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1793: Patriots & Traitors

1793: Patriots & Traitors Rulebook

Table of Contents

Table of Contents

  • 1. Objective of the Game
  • 2. General Sequence of Play
  • 3. Rulebook Organization
  • 4. Game Components
  • 5. Setup
  • 6. Turn Order
  • 7. The Game Round
    • 7.1 - Play a Card
    • 7.2 - Activate a Revolutionary Leader
    • 7.3 - Draw a Card
    • 7.4 - Exchange a Card
    • Additional Actions during a Game round
  • 8. The Boards
    • Paris Board
      • 8.1 - Areas of Political Importance
      • 8.2 - Discarded Influence Areas
      • 8.3 - Law Cards Track
    • France Board
      • 8.4 - The Province Areas
      • 8.5 - Advance of the Coalition Armies
  • 9. The Influence Cubes
    • How to gain influence to either place on the board or into your pile
  • 10. The Cards
    • 10.1 - The Symbols on the Cards
    • 10.2 - Law Cards (x21)
    • 10.3 - Revolutionary Leader Cards (x17)
    • 10.4 - Action Cards (x57)
    • 10.5 - Generals (x9)
  • 11. Currency
    • 11.1 - Assignats (x8)
    • 11.2 - Press (x3)
    • 11.3 - Street Thugs (x3)
    • 11.4 - Gold Coins (x10)
  • 12. War
    • 12.1 - War
    • 12.2 - Facing the Coalition Armies in a Province
    • 12.3 - Military Offensive in a Province
    • 12.4 - Military Actions Beyond French Borders (Territories)
    • 12.6 - Generals in the Provinces
    • 12.7 - Revolutionary Generals versus Royalist Generals
  • 13. Ending the Game
    • 13.1 - Saving the Royal Family
    • 13.2 - Fall of Paris
    • 13.3 - Faction Elimination
  • 14. Coup d'État & Civil War
    • Coup d'État
    • Civil War
  • 15. Round Example
  • 16. Glossary
  • Quick Reference: Sequence of Play (p.06)
  • Quick Reference: Results of War (p.17)

1. Objective of the Game

1793: Patriots & Traitors is a game for 1 to 5 players. The players are one of the 5 political Factions in Revolutionary France in late 1792.

The objective of the game is to have the most influence in the Convention nationale area (Pb) (Political power), the Caserne/Champ de Mars area (Pb) (Military power) and in the Provinces (Fb) (Support of the nation) by the time the game ends.

The game ends after the 21st game round (Thermidor 1794) OR EARLIER, if one of the following occurs:

  • Paris is overrun by ONE of the Coalition Armies, resulting in an immediate defeat for ALL players but in a 5 player game, a victory for the Royalist player. HOW? The Armies of Austria, Prussia, Sardinia-Piedmont, the Emigrés (or the British, Dutch or Spanish) manage to move into the Paris Province (Fb).
  • The Royal family is saved, resulting in an immediate victory for the Feuillant player (see 13.1, p.22).
  • The Feuillant or Girondin players have lost a total of 15 or more influence to the Conciergerie and/or Place de la Révolution area (Pb) prior to the 21st game round (Thermidor 1794), resulting in an immediate victory for the Cordelier player.

1 & 2 players variants: It is possible to play 1793: Patriots & Traitors solitaire or only against a single rival. Please consult the rulebook "1793: 1 & 2 Players" for instructions. However, we recommend you read the multiplayer rules first.

2. General Sequence of Play

In 1793: Patriots & Traitors all players start with a number of influence cubes which they can place on the boards in order to influence areas. More influence cubes can be gained during the game, but they can also be lost for good when they are sent to the Place de la Révolution (Pb).

The game is played on two different boards. The Paris board consists of a number of areas within Paris which provide certain benefits to the players that manage to influence them, while the France board shows the different Provinces that can be influenced, as well as the position of the armies of the crowned heads of Europe as they advance towards Paris to crush the Revolution and reinstate the Bourbon monarchy.

A basic round in 1793: Patriots & Traitors consists of each player performing one of the following Actions:

  • PLAY A CARD
  • ACTIVATE A REVOLUTIONARY LEADER
  • DRAW A CARD
  • EXCHANGE A CARD

However, as the game progresses and new Laws (LC) and Revolutionary Leaders (LEC) come into play, additional Actions can be unlocked. Once per round, players can also spend a currency if they have any at their disposal.

At the end of a round, the player with a majority in the Convention nationale area (Pb) can propose a Law.

During the subsequent round, all the players with influence in the Convention nationale area (Pb) are allowed to place 1 of their influence cubes in order to vote FOR or AGAINST the proposed Law. If a majority in favor is gained, the Law is activated starting the following round, thereby changing the rules of the game, and sometimes even altering the Paris board!

3. Rulebook Organization

This rulebook contains a number of abbreviations and color coding in order to distinguish playing notes, examples and points of attention from the regular text. Bolded words are described in the glossary.

  • Pb: Paris board
  • Fb: France Board
  • AC: Action cards
  • LEC: Leader cards
  • LC: Law cards

Note: These notes concern either the use of the rulebook, or a game mechanic derived from historical fact or research.

Example: These examples illustrate game concepts, with or without images to help you assimilate the subtleties of gameplay.

ATTENTION: These points of attention are there to make sure you don't forget some of the game's key concepts.

A BIT OF HISTORY: These little inserts are there to enrich your gaming experience with texts or quotations.

4. Game Components

  • 1 Paris board
  • 1 France board
  • 3 Tiles: 1 Temple de la Raison, 1 Les Comités, 1 Champ de Mars
  • 5 Player Faction sheets
  • 150 Influence cubes: 30 each of Conservatives, Ultra-Radicals, Radicals, Ultra-Conservatives and Moderates
  • 5 Faction bags
  • 7 Coalition army markers: Dutch Republic, Sardinia-Piedmont, Spain, Austria, Great-Britain, Prussia, Émigrés
  • 24 Currency, General & 6 Various tokens/meeples: 8 Assignat tokens, 10 Gold coins, 3 Press tokens, 3 Street thug meeples, 7 Revolutionary Generals meeples, 2 Royalist Generals meeples
  • 1 Round marker, 1 Fleet marker, 1 Louis XVI pawn, 1 Guillotine pawn, 1 Balloon marker, 1 Exclusive Gamefound Round marker
  • 4 Player Aids (Paris area, Action, Law & Leader cards)
  • 56 Action cards and 17 Leader cards
  • 1 Prince de Condé card
  • 21 Law cards
  • 1 Rulebook, 1 "1 & 2 Players" Rulebook

5. Setup

Place the Paris board in the center of the table. Place the France Board next to it. Make sure both are in everybody's view and reach. Each player chooses a color according to the political Faction they wish to represent:

  • Yellow for the Conservative Feuillants.
  • Turquoise for the Moderate Girondins.
  • Blue for the Radical Jacobins.
  • Red for the Ultra-Radical Cordeliers.
  • Only in a 5 player game: Purple for the Ultra-Conservative Royalists.

Note: In order to simplify matters, for the rest of this rules manual, we will now mention the political Factions by their name instead of by their color.

  1. Each player takes 13 Influence cubes in their color and places them on their Faction sheet. This is their pile. The remaining 17 cubes are left in the cotton bags of each player and represent their stock.
  2. Place Coalition army markers on the France board: Prussian army in Cöln (Fb), Austrian army in Bruxelles (Fb), Sardinian-Piedmontese army in Torino (Fb), Émigrés army in Mainz (Fb). British, Dutch and Spanish armies next to the France Board (they are not in the game...yet).
  3. The 9 Generals (7 Revolutionary and 2 Royalist) next to the France Board.
  4. The Louis XVI pawn is placed on the Prison du Temple area and the Guillotine pawn is placed on the Place de la Révolution area, both on the Paris board.
  5. The separate Les Comités, Champ-de-Mars and Temple de la Raison tiles are left on the side of the board.
  6. The Round marker is placed in the box Frimaire at the beginning of the Round track.
  7. The Fleet marker, the 10 Gold coins, the Balloon marker, 3 Assignat tokens, 3 Press tokens and 3 Street thug meeples are placed on the side of the Paris board. 5 Assignat tokens remain in the box for now.
  8. The Royalist Prince de Condé card AC17 is placed face down on the side of the Paris board.
  9. The Law cards (LC) are placed next to the Paris board. Note: If this is your first game we suggest you only use the Law cards LC01 to LC10.
  10. The Action cards (AC) are thoroughly shuffled and form the draw pile.
  11. Each player draws 4 Action cards (AC).

ATTENTION: If a player receives a card with an "immediate to play" symbol in his starting hand, he discards it immediately, forming the discard pile. For each card, he may place an influence cube from his pile on any board, in an area (Pb)/province (Fb) of his choice.

6. Turn Order

The turn order will vary from round to round:

  • In the first round: The Cordelier player (if the Cordelier is not an active player, the Jacobin player) starts the game. From then clockwise.
  • For every round afterwards: The turns go clockwise, starting with the player who has the majority in the Convention nationale area (Pb) (most influence). In case of a tie, the most radical player of the tie in the Convention nationale area (Pb) is the starting player for this turn.

Factions ranked from most radical to most conservative:

  1. Cordeliers
  2. Jacobins
  3. Girondins
  4. Feuillants
  5. Royalists

Example: If the Feuillant and Girondin player have a tie for a majority in the Convention nationale area (Pb), the Girondin will be the starting player for that round. The game rounds are always different. It is yet another way to influence the game: sometimes it will be advantageous to let the player to the right of you keep the majority in the Convention nationale (Pb) so that you can go second or third.

7. The Game Round

A Game Round represents a month during the French revolution. In a round, all players get a Turn.

A round consists of all players (starting with the first one) performing 1 of the 4 possible Actions:

  • 7.1 - Play a Card
  • 7.2 - Activate a Revolutionary Leader
  • 7.3 - Draw a Card
  • 7.4 - Exchange a Card

Once each of the players has performed one Action from above, a round ends and a new one starts.

At the start of a new round move the Round marker one space to the right on the Round track on the Paris board, then repeat the game round sequence.

7.1 - Play a Card

A player can play 1 card from his hand. A played card can be used in one of the following THREE ways:

Place influence (cubes): Every card AC## / LEC## has 1 to 3 cockade symbols. When a card is played for influence, the player will be allowed to take a number of influences - limited to the number of cockades on the card - from his pile and add them to an area on either the Paris board or France board.

If he has more than 1 influence, he can divide the amount between both boards.

If the supply of influence in his pile is exhausted, he will not be able to influence any areas on the board.

Note: A way to prevent rival players from gaining too much power is to prevent them from gaining any more influence or to make sure they lose influence. It's up to the players to find out how to do this...

Convert Influence to Currency: Alternatively, the cockades on a card can completely or partially be used to convert to the Factions' specific currency (Assignats, Press, Street thugs).

Execute the described Action: If a player does not wish to use the card to place influence or to convert to currency, the player can use the Action as described on the card.

7.2 - Activate a Revolutionary Leader

Some cards are Leader cards (LEC). A player can only activate a Leader if the Leader has the same symbol as the owner's Faction on the bottom of the card. An activated Leader is placed face up in front of the player.

ATTENTION: All players can only have a maximum of 6 cards in their possession!

7.3 - Draw a Card

If a player has LESS than 6 cards in his possession he can draw 1 card from the Action cards draw pile!

Keep in mind that the player with a majority in the Notre-Dame area (Pb) can draw up to 3 cards from the Action cards draw pile and add them to his hand. Since players are limited to only 6 cards in their possession, the player will only be able to draw 3 cards if he currently only has 3 in his possession!

ATTENTION: If ever, when drawing a card from the draw pile during the game, a card with a (immediate to play) symbol is drawn, a 2nd card may always be drawn by the player afterwards, however, never a 3rd.

7.4 - Exchange a Card

If a player has 6 cards in his hand or he has a card in his hand not to his liking, he can discard 1 card from his hand and immediately take another 1 from the draw pile.

EXCEPTION: You can never discard the Hidden safe of Louis XVI card AC09!

Additional Actions during a Game round

The following Actions may additionally be executed or are required in a player's turn:

KEEP IN MIND: If players can execute multiple actions in a turn, they are free to choose which action they wish to execute when. There is no specific order.

  • At the end of the round, the player with a majority in the Convention nationale area (Pb) can (but doesn't have to) propose a new Law (LC). If a new Law (LC) is proposed, players may have to vote FOR (supporter) or AGAINST (opponent) it in their turn.
  • If La Marseillaise LC06 has been passed, players with an Activated General will be able to move them.
  • If players have influence in the Palais-Egalité area (Pb), they can swap a card with each other once a round.
  • If a player has an activated Leader (LEC), in his turn, he can execute the benefit that this specific Leader offers.
  • Some Laws (LC) that are passed allow additional Actions.
  • Players with currency (Assignats, Press, Street thugs, Gold coins) can choose to exchange or spend 1 of them.

8. The Boards

All the action in 1793: Patriots and Traitors takes place on two boards: The Paris board and the France board.

Paris Board

The Paris board represents the city of Paris, the beating heart of the Revolution. There are 11 possible areas. They are divided into two types: Areas for discarded influence cubes and areas of political importance offering certain advantages to the players who have a majority there.

8.1 - Areas of Political Importance

Gaining a majority in any of these areas during the game will provide the players with a number of advantages.

At start of the game:

  1. Faubourgs - represents your reputation amongst the people of Paris (5 spaces).
  2. Convention nationale - represents your political power (7 spaces).
  3. Notre-Dame - represents your religious following (5 spaces).
  4. Caserne - represents your military power (5 spaces).
  5. Prison du Temple - here's where Louis XVI and his family are imprisoned (4 spaces).
  6. Palais-Egalité - the place to be for entertainment, petty crime and intrigue in Paris! (4 spaces).

Areas on the Paris board that can be revealed during the course of the game:

  1. Champ de Mars - this area is placed on the Paris board once the Law "Levée en masse" has passed (5 spaces).
  2. Les Comités - this area is placed on the Paris board once the Law "Extension authority of the Committees" has passed (2 spaces).
  3. Temple de la Raison - this tile replaces the Notre-Dame area once the Law "Dechristianization" has passed (5 spaces).

(The board overview page notes that certain symbols are only used in the 1795: The Thermidorians expansion; they are linked to the use of the Muscadin meeple.)

8.2 - Discarded Influence Areas

In contrast to the areas above, players want as few of their influence cubes on these areas during the game:

  1. Conciergerie - here's where influence cubes end up if they are removed from an area on the Paris board due to a specific activated Law card (such as the Law of Suspects LC07) or due to certain activated Leader cards (such as Collot d'Herbois LEC03).
  2. Place de la Révolution - here's where the Guillotine is set-up and where a number of influence cubes end up if a player has lost a Coup d'État or a Civil War or if it has lost following. Influence cubes that end up here are lost for the remainder of the game.

8.3 - Law Cards Track

  1. On the top of the Paris board, there are 5 spaces where passed Laws are placed face up as a reminder to the players that new rules have come into play.

Note: Detailed descriptions of the areas on the Paris board are available on the Paris board player aid sheet.

France Board

8.4 - The Province Areas

The France board is divided into 15 areas. It represents the players' loyalty in the different French Provinces. In their turn, players are able to add their influence cubes to the various Provinces in order to gain control of them.

The Paris Province on the board is an exception: the amount of influence in the Faubourgs area (Pb) on the Paris board determines which player controls that Province.

In some Provinces, players will notice a Sacred Heart symbol numbered 1 to 6. When certain Law cards (LC) are passed, these Provinces will rise up in revolt, thereby gaining a Royalist influence cube and immediately de-activating the Revolutionary Generals on them.

Territories: Locations outside of the French borders are called territories; Bruxelles, Cöln, Coblenz, Torino, Mainz, Gerona, Antwerpen & Amsterdam.

ATTENTION: Keep in mind that only 1 influence cube can be placed on each French Province. Generals and Coalition armies however CAN gather together in a single Province.

8.5 - Advance of the Coalition Armies

The France Board shows the starting positions of the Coalition armies: Austria (Bruxelles), Prussia (Coblenz), Sardinia-Piedmont (Torino), the Émigrés army of the Prince de Condé (Mainz) and later on, the armies of Spain (Gerona), Great-Britain and the Dutch Republic (Antwerpen). For a detailed description of the military aspect see 12, p.17.

9. The Influence Cubes

There are 30 influence cubes in each color. A cube represents the player's influence. Every player starts the game with 13 influence cubes in his pile. The remaining influence in their cotton bag represents their stock.

As the game carries on, a player can gain or lose influence cubes. The more following a player gains, the more influence they can move from their stock to their pile. Influence cubes from the pile can be placed on the boards. In general, and unless specifically mentioned, when a player loses Influence cubes on the boards they return them to their pile. These can be re-used.

Influence cubes can also temporarily end up on the Conciergerie area (Pb) or be lost for good if they end up on the Place de la Révolution area (Pb)!

Note: For the remainder of this manual, we will simply use influence instead of influence cubes.

How to gain influence to either place on the board or into your pile

From the stock to the pile:

  • If the Leader Camille Desmoulins LEC10 is activated, the player adds 1 influence to his pile each game turn.
  • If the Printing Press Action card AC11-13 is played for the Action, the player adds 5 influence to his pile.
  • Supporters of the Trial of Louis Capet LC08 add 3 influence to their pile.
  • Supporters of the Law Revolutionary Tribunal LC10 add 3 influence to their pile.
  • Opponents to the Law Republic of Virtue LC16 add 1 influence to their pile each game turn.
  • If an activated Revolutionary General gains a victory on a Province (Fb) after a played To Paris! AC06-08/10/14-16/22-23/42 or Military Offensive AC33-35 card, the owner of the activated Revolutionary General adds 2 influence to his pile.

From the pile to the board:

  • If the Leader Antoine Barnave LEC01 is activated, the owner places 1 influence on the Prison du Temple area (Pb) each game turn.
  • If a player activates the Leader Jean-Paul Marat LEC10 (and afterwards Leader Jacques Hébert LEC08), he is allowed to place 1 influence on the Faubourgs area (Pb) each game turn. If there is no available space in that area, the player switches 1 influence from another player there and places 1 of his own influence on the now empty space. Note: This is a great way for the Jacobin and Cordelier players to gain control of the Faubourgs area (Pb) and thus initiate a Coup d'État. Note: An important aspect that contributed to the fall of Robespierre and his colleagues Saint-Just and Couthon in Thermidor 1794 was the fact that the once mighty Paris streets had been neutralized. Will history repeat itself?
  • If the Uprising card AC47-49 is played, the player switches an influence from his pile with an influence of a rival in the Province (Fb). That influence is then returned to the rival player's pile.
  • If an activated General pacifies (see 12.6, p.21) a Province (Fb), the player switches 1 influence from his pile with the current influence in that Province (Fb), it is then returned to the rival player's pile.

From the stock to the board:

  • If the Royalist leader (Henri de) la Rochejacquelein AC39 is activated, the player places 1 influence in a free Province of his choice each game turn.
  • If the Leader Jacques Brissot LEC02 is activated, the player places or switches 1 influence in a Province (Fb) of his choice each game turn.
  • If the Leader Mme Roland LEC11 is sent to the Place de la Révolution (Pb) after a Coup d'État, all the influence of her rival player(s) on the France board will be switched by her own influence.
  • If an activated Revolutionary General gains a victory beyond the French borders (into territories), the owner of the Revolutionary General places 1 of his influence in the Faubourg area (Pb) and 1 influence in the Caserne/Champ de Mars area (Pb), even IF there are no empty spaces available in those areas. If there is no empty space in an area, the owner of the Revolutionary General switches the influence from another player and places 1 of his own influence in the now empty space.

When an Action card is used for influence, a number of influences from the player's pile are placed on an empty space on one or more areas of any of the boards according to the player's choice.

In general, if all the spaces of an area are full, NO MORE influence may be placed there. EXCEPTIONS to this rule apply if the Law Universal Suffrage LC09 has been passed during the game. Even when an area is full, though, influence can still be switched or swapped with the help of certain Law cards (LC), Leader cards (LEC), Press tokens and Street thug meeples.

10. The Cards

There are a total of 95 cards in the game. 1793: Patriots & Traitors is also at its core a hand management game where players have to continuously decide which cards to discard, which to keep and which ones to play. Players can have a maximum of 6 cards in their possession at any time during the game (unless a player activates the Leader card Joseph Fouché LEC10), allowing a total of 8 cards in his possession (Joseph Fouché + 1 extra card).

Example: Since they can only have a maximum of 6 cards in their possession, a player can have 2 activated cards and 4 cards in their hand or 4 activated and 2 in their hand as they see fit. This is why it is important for the players to decide which to discard, activate or play out every turn.

There are three different types of cards:

  • Law Cards (x21) LC: specific back.
  • Leader Cards (x17) LEC: same back as Action cards.
  • Action Cards (x57) AC: same back as Leader cards.

Card anatomy: 1 Identification number (here AC22 & LC10; these numbers will enable you to easily find a specific card on the Player aids). 2 Cockades symbol (here, only 1 cockade). 3 Card name. 4 Card text/action. 5 Faction symbol. 6 Action card frame. 7 Law card frame. 8 Area & Faction symbols (some cards have additional symbols at the bottom; they are ONLY used in the 1793/1795: 1 & 2 Players Rules, see the 1793: 1 & 2 Players rulebook).

10.1 - The Symbols on the Cards

All cards in the game have a number of symbols on them. Below the meaning of these symbols:

  • 2 - The number of cockades on the cards represents the number of influence a player can place from his pile to an area of his choosing on ANY of the two boards (Paris & France) OR the amount of SPECIFIC currency (Assignats, Press, Street thugs) a player receives if he decides to convert them.
  • 5 - The Faction symbol on the card indicates to which Faction a Leader belongs or which Faction can propose the Law. IF there is NO faction symbol on the Law card, ALL factions can propose the Law.

Example: A Leader card carrying the Jacobin symbol can only be activated by the Jacobin player. A Law card that carries the Jacobin symbol can only be proposed by the Jacobin player.

Cards can be kept in the hand and be played whenever the player chooses to do so in his turn. If, HOWEVER, a card has the immediate to play symbol (top left of card) it must be played instantly!

10.2 - Law Cards (x21)

When at the end of a round, at least two factions have influence in the Convention nationale area (Pb), the player with the most influence there can - BUT MUST NOT - propose a Law card (LC).

Note: The French revolutionaries were hypersensitive to dictators or any group receiving too much power, that is why there must be at least two factions in the Convention nationale area before a Law can be proposed!

In case of a tie in the Convention nationale area (Pb), the Factions have to agree on the Law card (LC). If no agreement? Simple, then NO Law card will be proposed.

Initially, only players with influence in the Convention nationale area (Pb) can vote to pass a new Law or not.

Once a Law card (LC) is proposed, the Law card is placed on the far left space of the passed Law track on the Paris board (see diagram: Proposed Law card on the far left, then already passed Law cards).

Players with influence in the Convention nationale area (Pb) - in their turn - have to vote by adding 1 influence from their stock either to the Oui! (if they approve) or Non! vote boxes (if they are opposed) on the Paris board.

  • Players who add their influence to the Oui! Vote box are called supporters.
  • Players who add their influence to the Non! Vote box are called opponents.

ATTENTION: Obvious, but still worth mentioning: IF during that round and before his turn, the influence of a player is removed from the Convention nationale area, that player is obviously not able to vote anymore! The opposite is also true: IF a player manages to place an influence in the Convention nationale area in his turn, he is immediately allowed to vote.

When a proposed Law has passed, it always will have consequences. Whether they are advantageous or not, depends on the player's strategy. ONLY the majority of votes will decide if the Law passes. TIES ARE NOT VALID.

A Law card (LC) that receives the majority of votes at the end of a round, is considered activated. It is moved to the far right of the passed Law track into an available slot to show that this Law has passed and also as a reminder that new rules will come in effect starting next round.

If there are already activated Laws on the passed Law track, the newly passed Law is simply placed as far to the right on the passed Law track as possible, from new to old.

Temporary Law cards (such as Confiscation property of the Emigrés LC02 and Open the Prisons LC##) remain on the Law cards area until they've passed. Once activated, they automatically return to the pile of Law cards (LC) at the end of that same round, but ONLY once the consequences of those cards have been completed.

A Law card (LC) THAT HAS NOT passed is returned to the pile of Law cards.

Although there are only 5 available Law spaces on the Paris board, this does not mean that the players are restricted to passing only 5 Laws. When a 6th Law is proposed, it is placed on the far left of the passed Law track. The 5th Law is simply moved and placed on top of the activated Law to the furthest right of the passed Law track, thereby creating a double row of passed Laws of maximum 9 Laws.

Whether a Law card (LC) has passed or not the influence used for voting are returned to the players stock (NOT pile!).

Note: Consult the separate Law card Player Aid Sheet for a detailed description of the Law Cards (LC).

10.3 - Revolutionary Leader Cards (x17)

There are in total 27 Leader cards (17 LEC and 10 AC) in 1793: Patriots & Traitors, but they are not all Revolutionary, some are Royalists or they are Generals.

These Leaders, when activated, can offer a number of benefits to the players but...they are also very vulnerable. Players can only activate a Leader if the Leader card shows the same Faction symbol as their own Faction.

Example: Leader card Jacques Brissot LEC02 can be activated by the Feuillants or the Girondins.

Activation of a Leader is done on a player's turn and counts as an Action. When a player activates a Leader, he places the card face up in front of him. Once activated, the Leader offers certain benefits, starting next round.

Royalist Leaders: 5 of the Leaders cards are Royalist Leaders, they are recognizable by their Fleur-de-Lys symbol. In general, they can only be activated in a 5 player game, but the Feuillant player and even the Girondin player can also activate some of them, if he decides to become a 'Traitor'.

Revolutionary General Leaders: 5 of the Leader cards can also be activated as Generals, offering military benefits. Once activated, they (their meeple, see 10.5, p.15) are placed on a free or owned Province on the France Board.

Activated Leaders can never be deactivated by their owners, but they can be de-activated and return to the player's hand by way of a played Arrest Action card AC18/19 or if the Law of 22 Prairial LC17 is passed. An activated Leader can also be eliminated from the game by way of a played Assassination card AC20-21 or if they are forced to follow their faction to the Place de la Révolution area (Pb) after a Coup d'État or Civil War.

Note: For a detailed description of the available Leader cards (LEC), please consult the separate Leader cards & Action cards Player Aid Sheets.

IMPORTANT: If in doubt: the consequences of passed Law cards (LC) ALWAYS have the right of way over the benefits offered by activated Leader cards (LEC)!

10.4 - Action Cards (x57)

Except for the Angry mob cards AC01-05 and To Paris! cards AC06-08/10/14-16/22-23/42, which have an immediate-play symbol and must be played out immediately, Action cards (AC) can be kept in hand by the players. Playing an Action card is 1 of the 4 possible actions a player can perform in a turn.

ATTENTION: Keep in mind, a player can only have a TOTAL of 6 cards in his possession: in his hand AND/OR activated.

Action cards (AC) will allow players to place influence on any of the boards based on the amount of cockades on the card OR will allow them to convert the number of cockades to currency (Assignats, Press, Street thugs) OR will allow the players to perform the Action as described on the card.

Played or discarded Action cards (AC) always end face-up on the discard pile!

10.5 - Generals (x9)

Amongst the Action (AC) and Leader cards (LEC) are a total of 9 Generals. For each Revolutionary General there is a Blue meeple with an embossed letter that corresponds to the name of that General. For each Royalist General there is a Purple meeple with an embossed letter that corresponds to the first letter of the name of that General.

Revolutionary Generals: Lafayette (L) / Dumouriez (Dz) / Hoche (H) / Pichegru (P) / Bonaparte (B) / Jourdan (J) / Dumas (Ds).

Royalist Generals: La Rochejaquelein (L) / Charette (C).

When a player uses one of his actions to activate the corresponding General, he places the card of that General face-up in front of him and he places the corresponding General meeple on an owned or free Province on the France Board according to 12.6, p.21.

Note: For a detailed description of the Action cards (AC), please consult the separate Action cards Player Aid Sheet.

11. Currency

There are four types of currency (Assignats, Press, Street thugs, Gold coins) in 1793: Patriots & Traitors. Three of them (Assignats, Press, Street thugs) are specific to the Faction a player belongs to.

Note: At the start of the game, there is a limited amount of currency, so it's wise to use them economically. Do not underestimate them: if played smartly, currency can sometimes 'save' a carefully planned design to win the game, or destroy an impending Coup d'État.

Currency can be exchanged amongst the players as a reward, bribe or as a token of friendship anytime during a round.

Currency can be used whenever the player wants during a round (even when it is not his turn).

There is only one rule of thumb: each player can only use ONE single currency (Assignat, Press, Street thug, Gold coin) per round!

The following 3 Currencies (Assignats, Press, Street thugs) can be gained when the cockades on an Action card (AC) are converted to currency in a player's action (see 7.1, p.06).

11.1 - Assignats (x8)

Royalists and Feuillants: These can neutralize disadvantageous Action cards (AC) played against the player or block any played Press token or Thug meeple.

11.2 - Press (x3)

Girondins and Jacobins: Offers the player 1 influence from his stock, allowing him to place it on a free area on the Paris board or France board. It can also be added to a vote box when a Law (LC) has been proposed.

11.3 - Street Thugs (x3)

Cordeliers: Allows the player to remove an influence from a rival player on the Paris board or from a vote box, but NOT from the France Board.

11.4 - Gold Coins (x10)

The Gold coins represent the wealth in the once depleted treasury of France and CAN ONLY BE FOUND in the Convention nationale area (Pb).

A Gold coin for the National treasury can be earned in a number of ways:

  • Each time the Law Confiscation property of the Emigrés LC02 has passed.
  • When - after 4 game rounds - the Grain shipment from America Law card LC18 has arrived.
  • When Revolutionary Generals manage to occupy one of the following Territories: Bruxelles, Antwerpen, Amsterdam, Cöln, Coblenz, Mainz, Torino or Gerona.

Example: Revolutionary General Pichegru AC39 defeats the Austrian Army and enters Bruxelles. The player who owns the activated General Pichegru gains the benefits for the victory (1 influence from his stock to the Faubourgs area (Pb) and 1 influence from his stock to the Caserne (Pb) or Champ de Mars area (Pb)) AND the Convention nationale (Pb) receives a Gold coin in the treasury.

The players with influence in the Convention nationale area (Pb) can decide to spend a Gold coin to exclusively neutralize the effect of a drawn Angry mob card AC01-05 or To Paris! card AC06-08/10/14-16/22-23/42, thereby preventing the loss of influence in the Convention nationale area (Pb) and saving the Republic from misery.

ATTENTION: A player with a majority in the Convention nationale area (Pb) can, in his turn, decide to use a Gold coin from the treasury for his very own profit. By spending a Gold coin, the player is able to choose a card from either the discard pile OR the draw pile. Needless to say: other players will not appreciate you plundering the treasury for your own profit!

12. War

At the start of the game, the Provinces (Fb) are very frustrated, but still at peace with the Revolutionary government in Paris, but since the declaration of war in April 1792 the coalition armies of Austria, Prussia and Sardinia-Piedmont have been marching towards the border, ready to move into France.

The course of the war in 1793: Patriots & Traitors is basically determined by the To Paris! cards AC06-08/10/14-16/22-23/42 and Military Offensive Action cards AC33-35.

12.1 - War

The Coalition armies of Austria, Prussia & Sardinia-Piedmont move one Province closer to Paris (Fb) each time a To Paris! card AC06-08/10/14-16/22-23/42 is drawn from the draw pile.

Examples of moves shown on the map: A - the Austrians move from Bruxelles to Picardie. B - the Prussians move from Coblenz to Alsace. C - the Sardinian-Piedmontese army moves from Torino to Provence.

All three armies have the Paris Province (Fb) as their objective and it is essential that they are stopped, because the fall of Paris will automatically result in a defeat for the Revolution and for the Feuillant, Girondin, Jacobin and Cordelier players.

Note: At the start of the game, no Revolutionary General is in the field to lead the men, making the Paris Province (Fb) very vulnerable to Coalition attack. So there is no time to lose: the players must activate a General as soon as possible.

12.2 - Facing the Coalition Armies in a Province

To prevent a Coalition army from marching closer towards Paris (Fb), there must be a Revolutionary General in the Province (Fb).

When a Coalition army moves (due to a To Paris! card AC06-08/10/14-16/22-23/42) into a Province (Fb) that has NO Revolutionary General, that Province (Fb) is automatically lost to the Royalist cause, receiving a Royalist influence.

As a consequence, the player with a majority in the Convention nationale (Pb) area returns up to 3 influence from the Convention nationale area (Pb) to his pile. If there is a tie for majority, all players return 1 influence to their pile.

Example: In his turn, the Jacobin player draws a card from the draw pile. He draws a To Paris! AC07 card, a card which must be played immediately since it has an immediate to play symbol. He draws the To Paris! card AC07 with the Austrian General Graf von Clerfayt on it. Luckily, it's Austria's first move and he moves into the Province of Picardie (Fb) and not yet to Paris (Fb)! Unfortunately, there is NO Revolutionary General in Picardie (Fb). Picardie (Fb) is now invaded by Austria and receives a Royalist influence. Furthermore, the player with a majority in the Convention nationale area (Pb) loses 3 influence from that area to his pile.

If there IS a Revolutionary General in the Province (Fb), a battle is resolved.

Procedure:

  • First, the number of cockades (representing military insight) of the Revolutionary General's card is added to the number of influences of his own color in the Caserne/Champ de Mars area (Pb) (representing the loyalty in the army).
  • Secondly, the number of cockades of the Coalition General on the To Paris! card AC06-08/10/14-16/22-23/42 is added to the number of Royalist influence present in the Provinces on the France Board and in the Caserne/Champ-de-Mars area (Pb).
  • The General with the highest score wins the battle.

Example: In Picardie the Austrian army of Graf von Clerfayt AC07 coming from Bruxelles (Fb), is blocked by the Revolutionary army under command of General Dumouriez LEC06. Charles Dumouriez is activated by the Girondin player. A battle ensues. General Dumouriez has 2 cockades and the Graf von Clerfayt also has 2 cockades. In the army (Caserne/Champ de Mars areas (Pb)), General Dumouriez can count on the loyalty of 3 Girondin influence. The Graf von Clerfayt can count on 1 Royalist influence in the Champagne (Fb) Province. General Dumouriez has a total score of 5. The Graf von Clerfayt has a score of only 3. The General Dumouriez has the highest score and won a victory!

When the Revolutionary General gains a victory in a Province (Fb), the owner of the Revolutionary General receives 2 influence to add to his pile from his stock.

The Coalition army remains standing where it originally was prior to the battle and does not move ahead.

However, if the Coalition army does gain a victory, it successfully moves into the Province (Fb), adding 1 Royalist influence to that Province (Fb), forcing the Revolutionary General out of that Province (Fb).

The player that owns the defeated Revolutionary General loses up to 2 influence from the Convention nationale area (Pb) and up to 2 influence from the Faubourgs area (Pb).

If both armies end up with the same score, then the Province (Fb) will be occupied by both armies. The armies will remain in that same Province (Fb) until another attack is made by that Coalition army (by way of another drawn To Paris! card AC06-08/10/14-16/22-23/42) or until a player plays a Military Offensive card AC33-35.

ATTENTION: Drawn To Paris! cards AC06-08/10/14-16/22-23/42 are placed next to the discard pile. Only once the draw pile has become exhausted, the discarded To Paris! cards will be reshuffled into a new draw pile.

12.3 - Military Offensive in a Province

Players can always go into the offensive against Coalition armies in an attempt to push them beyond the French borders (back into the territories). Prerequisite for this, is that a player - WITH OR WITHOUT an activated Revolutionary General - plays a Military Offensive Action card AC33-35.

Procedure:

In starting a military offensive, it is essential that there is a Revolutionary General in a Province (Fb) adjacent to a Coalition army. The Revolutionary General moves into the Province occupied by the Coalition army. In order to find out which Coalition General the Revolutionary General will be facing, the first Coalition General of that specific nation is pulled from the discarded To Paris! AC06-08/10/14-16/22-23/42 cards pile.

Once again, the cockades of both Generals are added to the total of influence in the Caserne/Champ de Mars (Pb) for the Revolutionary General and the Royalist influence in the Provinces and in the Caserne/Champ-de-Mars area (Pb) for the Coalition General.

If the Revolutionary General has the higher score, he succeeds in pushing the Coalition army one Province (Fb) away from the Paris Province (Fb).

Superiority in numbers: When the Coalition armies find themselves in the same Province/Territory (Fb), the cockades (military insight) of both Coalition Generals are added together (making them substantially stronger)! When the combined Coalition armies are defeated however, only one single Coalition General - chosen by the owner of the victorious Revolutionary General - will be forced to pull back.

Activated Revolutionary Generals from different players CAN also gather in a single Province/Territory (Fb) in order to block a Coalition army or in order to push a Coalition army from a Province/Territory (Fb). However, keep in mind that only ONE single player can gain from a victory or will suffer when it's a defeat! In this case, prior to the offensive a leading Revolutionary General must be appointed.

The cockades of both Generals are added to the total, but only the leading General's influence in the Caserne/Champ de Mars area (Pb) is counted to determine a victory or defeat.

How to define the leading Revolutionary General? The current majority in the Convention nationale (Pb) area WILL appoint the leading Revolutionary General and IF Les Comités (Pb) are in play, they WILL appoint the leading Revolutionary General. If there is a tie in either the Convention nationale (Pb) or Les Comités (Pb), then the General with the most military insight (cockades) & influence in the Caserne/Champ de Mars area (Pb) automatically becomes the leading Revolutionary General.

Note: Historically, not only Generals in the field argued over command, so did Louis Saint-Just and Lazare Carnot in the Committee of Public Safety itself. Both of them tried to outdo each other and often meddled in each other's military affairs! It was not a happy family...in the end, Lazare Carnot would become the 'Organizer of Victory' and Saint-Just would end up under the guillotine at Thermidor.

Victory: This offensive victory grants the owner of the Revolutionary General 2 influence from his stock to his pile. The Coalition army marker is forced out of the Province in the direction from where it came (Austria: Bruxelles, Prussia: Coblenz and Sardinia-Piedmont: Torino). The Royalist influence on that Province (Fb) is returned to the Royalist faction's pile.

Defeat: The consequences for losing an offensive on the other hand, are very harsh for the popularity of the player's faction: The loss of up to 2 of his influence in the Convention nationale area (Pb) and the loss of up to 2 of his influence in the Faubourgs area (Pb) to his pile.

Note: All players - even players without an activated Revolutionary General - can play a Military Offensive Action card AC33-35 in order to move a Revolutionary General to push back the Coalition armies or to pacify a rebellious Province (Fb). However, the consequences of the result of the battle - a victory or a defeat - will always be placed at the doorstep of the owner of the Revolutionary General.

12.4 - Military Actions Beyond French Borders (Territories)

A Revolutionary General can also export the ideas of the Revolution into neighboring territories. The advantage of exporting the Revolution beyond the French Border (into territories) is that a great amount of fame, glory & also wealth can be gained.

Victory: When a Revolutionary General executes a successful offensive, the owner of the General can add 1 influence from his stock to the Caserne/Champ de Mars area (Pb) and 1 influence from his stock to the Faubourgs area (Pb) (even when there is NO free space available in those areas). In this case, the owner of the victorious General simply switches the influence of a rival player with 1 of his own.

Defeat: When a Revolutionary General loses an offensive beyond the borders of the Republic (into territories), the consequences are exactly the opposite: the owner of the defeated General loses 1 influence in the Caserne/Champ de Mars area (Pb) to his pile and 1 influence in the Faubourgs area (Pb) to his pile.

ATTENTION: The players in the Convention nationale (Pb) do NOT lose any influence when a vacant territory beyond the French border is re-occupied by the Coalition armies.

The drawback of letting Revolutionary Generals move beyond the French borders (into territories) is that now the British, Spanish and Dutch armies are activated on the France board! But, for occupying one of the cities beyond the French borders (territories); (Bruxelles, Antwerpen, Amsterdam, Cöln, Coblenz, Mainz, Torino and Gerona) the Convention nationale (Pb) will receive a Gold coin in the treasury...

ATTENTION: Keep in mind that the Convention nationale (Pb) can only gain a Gold coin from possessing Bruxelles, Antwerpen, Amsterdam, Mainz, Coblenz, Torino or Gerona ONCE during a game. However, keeping control over them, will keep the Coalition armies at a safe distance.

Once activated, the British and Dutch army markers are placed on Antwerpen. Both armies move together towards France when an Austrian To Paris! card AC06-08 is drawn AND independently when their own To Paris! card AC23 / AC22 is drawn.

Once activated, the Spanish army marker is placed on Gerona. It will move into France only when a Spanish To Paris! card AC42 is drawn.

ATTENTION: Revolutionary Generals are NOT able to move beyond Amsterdam, Cöln, Coblenz, Mainz, Torino or Gerona on the France Board.

Note: During the French Revolution, not all of France was united in the effort for change. This led to many uprisings in the Western and South Western Provinces of the Republic. These areas were mostly remote, rural and conservative and when the radical government in Paris started meddling in religious affairs and calling up their young countrymen to fight their war, civil war ensued (such as in the Vendée).

The amount of influence in the Provinces (Fb) is not only a contributing factor to emerging victorious at the end of the 21st game round, players not powerful on the Paris board can benefit from the unrest in the Provinces (Fb) to attempt to topple the government in Paris by organizing a Civil War (see 13.3, p.22).

12.6 - Generals in the Provinces

Activated Revolutionary Generals have the ability to pacify and garner a following in the various Provinces on the France Board.

A General, when activated, can be placed in any Province (Fb) NOT occupied by a Coalition army or the influence of a rival player.

In order to pacify a Province (Fb) it will suffice to move a General (with a Military Offensive Action card AC33-35 or with the Law card La Marseillaise LC02) to a Province (Fb) with a Royalist or a rival's influence in order to switch it with an influence from his pile or leave it vacant.

Revolutionary Generals NEVER attack each other! Royalist Generals NEVER attack each other!

12.7 - Revolutionary Generals versus Royalist Generals

Revolutionary Generals facing the Royalist Generals Francois de Charette AC38 or La Rochejacquelein AC39 have to defeat them in the same way as mentioned earlier (see 12.2, p.18).

Revolutionary Generals and Royalist Generals can only pacify a Province (Fb) or attack each other when a Military Offensive Action card AC33-35 is played or when the Law La Marseillaise LC02 has been activated.

Example: The Jacobin player uses his Military Offensive Action card AC33-35 to move Revolutionary General Jourdan AC27 into the Province of the Loire (Fb) where the Royalist player has his Royalist General Francois de Charette AC38. A battle ensues. First, the number of cockades (1) on the activated General Jourdan is added to the number of influences (3) of his own color in the Caserne/Champ de Mars (Pb). Then the number of cockades (1) of the active Royalist General Charette is added to the number of Royalist influence present in all the Provinces (4) and the Caserne/Champ de Mars area (Pb). General Jourdan has a total score of 4. General Francois de Charette has a score of 5. The General with the highest score wins the battle - in this case Francois de Charette! With this victory, the counter-revolution gains hope, bringing the Royalist player one step closer to a Civil War.

Note: Quenching rebellious Provinces (Fb) is an unthankful job because you are fighting your own countrymen, therefore the rewards are few. Furthermore, the war in the Vendée was particularly bloody and brutal. 'No quarter' was given by either side. It is for that reason that losing a battle will have dire consequences:

  • A Royalist General who loses from a Revolutionary General is de-activated and immediately discarded.
  • A Revolutionary General who loses from a Royalist General is de-activated and immediately discarded.

ATTENTION: A Revolutionary General that is present on a province that rises in revolt when Law cards Trial of Louis Capet (LC08), Dechristianization (LC03) or Levée en Masse (LC04) have passed, are immediately de-activated.

13. Ending the Game

The game ends after the 21st game round (Thermidor 1794). The player who has the most influence in the Provinces (Fb), Caserne/Champ de Mars (Pb) & Convention nationale (Pb) wins the game.

An extra bonus of 3 points is granted to either the Girondin or Jacobin player depending if the former King Louis XVI has been executed or not:

  • There is a 3-point bonus for the Girondins IF Louis XVI is still alive at the end of the game.
  • There is a 3-point bonus for the Jacobins IF Louis XVI has been executed by the end of the game.

Note: A 3 point bonus might not seem much, but it could decide the winner if the scores are very close. It's a nice little addition...and historically correct as the Girondins did not want to execute the former King! They wanted to keep him alive as a wildcard for negotiations just in case the war went bad. The Jacobins did not want anything to do with this leniency and also were afraid that he might still escape. No middle road for them! Louis Capet must die, so that the Republic can live!

If there is a tie amongst the winners, the player with the most Leaders of his own faction in his possession, breaks the tie and wins the game!

There are 3 ways a game can end prematurely:

13.1 - Saving the Royal Family

If the Feuillant player succeeds in saving the Royal family from the Prison du Temple (Pb), he immediately wins the game. In order to fulfill this victory condition, the Feuillant player needs:

  • To fill ALL the spaces of the Prison du Temple area (Pb).
  • Play out the Royalist Leader Baron de Batz AC37.

BUT if Louis XVI has already been executed:

  • To fill ALL the spaces in the Prison du Temple area (Pb).
  • Play out the Royalist Leader Baron de Batz AC37 together WITH the Action card Save the Dauphin AC41.

13.2 - Fall of Paris

KEEP IN MIND: At the start of the game, the Prussian, Austrian and Sardinian-Piedmont armies are about to invade France. Later on in the game, if a Revolutionary General moves beyond the French borders (into the territories), the British, Spanish and Dutch armies will also be activated.

If any of these Coalition armies succeed in reaching the Paris Province (Fb), the Revolution is crushed and ALL players lose the game. In a 5-player game, the Royalist player wins the game!

13.3 - Faction Elimination

Each player has the possibility to influence large parts of the board with their 30 influence cubes. However, once the Feuillant or Girondin players have lost 15 or more of their influence to either the Conciergerie (Pb) and/or Place de la Révolution area (Pb), they will be unable to play any decisive part in the game anymore. At this moment, the game automatically ends before the 21st game round and the Cordelier player wins the game...

14. Coup d'État & Civil War

If none of the sudden end victory conditions are met, then the players are engaged in a brutal political struggle to destroy each other's influence... great ways to do this is by way of a Coup d'État or Civil War (as they can cost the losing Faction(s) a large amount of influence in one single stroke)!

Note: The Feuillants and Girondins were no friends of the angry Paris sans-culottes and the Paris sans-culottes wanted those 'closeted' royalists and wealthy bourgeoisie ousted from power. The Feuillants wanted to work WITH the King, while the Girondins like the Jacobins wanted a Republic. The Jacobins supported the Paris poor and also used the Paris sans-culottes to gain power but they were not going to support the Cordeliers at all costs. So in the game, all players are somehow linked to each other: they will be prone to work together but also will have to keep an eye out that their colleagues do not become too powerful.

Coup d'État

PREREQUISITE: ALL the following areas on the Paris board must be filled: Convention nationale, Faubourgs, Caserne and the Champ de Mars (IF in play) and the Notre-Dame.

At the start of his turn, the player that wants to topple the government must openly announce a Coup d'État AND accuse a rival in the Convention nationale area (Pb). The current game round immediately comes to an end.

In order to find out if the purge succeeds, the player attempting the Coup d'État and the accused rival in the Convention nationale area (Pb) must each add the number of their Influence in the Convention nationale (Pb) and Caserne/Champ de Mars (Pb) to the following:

  • Each currency (Assignat, Press, Street thug) in the player's possession grants 1 extra support.
  • Each Influence in the Faubourgs area (Pb) grants an extra 2 support.
  • Each Leader card LEC of their own Faction in their possession (activated or not) grants them 5 support AND if the law La Marseillaise LC06 is activated, each Revolutionary General of their own faction in the Paris province (Fb) is also worth 5 support.

The player with the most support points wins the political showdown.

CONSEQUENCE OF A COUP D'ÉTAT: ALL the Influence on the Paris board as well as the activated Leader cards LEC of the losing Faction(s) end up on the Place de la Révolution (Pb) and are guillotined! Needless to say, these Leader cards LEC are eliminated from the game. The influence on the France board remain.

The player with the most support either keeps his grasp on the government or, if he was the player that attempted the Coup d'État, he succeeds in toppling the government.

If the Coup d'État was a success, the initiator can deactivate any Laws that were passed under the former regime AND will start the following round! The de-activated Law Cards LC are returned to the Law Cards draw pile.

IMPORTANT: Other Factions may always interfere to help or prevent the Coup d'État by openly declaring their loyalty from the moment the Coup d'État is declared, but they must be aware: IF unsuccessful... they end up under the guillotine too! When other Factions interfere, their currency (Assignat, Press, Street thug), their influence (in the Convention nationale, Faubourgs and Caserne/Champ de Mars area (Pb)), their Revolutionary General (only if the law La Marseillaise LC06 is activated) and their Leader cards LEC (who matched their faction symbol) are added to the support score of the faction they wish to help! Players can also choose to remain neutral during a Coup d'État!

Civil War

PREREQUISITE: To attempt a Civil War, a player must control at least 7 Provinces (Fb).

At the start of his turn, the player that wants to defy the government must openly proclaim a Civil War! The current game round immediately comes to an end.

In order to find out if a Civil War succeeds, the player attempting the Civil War and the player with a majority in the Convention nationale area (Pb), add their Influence in that area to the following:

  • Each currency (Assignat, Press, Street thug) in the player's possession grants 1 extra support.
  • Each Royalist influence in the Provinces (Fb) grants 1 support, but only to the Feuillant player.
  • Each Influence in the Notre-Dame (Pb) (NOT the Temple de la Raison (Pb)) grants 2 support.
  • The Royalist Leader Marquis de la Rouerie AC40 (activated or in the hand of the Feuillant or Girondin player) grants that faction an extra 5 support.

IMPORTANT: When a Civil War is declared, the other factions MUST choose a side and cannot remain neutral. That is why it is called a Civil War!

The players with the most support points win the political showdown. See next page for the consequences of a Civil War.

CONSEQUENCE OF A CIVIL WAR: ALL the Influence on the Paris board as well as the activated Leader cards LEC of the losing Faction(s) end up on the Place de la Révolution (Pb) and are guillotined! Needless to say, these Leader cards LEC are eliminated from the game. The influence on the France board remain.

The player with the most support, either keeps his grasp on the government or, if he was the player that attempted the Civil War, he succeeds in toppling the government.

If the Civil War was a success, the initiator may de-activate any Laws that were passed under the former regime AND will start the following round! The de-activated Law cards are put back into the Law cards pile.

Note: What if there is a tie in the Convention nationale (Pb) when a Civil War is proclaimed? The player that initiated the Civil War has planned his 'coup' badly: unless he's part of that tie, he's going to have to take on both of them... and unless he has support from a fourth player he will probably not make it... he will have to say bye bye to many of his influence. If it was a Feuillant or a Girondin, the Cordelier player will also be very happy about this sudden turn of events.

15. Round Example

The setting: Here's an example of a game round in a 4-player game. Two Laws have been activated in the past rounds: the Law of Suspects LC07 (A) and La Marseillaise LC06 (B). These activated Law cards can be found face-up to the far right of the passed Law track of the Paris board.

At the end of the previous round, the Law Confiscation Property Emigrés LC02 (C) has been proposed. It can be found face up to the far left of the passed Law track of the Paris board.

Start of the Game round: The Round marker is moved one month on the Round track, it is now Ventose 1793. The player with a majority in the Convention nationale area starts the round. In this example, the Jacobin player.

Like all the players, the Jacobin player can perform one of the 4 basic actions in his turn: Play a Card OR Activate a Leader OR Draw a card OR Exchange a card.

Since the Jacobin player has proposed the Law Confiscation Property of the Emigrés LC02 and also has influence in the Convention nationale area, he decides to place a vote first. He takes one influence from his stock and places it on the Oui! vote box on the Paris board.

He then performs one of his basic actions and decides to Play a Card for the action as mentioned on the card. He plays the Printing press action card AC11-13, allowing him to take 5 influence from his stock and add it to his pile. The Jacobin player's turn has now ended.

KEEP IN MIND: Players will be able to perform more actions in their turn depending on the activated Law cards, the activated Leader cards, the currency in their possession, the influence in a specific area etc... There are no fixed rules determining when a player must perform which action in their turn!

Since the turns in a game round go clockwise, it is now the player to the left of the Jacobin player who goes next. In this example, it is the Feuillant player.

In a previous round, the Feuillant player has activated Leader card the Marquis de Lafayette LEC09 as a Revolutionary General. It has been placed face-up in front of him. Like all the players, the Feuillant player can perform one of the 4 basic actions in his turn.

The Feuillant player decides to perform one of the 4 basic actions first. He only has 1 card in his hand and decides to execute the action: Draw a card from the draw pile. Since he has 2 influence in the Notre-Dame area (and therefore a majority there) he instead draws 3 cards from the draw pile, bringing his total up to 5 (1 already in his hand + 3 just drawn + 1 activated Leader card).

Since the Law La Marseillaise LC06 has been activated in a previous round, he moves his Revolutionary General Lafayette LEC09 from the Picardie province to the Champagne province on the France board. Also, since Revolutionary General Lafayette LEC09 was present in Picardie in the previous round, he automatically places an influence from his pile in that province. He has automatically pacified that province. The Feuillant player's turn has now ended.

To the left of the Feuillant player sits the Girondin player. It is now the turn of the Girondin player.

The Girondin player has one influence in the Convention nationale area and thus decides to place a vote first. He is supporter of the proposed Law Confiscation Property of the Emigrés LC02 and therefore takes 1 influence from his stock and places it on the Oui! vote box on the Paris board.

Since he has influence in the Palais-Egalité area together with the Feuillant player, he asks to exchange cards with him. The Feuillant player agrees and both players swap a single card with each other. The Girondin player receives the Revolutionary General Pichegru AC28 and the Feuillant player receives Save the Dauphin AC41.

As basic action, the Girondin player decides to Play a Card for influence/currency. With his 3 influence, he has a majority in the Palais-Egalité area and therefore all of his cards, when played for influence or currency, are automatically worth 3 cockades. He plays a Spy card AC43 of one single cockade and uses the 3 cockades to: buy his specific currency, a Press token; add one influence from his pile to the province of Normandie; place one influence from his pile to the Caserne area. The Girondin player's turn has now ended.

Finally, it is the turn of the player to the left of the Girondin player, the Cordelier player.

In a previous round, the Cordelier player has activated Leader card Jean-Paul Marat LEC10. It has been placed face-up in front of him. He also has a Street thug meeple in his possession.

The Cordelier player decides to perform one of his basic actions first. He decides to Play a Card for influence and plays a J'Accuse card AC30 with one single cockade. He takes one influence from his pile and adds it to the Convention nationale area.

The Cordelier player now has two influence in the Convention nationale. Since he has at least 1 influence in the Convention nationale, he is allowed to vote too. The Cordelier player takes one influence from his stock and places it on the Oui! vote box becoming a supporter of the Law Confiscation Property of the Emigrés LC02.

Since he has activated Jean-Paul Marat LEC10, he is also allowed to place one influence from his pile on the Faubourgs area each turn. He now has 3 influence in the Faubourgs area.

Before ending his turn, the Cordelier decides to use his only Street thug meeple to take away one Girondin influence from the Convention nationale area. The Girondin influence is returned to the Girondin player's pile and the used Street thug meeple is returned to the available currency area next to the Paris board. The Cordelier player's turn has now ended.

The end of the Game round: Since there is a tie in influence in the Convention nationale area, the Jacobin and Cordelier players MUST agree which influence is taken off the Paris board due to the activated Law of Suspects LC07. They agree to remove one Feuillant influence from the Notre-Dame area and send it to the Conciergerie.

The proposed Law Confiscation Property of the Emigrés LC02 has passed with a majority and thus will become active starting next round. What are the consequences?

  • The Convention nationale receives 1 Gold coin.
  • The Prince de Condé AC17 card is activated and is flipped face-up. The army of the Emigrés is now ready to invade France.
  • Since the Law Confiscation Property of the Emigrés LC02 is a temporary Law, it returns to the Law pile and can be voted again later on.
  • All the influence used to vote the law that has just passed is returned to the stock of the respective player.

The majority can now also propose a new Law. Since both the Jacobin & Cordelier players are tied, they will have to agree. The Cordelier player convinces the Jacobin player to propose the Law Trial of Louis Capet LC08. It is taken out of the Law card pile and is placed face-up to the far left of the passed Law track of the Paris board.

A new Game round begins... The Round marker is moved one month to the right, it is now Germinal 1793. Since there is a tie in the Convention nationale area between the Jacobin and Cordelier, it is the Cordelier player who starts the round since he is the most radical faction in the tie.

16. Glossary

ACTION / ACTION CARD (7.1, 10.4): Cards can be played for influence, currency and actions. When played for an action, the player will be able to execute this action.

ACTIVATE/ED (10.2-3): Law cards LC that have been passed by a majority of votes are activated and end up face up on the passed Law track on the Paris board. When Leader cards LEC are activated, they are placed face-up in front of the players next to their faction sheet. Only once activated, a player can enjoy the benefits a Leader card LEC offers.

AREA (8.1-3): The areas represent the 9 different locations on the Paris board that can be influenced throughout the game but also the 2 locations where discarded influence can end up.

ARMY/IES (12, 12.1-4/6): The general term used for Coalition armies and armies led by a Revolutionary General.

ARRESTED (10.3): When an activated Leader card LEC is de-activated due to a played Arrest card AC18/19.

ASSASSINATED (10.3): When an activated Leader card LEC is eliminated from the game due to a played Assassination card AC20/21.

BENEFIT(S) (10.3): The specific advantages Leader cards LEC offer the players each turn or game round once they have been activated.

COALITION ARMIES (12): All the armies on the France board attempting to reach Paris (Province) in order to stop the Revolution. Represented on the board by a colored flag.

COALITION GENERAL (12.2): Coalition generals are used when a battle breaks out between a Coalition army and one or more Revolutionary Generals. They can only be found on the To Paris! Action cards AC06-08/10/14-16/22-23/42.

CIVIL WAR (12.5, 13.3): A way to remove the influence of one or more of your rivals from the Paris board but ONLY if certain prerequisites are met on the France board. When a Civil War is proclaimed all players MUST choose a side.

COCKADES (7.1, 10.1, 11, 12.2-4): Cockades represent the number of influence a player can place from his pile to an area of his choosing on ANY of the two boards (Paris & France) OR the amount of specific currency a player receives if he decides to convert them.

CONTROL (8.4, 9, 13.3): When a faction has placed his influence on all the available spaces of an area on the Paris board or a Province on the France Board.

CONVERT (7.1, 10.1/4): When the amount of cockades on a card are turned into the same amount of influence and/or currency.

COUP D'ÉTAT (13.3): A way to remove the influence of one of your rivals from the Paris board but ONLY if certain prerequisites are met on the Paris board. When a Coup d'État is proclaimed, the players CAN choose a side to help or prevent a successful Coup d'État... but they can also remain neutral.

CURRENCY (7.1, 10.1/4, 11): The collective name for the Assignat tokens, Press tokens and Street thug meeples. Each faction has their own specific currency. The Gold coin is not faction-specific and is obtained under certain conditions.

DE-ACTIVATED (10.3, 12.7, 13.3): Law cards LC and Leader cards LEC that have been activated by players during the game but due to certain events or actions are returned to their respective piles (Law cards LC) or to the player's hand (Leader cards LEC).

DEFEATED (12.2/4): When a Revolutionary General does not manage to stop a Coalition army after a drawn To Paris! card AC06-08/10/14-16/22-23/42 or does not manage to win from a Coalition army after a played Military Offensive card AC33-35.

DISCARDED (8.2, 10.4, 12.3/7): Cards that have been played or exchanged and have ended up on the discard pile.

ELIMINATED (10.3, 13.3): Cards or influence that have been taken out of the game permanently and do not return to the draw pile or to the faction bag for the remainder of the game.

FACTION (5, 6, 7.2, 10, 10.1-3, 11, 13.3): The political groups the players will have the opportunity to play during the game: the Royalists, Feuillants, Girondins, Jacobins and the Cordeliers.

FACTION COLOR/SYMBOLS (10, 10.1): Each faction has its own color and symbol. These will appear regularly on a number of cards in order to clarify on which faction the effect of the card can be applied or in order to specify which faction may use the card.

FLEUR-DE-LYS (10.3): A Royalist symbol to be found on a number of cards. If you are accused with them in your hand and you are NOT the Royalist player, it will show the others where your true loyalties lie. Needless to say: you will lose influence.

GENERAL (10.3/5, 12.1-7, 13.3): They are either Revolutionaries (see REVOLUTIONARY GENERALS) OR Royalists (see ROYALIST GENERALS).

IMMEDIATE TO PLAY (10.1, 12.2): These cards are recognizable by the Eye symbol on the top left of the card. When drawn, they must immediately be played and their effects carried out.

INFLUENCE (7.1, 9, 10.1-2/4): These are the 30 colored cubes all of the players possess at the start of the game. They are used to influence the different areas and Provinces on the boards.

INSIGHT (12.2/4): Generals have a certain amount of military competence or insight. This is determined by the amount of cockades on their cards.

LAW CARD (8.3, 10, 10.2): These cards will have to be voted on, and once passed will change the game rules.

LEADER CARD (7.2, 10, 10.3/5, 13.3): Historical Revolutionary leaders and Generals that can be activated by the players depending on the faction they are playing, offering a number of benefits each turn or round.

LOUIS XVI (5, 8.1, 13): The unfortunate monarch is represented by a Fleur-de-Lys marker and his fate is used to score bonus points at the end of the game.

MAJORITY (6, 8.1, 10.2, 12.2, 13.3): When a player has more of his influence present in a specific area than all the other players.

NEUTRALIZE (11.1/4): Prevent the specific action that an action card AC or leader card LEC offers from being executed. The benefit of a specific area on the Paris board can also be neutralized.

OFFENSIVE (12.3/4): When a Revolutionary or Royalist General is moved into a Province or Territory on the France board containing the influence of a rival player, a rival General or a Coalition army.

OPPONENT/OPPOSED (10.2): When a faction places 1 or more influence on the Non! vote box in order to prevent a proposed Law card LC from passing.

PACIFY A PROVINCE (12.6-7): When a Revolutionary or Royalist General moves into a Province on the France board that contains the influence from another player and subsequently switches it with an influence of his own.

PASS/ED (10.2): Only once Laws are passed by a majority the Convention nationale area, both their effects and consequences will be activated starting next game round.

PILE (5, 7.1, 9, 10.1): The influence of the players that are NOT in the faction bag and therefore are ready to be used to influence areas on the Paris board or Provinces on the France board.

POSSESSION (7.3, 10, 10.4, 13, 13.3): The total of cards - activated or not - or currencies that a player has at his/her disposal.

PROVINCE (8.4/5, 12.1-7, 13, 13.2/3): Any of the 15 areas within France on the France board.

RE-ACTIVATED: When Leader cards LEC that have been de-activated in the past are returned in play and activated once again.

RE-VOTED: see TEMPORARY LAW.

REMOVE / REMOVAL (8.2, 11.3): The action of taking away an influence from a rival faction from an area on any of the boards, a term also used when switching or swapping.

REVEAL: When a player must show the cards in his hand to a rival or rivals around the table.

REVOLUTIONARY GENERALS (10.3/5, 11.4, 12.1-7): All Leader cards LEC & AC WITHOUT a Fleur-de-lys symbol that function as a General when activated. They are represented by the blue General meeples on the France board.

RIVAL: The other players around the table competing to gain their objectives in order to emerge victorious.

ROYALIST GENERALS (10.5, 12.6/7): All Leader cards LEC & AC WITH a Fleur-de-lys symbol that function as a General when activated. They are represented by the purple General meeples on the France board.

SACRED HEART (8.4): The six Provinces carrying the Sacred Heart symbol on the France board that are hostile to the Republican government in Paris: Vendée, Loire, Bretagne, Rhône, Provence & Gironde. When certain Law cards are Passed, these Provinces will rise up in revolt, thereby gaining a Royalist influence!

STOCK (5, 9, 10.2, 11.2): The influence of the players that remain in the player's faction bag. When in the bag, they cannot be used during gameplay. Influence must first be gained, ending up in the player's pile.

SUBORDINATE: Some of the benefits offered by activating the Leader cards LEC contradict the effects offered by Law cards LC. As a general rule, the effects of Law cards LC have priority over the benefits gained from activated leaders Cards LEC. They are therefore subordinate to the Law cards LC.

SUPPORT (13.3): The points granted to a faction during a Civil War or Coup d'État according to the number of influence that faction has on certain areas OR according to the cards or currency in his possession.

SUPPORTER (9, 10.2): When a faction wants a proposed Law card LC to pass, thereby adding his vote(s) to the Oui! vote box on the Paris board.

SWAP (7.4): To replace the influence of one player with the influence of another player already on the board or to exchange a card in your hand with a card from another player's hand.

SWITCH/ED (9, 12.4/6): To replace the influence of one player with a new influence from another player's pile or stock.

TEMPORARY LAW (10.2): Law cards LC that do not remain on the Paris board once they have been Passed and therefore do not take up place on the passed Laws track. Instead they are returned to the Law pile. These can be proposed again in any subsequent game rounds. Recognizable by the Circular arrows symbol on the top left of the card.

TERRITORIES (8.4, 9, 11.4, 12.4): The different areas on the France board that are not located within French Border. Bruxelles, Antwerpen, Amsterdam, Cöln, Coblenz, Mainz, Torino & Gerona.

TILE (5, 8.1): Pieces representing an area that are added or taken off the Paris board during the game as a consequence of a new activated Law Card LC. Such as the Temple de la Raison.

TRAITOR (10.3): All the players that shamelessly are willing to betray and sacrifice the ideals of the revolution by working with the external and internal enemies solely for their own financial, political or personal gain.

TREASURY (11.4, 12.4): A non-defined area within the Convention nationale area on the Paris board. When a Gold coin is earned or gained during the game, it ends up on the Convention nationale area (Pb), representing the Republic's income/savings.

VOTE / VOTING (10.2): The process of adding influence from your stock to the Oui! or Non! voting boxes on the Paris board on your turn when a Law has been proposed.

Quick Reference: Sequence of Play (p.06)

Start of round

  1. Move the Round marker one month to the right.
  2. The faction with a majority (most influence) in the Convention nationale area (Pb) goes first in the round. If there is a tie, the most radical of the tie starts the round. The turns go clockwise.
  3. Each player performs one of 4 actions*: Draw a card; Exchange a card; Activate a Leader; Play a card: for the action on the card OR for influence/currency.

* As the game progresses, new Laws LC are proposed and Leaders are activated, players will be able to perform additional actions: Vote on a proposed Law LC...; Move their activated Generals...; Perform the action granted by an activated Leader...; Exchange or play currency... In their turn, the players can perform the different actions in the order they choose.

End of a round: Check: has a proposed Law LC received a majority of votes? If so, what are the consequences? The faction with a majority in the Convention nationale area (Pb) can propose a new Law LC. If there is a tie, both must agree, otherwise NO new Law LC is proposed.

Quick Reference: Results of War (p.17)

Revolutionary Generals will be placed on the France board to stop the Coalition armies. The consequences of victories and defeats are summed up below:

  • No Revolutionary General in a Province: The faction with the majority in the Convention nationale area (Pb) loses up to 3 influence from the Convention nationale area (Pb) to his pile. If there is a tie for majority, all players lose 1 influence to their pile.
  • Victory in a Province: The owner of the activated Revolutionary General gains 2 influence from his stock to his pile.
  • Defeat in a Province: The owner of the activated Revolutionary General loses up to 2 influence from the Convention nationale area (Pb) to his pile AND up to 2 influence from the Faubourgs area (Pb) to his pile.
  • Victory beyond the borders (Territories): The owner of the activated Revolutionary General adds 1 influence from his stock to the Caserne/Champ de Mars area (Pb) and 1 influence from his stock to the Faubourgs area (Pb). If there are no free spaces in those areas (Pb), the player who owns the Revolutionary General simply switches an influence from a rival player (it is returned to his pile). The Convention nationale area (Pb) receives 1 Gold coin IF that territory has not been occupied yet during the game.
  • Defeat beyond the borders (Territories): The owner of the activated Revolutionary General loses 1 influence from the Caserne/Champ de Mars area (Pb) and 1 influence from the Faubourgs area (Pb). Both are returned to the pile.

ATTENTION: The players in the Convention nationale area (Pb) do NOT lose any influence when a vacant territory beyond the French border is re-occupied by the Coalition armies. The drawback to exporting the Revolution beyond the border is that now the British, Spanish and Dutch armies come into play!!!

Revolutionary Generals against Royalist Generals: There are no rewards for defeating a Royalist or Revolutionary General. When an activated Revolutionary General loses from a Royalist general, he is discarded. When an activated Royalist General loses from a Revolutionary General, he is discarded.