Levels, i.e. pass the Anti-Privilege,
Anti-Clerical and Military laws. That should raise the Coalition
level to 17 where foreign and Catholic (needs Clergy at 17)
armies can be brought on, the real source of your power.
Meanwhile, try to stay out of prison and above all, work on
winning back Louis XVI. Not only can he free your arrested
personalities and raise the Coalition Level by one each turn,
he can make unpopular decisions in the Assembly
which ultimately help your cause. (The following Random Events
Table results increase the Coalition rating during Legislative:
Political - no. 4, Coalition - nos. 2-5. These results increase the
Clergy rating during Legislative: Coalition - nos. 4, 9, 10, 12.)
- Mountain:
Consider raising the Commune. Try to stay out of prison.
Save money, watch and wait. Remind Gironde how much he depends on you.
When the time is right, move into the Terror regime.
- Sans-Culotte:
Same as Mountain.
The Favorite Regimes of each Current:
Royalist: [Vendémiaire]
Feuillant:[Legislative]
Marais: [Thermidor] [Directorate] (and to a lesser extent, [Mercy])
Gironde: [Convention] [1st Federal Republic]
Mountain: [Terror] [1st Republic One and Indivisible] (lesser, [Prairial])
Sans-Culotte: [Wrath] [1st Republic One and Indivisible] (lesser, [Prairial])
Examples of Objectives:
Note: even if the objective is accomplished, it must endure through the
end of the turn in order to count.
Player Objectives:
- Convince a personality, e.g. Louis XVI, to join your side.
- Trigger a Revolt via action table in a region, e.g. Amiens.
- Suppress a Revolt via action table in a region, e.g. Amiens.
- Raise the Commune.
- Suppress the Commune.
- Successfully Plot to control via action table, in a region, e.g. Bretagne.
- Pass a type of law, e.g. an Economic Law or a Military Law.
- Pass a type of law with another faction, proposed by a faction, e.g.
Marais and Gironde declare as their common objective the passage of an
economic law proposed by the Marais.
- Install a new regime, e.g. Terror.
Turning Deputies is not a legal Objective.
Government Objectives:
- Arrest a personality, e.g. Marat
- Suppress Revolt via action table in a region, e.g. in Bourges.
- Defeat an Army, e.g. the Coalition army at Lille.
- Pass a type of Law, e.g. an Economic or Political Law (only during regimes
in which government proposes laws)
If the Government declares Suppression of a Revolt as an objective, it does not
count if the revolt is suppressed via army.
Starting Regions; Cash; Assemblée Nationale:
1. Put one of your markers in each of your starting regions.
2. Procure the listed amount of cash for yourself.
3. Put the listed number of your deputies in the Assemblée area of the board.
Note: there are 26 total Assemblée votes at start, 14 needed to get a majority
Royalist: Angers, Cholet, Nantes, Tours; 400; 2 in Center at top edge (hidden)
Feuillant: Clermont, Dijon, Metz, Montpelier, Orleans, Rouen, Strasbourg, Toulouse; 1400; 8 in Right
Marais: Angouleme, Cahors, Limoges, Lyon, Nevers; 800; 10 in Center
Gironde: Amiens, Bordeaux, Caen, Paris; 1400; 4 in Left
Mountain: Lille; 350; 1 in Left at top edge (hidden)
Sans-Culotte: Marseilles; 350; 1 in Left at top edge (hidden)
Region of Bourges is in Revolt.
Government is controlled by Feuillant and has 2300.
Armies in Lille, Metz, Strasbourg, Marseille.
Put one Royalist marker at the start of Clergy Level II and two markers at III.
On the Commune track, put a Sans-Culotte marker at the start of Levels II and III
and a Mountain marker at III.
Put 50, 150 and 100 Assignat markers at the start of Coalition levels I, II, III resp.
Please forward any comments and additions to this WWW-page to
Rick Heli