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La Révolution française: La patrie en danger 1791-1795 thumbnail

La Révolution française: La patrie en danger 1791-1795

La Révolution française: La patrie en danger 1791-1795 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Victory Conditions in Brief
  • 2.0 Political Currents
    • 2.1 Royalists
    • 2.2 Feuillants
    • 2.3 Marais (swamp, also called the Plain)
    • 2.4 Gironde
    • 2.5 Montagne (Mountain)
    • 2.6 Sans-Culottes
    • 2.7 Government
  • 3.0 Game Components
    • 3.1 Counters
    • 3.2 Play Aids
    • 3.2 Game Map
      • 3.2.1 Map Divisions
      • 3.2.2 Tracks
        • 3.2.2.1 Chronological Track (Chronologie)
        • 3.2.2.2 Fame Track (Renommée)
        • 3.2.2.3 Turn Order Track (Ordre du Tour)
        • 3.2.2.4 Economy Track (Economie)
        • 3.2.2.5 Dissident Clergy Track (Clergé Réfractaire)
        • 3.2.2.6 Coalition Track (Armées Coalisées)
        • 3.2.2.7 Commune of Paris Track (Commune de Paris)
  • 4.0 Set-Up and Player Components
    • 4.1 "Historical" Scenario and "Open" Scenario
    • 4.2 Seating
    • 4.3 Marker Set-Up
    • 4.4 Personalities
    • 4.5 National Assembly
    • 4.6 Regions and Money Set-Up
    • 4.7 French Armies
  • 5.0 Game Sequence
  • 6.0 Initial Phase
    • 6.1 Negotiations
    • 6.2 Random Events
    • 6.3 Turn Order
    • 6.4 Declaration of Objectives
      • 6.4.1 Possible Government Objectives
      • 6.4.2 Possible Current Objectives
    • 6.5 Personality Placement
  • 7.0 Action Phase
    • 7.1 Action Resolution
      • 7.1.1 Dissident Clergy Action Bonuses (Royalist)
      • 7.1.2 Commune of Paris Action Bonuses (Sans-Culotte and Montagne)
    • 7.2 Action Costs
    • 7.3 Personality Actions
      • 7.3.1 Arresting a Personality (cost: 100 assignats)
        • 7.3.1.1 Government Arrests
        • 7.3.1.2 Political Currents' "Arrests"
      • 7.3.2 Convincing a Personality to Switch Sides (cost: 100 assignats)
    • 7.4 Regional Actions
  • 8.0 Patriot's Phase
    • 8.1 Justice
    • 8.2 Debates and Criticisms of the Government
    • 8.3 Deputies Who Have Switched Side
  • 9.0 Military Phase
    • 9.1 Armies in Detail
      • 9.1.1 Revolutionary Armies
      • 9.1.2 Allied Armies
      • 9.1.3 Catholic and Royal Armies
    • 9.2 Foreign War
      • 9.2.1 Declaration of War by the Government
      • 9.2.2 Declaration of War by the Coalition
      • 9.2.3 Civil War with the Catholic and Royal Armies
    • 9.3 Reinforcements Placement
      • 9.3.1 Coalition Reinforcements
      • 9.3.2 Catholic and Royal Reinforcements
  • 10.0 Interphase
    • 10.1 Economy Adjustment
    • 10.2 Income
      • 10.2.1 Currents' Income
      • 10.2.2 Government's Income
        • 10.2.2.1 Bankruptcy
    • 10.3 Fame Adjustment
  • 11.0 King Louis XVI
    • 11.1 The King's Powers: Veto and the Royal Prerogative (Legislative)
    • 11.2 The King Deposed (All Other Regimes)
    • 11.3 Kidnapping the King
      • 11.3.1 Recapturing the King
    • 11.4 The Trial of Louis XVI
  • 12.0 Coups
    • 12.1 Popular Coup (cost: 200 assignats)
      • 12.1.1 Popular Coup Failure
      • 12.1.2 Popular Coup Success
    • 12.2 The "Limited" Popular Coup (cost: 100 assignats)
      • 12.2.1 Limited Coup Failure
      • 12.2.2 Limited Coup Success
    • 12.3 Military Coup (cost: 200 assignats)
      • 12.3.1 Rally Attempt
      • 12.3.2 Rebel Army Movement
      • 12.3.3 Coup Resolution
        • 12.3.3.1 Military Coup Failure
  • 13.0 Laws
    • 13.1 Economy Laws (cost: variable)
      • 13.1.1 Maximum of Goods and Wages (cost 100 assignats)
      • 13.1.2 Freedom of Prices and Rents (cost: 150 assignats)
      • 13.1.3 Assignats Containment (cost: 100 assignats)
    • 13.2 Anti-Privilege Laws (cost: variable)
      • 13.2.1 Anti-Emigrants Law (cost: 50 assignats)
      • 13.2.2 Confiscation of Goods (cost: 100 assignats)
      • 13.2.3 Safety & Abolition (cost: 50 assignats)
    • 13.3 Anti-Clergy Laws (cost: variable)
      • 13.3.1 Suppression Of Usages (cost: 50 assignats)
  • 14.0 Victory
    • 14.1 Victory Points
      • 14.1.1 Royalist
      • 14.1.2 Feuillant
      • 14.1.3 Marais
      • 14.1.4 Gironde
      • 14.1.5 Montagne
      • 14.1.6 Sans-Culotte
    • 14.2 Type of Regime
      • 14.2.1 Divine Right Monarchy?
      • 14.2.2 Reactionary vs. Revolutionary
    • 14.3 The Winner
      • 14.3.1 Legislative
  • 15.0 Optional Rules
    • 15.1 Army Return
      • 15.1.1 Catholic and Royal Army Return
      • 15.1.2 Austrian and Brunswick's Armies' Return
    • 15.2 Games with Fewer than 6 Players
      • 15.2.1 Five-Player Game
        • 15.2.1.1 Automated Regional Action Phase
        • 15.2.1.2 Persuading Automated Deputies
        • 15.2.1.3 Changes to Laws
        • 15.2.1.4 Automated Voting
        • 15.2.1.5 Changes in Government
        • 15.2.1.6 Automated Fame Adjustment
  • R.0 Compendium of Political Regimes
  • R.1.0 Legislative
    • R.1.1 Entering the Legislative
      • R.1.1.1 Upon Installing the Legislative
    • R.1.2 Legislative Government
      • R.1.2.1 Currents Officially Present in the Legislative
    • R.1.3 Passing Laws in the Legislative
    • R.1.4 Legislative Law & Order
      • R.1.4.1 Legislative Outlaws
      • R.1.4.2 Legislative Justice
    • R.1.5 Legislative Criticisms of the Government
    • R.1.6 Legislative Elections
  • R.2.0 Convention
    • R.2.1 Entering the Convention
      • R.2.1.1 Upon Installing the Convention
    • R.2.2 Convention Government
      • R.2.2.1 Currents Officially Present in the Convention
    • R.2.3 Passing Laws in the Convention
    • R.2.4 Convention Law & Order
      • R.2.4.1 Convention Outlaws
      • R.2.4.2 Convention Justice
    • R.2.5 Convention Criticisms of the Government
    • R.2.6 Convention Elections
  • R.3.0 Terror
    • R.3.1 Entering the Terror
      • R.3.1.1 Upon Installing the Terror
    • R.3.2 Terror Government
      • R.3.2.1 Currents Officially Present in the Terror
    • R.3.3 Passing Laws in the Terror
    • R.3.4 Terror Law & Order
      • R.3.4.1 Terror Outlaws
      • R.3.4.2 Terror Justice
    • R.3.5 Terror Criticisms of the Government
    • R.3.6 Terror Elections
  • R.4.0 Thermidor
    • R.4.1 Entering the Thermidor
      • R.4.1.1 Upon Installing the Thermidor
    • R.4.2 Thermidor Government
      • R.4.2.1 Currents Officially Present in the Thermidor
    • R.4.3 Passing Laws in the Thermidor
    • R.4.4 Thermidor Law & Order
      • R.4.4.1 Thermidor Outlaws
      • R.4.4.2 Thermidor Justice
    • R.4.5 Thermidor Criticisms of the Government
    • R.4.6 Thermidor Elections
  • R.5.0 Wrath
    • R.5.1 Entering Wrath
      • R.5.1.1 Upon Installing Wrath
    • R.5.2 Wrath Government
      • R.5.2.1 Currents Officially Present in Wrath
    • R.5.3 Passing Laws in Wrath
    • R.5.4 Wrath Law & Order
      • R.5.4.1 Wrath Outlaws
      • R.5.4.2 Wrath Justice
    • R.5.5 Wrath Criticisms of the Government
    • R.5.6 Wrath Elections
    • R.5.7 Wrath Coups
  • R.6.0 Mercy
    • R.6.1 Entering Mercy
      • R.6.1.1 Upon Installing Mercy
    • R.6.2 Mercy Government
      • R.6.2.1 Currents Officially Present in Mercy
    • R.6.3 Passing Laws in Mercy
    • R.6.4 Mercy Law & Order
      • R.6.4.1 Mercy Outlaws
      • R.6.4.2 Mercy Justice
    • R.6.5 Mercy Criticisms of the Government
    • R.6.6 Mercy Elections
      • R.6.6.1 Mercy Elections Following the Convention or the Terror
  • R.7.0 Directorate
    • R.7.1 Entering the Directorate
      • R.7.1.1 Upon Installing the Directorate
    • R.7.2 Directorate Government
      • R.7.2.1 Currents Officially Present in the Directorate
      • R.7.2.2 Directorate Decision-Making
      • R.7.2.3 Directorate Government Objectives
    • R.7.3 Passing Laws in the Directorate
    • R.7.4 Directorate Law & Order
      • R.7.4.1 Directorate Outlaws
      • R.7.4.2 Directorate Justice
  • R.8.0 Prairial
    • R.8.1 Entering Prairial
      • R.8.1.1 Upon Installing Prairial
    • R.8.2 Prairial Government
      • R.8.2.1 Currents Officially Present in Prairial
    • R.8.3 Passing Laws in Prairial
    • R.8.4 Prairial Law & Order
      • R.8.4.1 Prairial Outlaws
      • R.8.4.2 Prairial Justice
    • R.8.5 Prairial Criticisms of the Government
    • R.8.6 Prairial Elections
  • R.9.0 Federal First Republic
    • R.9.1 Entering the Federal First Republic
      • R.9.1.1 Upon Installing the Federal First Republic
    • R.9.2 Federal First Republic Government
      • R.9.2.1 Currents Officially Present in the Federal First Republic
    • R.9.3 Passing Laws in the Federal First Republic
    • R.9.4 Federal First Republic Law & Order
      • R.9.4.1 Federal First Republic Outlaws
      • R.9.4.2 Federal First Republic Justice
    • R.9.5 Federal First Republic Criticisms of the Government
  • R.10.0 First Republic, One & Indivisible
    • R.10.1 Entering the First Republic, One & Indivisible
      • R.10.1.1 Upon Installing the First Republic, One & Indivisible
      • R.10.1.2 First Republic, One & Indivisible Variants
    • R.10.2 First Republic, One & Indivisible Government
      • R.10.2.1 Currents Officially Present in the First Republic, One & Indivisible
    • R.10.3 Passing Laws in the First Republic, One & Indivisible
    • R.10.4 First Republic, One & Indivisible Law & Order
      • R.10.4.1 First Republic, One & Indivisible Outlaws
      • R.10.4.2 First Republic, One & Indivisible Justice
  • R.11.0 Vendémiaire
    • R.11.1 Entering the Vendémiaire
      • R.11.1.1 Upon Installing the Vendémiaire

1.0 Introduction

"I ask now the real question: will we end the Revolution, will we begin it again... One more step would be perilous. One more step toward freedom would destroy Royalty; one more step toward equality would destroy Property." Barnave, July 15th 1791.

"The purpose of Society is the common good. The government is instituted to be the warrant that Man can exert his natural and inalienable rights." First article of the Declaration of the Rights of Man and Citizen, June 24th, 1793.

The game starts in October 1791, when the Legislative Assembly is installed. It ends in September 1795. The game mechanics are mainly diplomacy and negotiations. Each player represents a "Political Current" (or simply a Current), because at this time, there were no political parties, but only shifting groups of politicians. Each Current acts to strengthen its position and increase its fame.

The game uses also elements under no player's control, but which react to the players' actions. A game can end in several ways, depending on the current political regime, and depending on each player's victory points. In the real world, the end was the installation of the Directorate in September 1795. There are two game variants. The first one uses only the historical regimes. The other one can involve some other regimes which could have been installed, although this was not likely.

1.1 Victory Conditions in Brief

Victory is determined in a three-step process outlined in 15.0. In general, though, what matters is how many points you have - points can be earned by improving your fame, controlling as many regions as possible, and having as many deputies as possible in the national assembly. Most Currents also have objectives specific to them. Keep in mind, however, that a player's personal score is not the only determinant of victory - the type of political regime in place at the end of the game can prove to be decisive.

2.0 Political Currents

During the French Revolution, there were no political parties. Instead, there were Currents and clubs, which can be grouped according to their political opinions and aims.

2.1 Royalists

"Factions must be stopped here, to allow us to re-establish a much-desired order, and to prevent the illness which we endure from spreading to other European countries." Secret letter from Louis XVI to the King of Prussia, December 3rd, 1791.

Royalists are hostile to the Revolution, and they favor a Divine Right monarchy. At first, they organized counterrevolution by creating spy networks which were meant to trigger insurgency. Their actions were helped by most European monarchies. Then, when a new phase was reached by the declaration of war, the Proclamation of Republic, the imprisonment and then the trial of Louis XVI, the Royalists decided it was time to act, and this led to uprisings in Vendée and Brittany. In the early game, the Royalist's key weapon is insurgency; later on, it becomes a military threat.

2.2 Feuillants

Opposed both to the Absolute Royalty and to Republic, Feuillants favor a constitutional monarchy, and the pre-eminence of middle-class.

The "Club des Feuillants" comprises conservative personalities, coming from the Jacobins Club who decided to leave this club when the deposition of the king was requested, just after the flight to Varennes. Under the Legislative they twice controlled the majority of the ministries. They were opposed by the Girondins. After the storming of the Tuileries palace, most Feuillants had to hide. Most of them reappear after the fall of Robespierre. The Feuillants are strongest at the start of the game, and oppose any further changes.

2.3 Marais (swamp, also called the Plain)

"In these times of revolution and unrest, you must be able to draw a veil, letting History judge this period." Tallien, 1792

Members of the Marais swing both ways between the monarchists and the republicans. They favor freedom in economy, but they fear the people and the measures they demand. Most of them will promote extreme measures to counter the dangers that threaten France. Additionally, the people who triggered Robespierre's fall were mostly from the Marais. During the Thermidor Convention, the Committee of Public Safety was composed of men hostile to the democratic revolution, such as Barras, and by moderate monarchists like Boissy d'Anglas. The Marais can thrive in almost any regime, so long as it is not too revolutionary.

"Civil equality is the most that a sensible man can demand; absolute equality is a chimera..." Boissy d'Anglas, July 1795.

2.4 Gironde

"The people must serve the Revolution, but when the Revolution is achieved, the people must go home and let more able persons do the governing." Brissot, October 24th, 1792

The Girondins come from the middle-class and most of them are sincere republicans. They belong to the general liberal current of the XVIIIth century: they oppose any involvement of the state in economic and social affairs. On several occasions, they adopt an anti-clergy attitude. Their ideal is a Republic, independent from popular pressures. During the Legislative, they hold the government from March 23rd 1792 to June 12th, 1792, and they make several speeches favoring the war.

When the Republic is installed, the Girondins try to disengage themselves from the pressures of the Commune of Paris. In the end, they are arrested after the June 1793 insurrection. Some of them, such as Barbaroux and Pétion, flee and then attempt to fight back and take Paris. The 22 imprisoned Girondins are executed on 10 Brumaire II (October 30th 1793). After 9 Thermidor, 73 Girondins deputies that were arrested during the Terror are released, and called back to the Convention.

The Girondins want a slightly revolutionary government, one that is sufficiently extreme that they can overcome the strength of the Marais - but not so radical that its other opponents win. Declaring war is one of the key ways they can accomplish this in the early game.

2.5 Montagne (Mountain)

"Mr. President, let this incendiary Mountain keep quiet!" A right-wing deputy, May 4th 1792.

"I do not think the Revolution is ended." Robespierre's last speech during the Constituent Assembly, September 29th, 1791.

The Montagnards are sincere democrats, who favor a government by the People and for the People. Their name was given by monarchist journalists because they were seated on the topmost benches of the Assembly. During the Legislative, they number few deputies and they favor the Gironde, except that they oppose war. When the Convention is installed, they number a hundred deputies.

They number more than 300 after the June 1793 insurrection. To tackle the perils that threaten the Republic, the Mountain starts the Terror. In 1794, the Montagnards are weakened by internal strife. The Merciful, gathered around Danton, want to end the Terror, while the Excessive, around Hébert, want a more intense Terror. Robespierre and his friends, feeling threatened, send their rivals to the guillotine. By doing so, they sign their own death warrant. The Robespierrists are arrested on 9 Thermidor II, and executed the next day. The Montagne want the revolution to proceed, and in the early game one of the key ways they can do is by starting revolts and taking control of the Commune of Paris.

"Happiness is a new idea in Europe!" Saint-Just, 13 Ventôse II (March 3rd, 1794)

2.6 Sans-Culottes

"Freedom is but a vain ghost when one class of human beings can let the other starve." Roux, June 23rd, 1793.

Sans-Culottes are men close to the people, hoping in some cases to give power to the people. Their role increases until 9 Thermidor. Under the Legislative, they appear only in the press, or through publications such as Roux's manifesto. Roux becomes more and more active under the Convention. He protests the Food Crisis until his arrest in September 1793.

The Excessive (Hébertists) continue Roux's action, by advising the installation of the Terror, and by demanding measures to improve the People's standard of living. Some members of the Committee of Public Safety, the Commune and the Cordeliers Club support these actions until the Hébertists are executed. After Robespierre's fall, the Commune of Paris loses its importance, and the last Sans-Culottes leaders that continue to request a terrorist policy are deported or executed. Throughout the game, the strength of the Sans-Culottes resides in the Commune of Paris. It is the key way in which they try to install yet more radical regimes.

2.7 Government

"The purpose of the Constitutional government is to protect the Republic; the purpose of the Revolutionary government is to establish it." Robespierre, 5 Frimaire II (December 25th, 1793).

The Government is the entity that manages the State. It applies the decisions from the Assembly, supports and leads the armies, and maintains the civil order (suppressing or repressing revolts, arresting Personalities). The Government is under one Political Current's control (Feuillant when the game starts) and has its own budget, separate from the controlling Current's.

3.0 Game Components

3.1 Counters

There are several types of counters and markers:

  • the regional control markers (for each Current, and for the Coalition)
  • the Personalities (for each Current)
  • the Deputies (for each Current)
  • the fame counters, one for each Current and one for the Government
  • the time marker
  • the Army counters (regulars and volunteers for the Government, Coalition/Allied armies, Catholic and Royalist armies, and the Commune of Paris)
  • the revolt counters
  • the track markers (Economy, Dissident Clergy, Coalition, Commune of Paris)
  • the assignats (play money)

3.2 Play Aids

The game provides six play aids, one for each Current. Each one contains:

  • a play sequence summary
  • all possible actions (with costs and effects)
  • the laws (with costs and effects)
  • the list of the Current's Personalities, including the Personalities who can switch sides
  • the regimes where victory is possible

3.2 Game Map

(Numbered 3.2 a second time in the source.)

3.2.1 Map Divisions

The map of France is divided into 26 regions, each one grouping several departments. Each region is named after a town which had some importance during the Revolution. Paris is represented by one region plus one off-map box. This is the same area, but it allows players to distinguish the control of the city and the control of the region (this is relevant when the Commune is raised) and the placement of the revolutionary armies.

Each region has an income value printed next to it. For example, the Paris region provides 600 assignats (play money) to the player controlling the region. "Hot" regions are areas where the main uprisings took place. They are represented with an orange shading. Hot regions are: Chalet, Strasbourg, Nantes, Lyon, Marseille, Brest, Caen, Dijon, Bourges, Montpellier, Nîmes, Bordeaux, Angers and Toulouse.

3.2.2 Tracks

3.2.2.1 Chronological Track (Chronologie)

The game is divided in game turns, each of one representing a six-month period.

  • Turn 1: October 1st 1791 to March 31st 1792
  • Turn 2: April 1st, 1792 to September 30th, 1792 (10 Vendémiaire I)
  • Turn 3: October 1st 1792 to March 31st 1793 (11 Vendémiaire I to 10 Germinal I)
  • Turn 4: April 1st, 1793 to September 30th, 1793 (11 Germinal I to 10 Vendémiaire II)
  • Turn 5: October 1st 1793 to March 31st 1794 (11 Vendémiaire II to 10 Germinal II)
  • Turn 6: April 1st, 1794 to September 30th, 1794 (11 Germinal II to 10 Vendémiaire III)
  • Turn 7: October 1st 1794 to March 31st 1795 (11 Vendémiaire III to 10 Germinal III)
  • Turn 8: April 1st, 1795 to September 30th, 1795 (11 Germinal III to 10 Vendémiaire IV)

At the start of each game turn, the marker is placed in the proper box of the track.

3.2.2.2 Fame Track (Renommée)

Each Current's fame marker is placed in the proper box of the track to indicate what the Current's fame is. The fame is evaluated on a scale from 1 to 20. It is used when actions are resolved (see 7.0). The Government has its own marker, which is placed on the same track and has similar functions. The markers are adjusted to a higher or lower box depending on the players' actions. For example, when a Current achieves an objective, its fame is raised by +1 (see 6.4 and 10.3).

3.2.2.3 Turn Order Track (Ordre du Tour)

This track shows the order in which players act during the different phases of a game turn (see 6.3).

3.2.2.4 Economy Track (Economie)

This track shows the economic and financial situation of France. It affects how much actions cost (see 7.2). It has boxes printed in three colors, representing three levels (I, II, and III).

3.2.2.5 Dissident Clergy Track (Clergé Réfractaire)

This track represents the level of dissatisfaction amongst the clergy, and the intensity of domestic counter-revolution. It affects the Royalist player with action bonuses (see 7.1.1) and allows the raising of armies under Royalist control (see 9.3.2). It has boxes printed in three colors, representing three levels (I, II, and III).

3.2.2.6 Coalition Track (Armées Coalisées)

This track represents the activity level of Emigrants, and the intensity of foreign counter-revolution. It determines when war is declared (see 9.2) and it also gives income to the Royalist player (see 10.2.1). It has boxes printed in three colors, representing three levels (I, II, and III).

3.2.2.7 Commune of Paris Track (Commune de Paris)

This track shows the dissatisfaction of the People of Paris. Depending on the level, the Mountain and the Sans-Culotte receives bonuses to their actions (see 7.1.2), and the Commune is more or less difficult to raise or suppress (see 7.4.4). It has boxes printed in three colors, representing three levels (I, II, and III).

Should anything happen to cause any of the tracks to go below 1 or above 20, the markers simply remain at these limit points.

3.2.3 Other Board Displays

3.2.3.1 National Assembly

"The French People are invited to form a National Convention." Decree from Vergniaud, August 11th, 1792.

The map contains a semi-circular area that represents the National Assembly. The Deputy counters of each Current are placed in this area. Note: do not confuse the "Deputies" (who are there only to assess the influence of each Current in the Assembly) with the "Personalities". Only the Personalities can execute actions during a game turn. In this game, the Personalities never appear in the Assembly. They are placed on the map in any region or in the Paris off-map box during Personality Placement (6.5).

3.2.3.2 The Temple Prison (Prison du Temple)

Arrested Personalities are placed in this box.

3.2.3.3 The Guillotine

Dead Personalities are placed in this box.

3.2.3.4 Spent Assignats

At the end of each game turn, spent assignats are tallied to evaluate their effect on the economy. During the game turn, each time money is spent, the used money counters are placed in this box. The assignats are placed back into the bank pool after the Economy Adjustment Phase (10.1).

4.0 Set-Up and Player Components

The players must first decide to play either the "historical" scenario (with only the historical regimes) or the "open" scenario (with all possible regimes). They must also decide which optional rules will be used (see 15.0).

4.1 "Historical" Scenario and "Open" Scenario

There are two scenarios:

  • The Historical scenario (HS): Use only the political regimes which occurred in the real world history: Legislative, Convention, Terror and Thermidor.
  • The Open scenario (OS): Use the same political regimes, plus any political regime that could have happened: Directorate, Mercy, Wrath, the First Republic (which has two different versions), Prairial and Vendémiaire. All these additional regimes are hypothetical, except the Directorate, which started in late 1795 (that is, after the end of the game).

4.2 Seating

During the game, the players are seated in a way similar to the way their deputies were seated in the National Assembly. From left to right, you have: The Sans-Culotte, the Mountain, the Gironde, the Marais, the Feuillant and the Royalist.

4.3 Marker Set-Up

The chronological marker is placed in the first box of the Chronology track. The fame markers are placed in the following boxes: Royalist 8, Feuillant 12, Marais 10, Gironde 11, Mountain 9, Sans-Culotte 8, Government 10. The Economy marker, the Dissident Clergy marker, the Coalition marker and the Commune of Paris marker are placed in the "4" box of their respective tracks.

4.4 Personalities

Each player takes her Personalities:

  • Royalist: d'Antraigues, Cadoudal, Cathelineau, Charette and Chouan.
  • Feuillant: d'André, Barnave, Laclos, La Fayette, Lameth and Louis XVI. Note: At the start of the game, Louis XVI is aligned with his secondary Current (i. e., Feuillant) although his main Current is Royalist.
  • Marais: Barère, Barras, Boissy d'Anglas, Carnot and Sieyès.
  • Gironde: Barbaroux, Brissot, Pétion, Roland and Vergniaud.
  • Mountain: Danton, Desmoulins, Marat, Robespierre and Saint-Just. (Printed in the source as "Montagnard" in a duplicate line.)
  • Sans-Culotte: Billaud-Varennes, Chaumette, Collot d'Herbois, Hébert and Roux.

The following information is printed on each Personality Counter, when applicable:

  • the name
  • the main Current (top icon in the upper-left)
  • the secondary Current(s) (bottom icons in the upper-left)
  • the faction (Hébertist, Indulgent/Merciful, or Terrorist)
  • the region(s) where the Personality is influential
  • their capacity as a general (represented by a black hat icon)

4.5 National Assembly

In the National Assembly, put the following counters:

  • Right wing: 8 Feuillant deputies
  • Center: 10 Marais deputies, 2 Royalist deputies in the upper part (hidden amongst the Marais)
  • Left wing: 4 Gironde deputies, 1 Mountain deputy in the upper part (hidden amongst the Gironde), 1 Sans-Culotte in the upper part (hidden amongst the Gironde)

Note: some Political Currents are not officially present in the National Assembly. Their deputies are therefore "hidden" among another Current's deputies (see 7.5.2.3).

4.6 Regions and Money Set-Up

When the game starts, each Current controls some regions. That means the local clubs, assemblies and the people are favorable to the most popular Current in the region. In each region, put the following regional control markers. In addition, each Current starts with one turn's worth of income from its controlled regions (i. e., the sum of the numbers printed in the regions; see 3.2.1).

Currents:

  • Royalist: Angers, Chôlet, Nantes and Tours, which gives 400 assignats.
  • Feuillant: Clermont, Dijon, Metz, Montpellier, Orléans, Rouen, Strasbourg and Toulouse, which gives 1400 assignats.
  • Marais: Angoulême, Cahors, Limoges, Lyon and Nevers, which gives 800 assignats.
  • Gironde: Amiens, Bordeaux, Caen and Paris, which gives 1400 assignats.
  • Mountain: Lille only, which should give only 300 assignats. Because of the minimum income rule (see 10.2.1), this Current has 350 assignats, which is the minimum income.
  • Sans-Culotte: Marseille, which should give only 200 assignats. Because of rule 10.2.1, this Current starts with 350 assignats.

Other:

  • Brest and Nîmes are unoccupied. These regions are neutral. Leave them empty of control markers.
  • Bourges is in revolt (see 7.4.2). Put a revolt counter there.
  • The Government has 2300 assignats, that is 2500 assignats, minus what would have come from the regions under Coalition control, or with a revolt (see 10.2.2). In this case, only Bourges (200 assignats) is subtracted.
  • At the start of the game, the Feuillant Current controls the Government.

4.7 French Armies

Only the 4 regular armies are on the map (the regular armies have their starting location printed on them):

  • one army in Lille,
  • one army in Metz,
  • one army in Strasbourg,
  • one army in Marseille.

5.0 Game Sequence

A game is divided into eight game turns, which correspond to six months each. Each game turn is divided into several phases and subphases or segments. The order of these phases and subphases is fixed and cannot be altered.

Initial Phase (6.0)

  1. Negotiations (6.1)
  2. Random Events (6.2)
  3. Turn Order (6.3)
  4. Declaration of Objectives (6.4)
  5. Personality Placement (6.5)

Action Phase (7.0)

  1. Personality Actions (7.3)
    • arresting Personalities (7.3.1)
    • persuading Personalities to switch side (7.3.2)
  2. Regional Actions (7.4)
    • plots (7.4.1)
    • triggering a revolt (7.4.2)
    • suppressing a revolt (7.4.3)
    • raising or suppressing the Commune (7.4.4)
  3. Political Actions (7.5)
    • regime changes and elections (7.5.1)
    • convincing deputies to switch side (7.5.2.1)
    • passing laws (7.5.2.3)

Patriot's Phase (8.0)

  1. Justice (8.1)
  2. Debates and Criticisms of the Government (8.2)

Military Phase (9.0)

  1. Reinforcements (9.3)
  • army maintenance (9.4)
  1. Army Movement (9.5)
  • [coups] (12.0)
  • Coalition, Royalists, Government
  1. Combat (9.6)
  • military control (9.7)

Interphase (10.0)

  1. Economy Adjustment (10.1)
  2. Income (10.2)
  3. Fame Adjustment (10.3)

6.0 Initial Phase

"I must admit, I have but one fear, the fear of not being betrayed... We need betrayals, our hope is there." Brissot, December 30th, 1791.

6.1 Negotiations

In the first phase, the players can freely discuss amongst themselves, openly or privately. They may decide to ally themselves, for one turn or for a longer period. Players are not bound by these alliances and may break them at any time. This phase should last about 10 minutes, but no more than 15 minutes.

It is only during this phase where players may discuss privately. During the rest of the turn, they must stay in the room at the playing table. However, saying a few words in another player's ear, or writing a short note on a piece of paper is allowed.

The players can give assignats to other players at any time (not to the Government), but there is no guarantee of refund, nor interest.

Exception: The Royalist can never ally with the Mountain or with the Sans-Culotte. Likewise, neither the Mountain player nor the Sans-Culotte can declare an alliance with the Royalist. This means that they may not give each other money, nor may they declare a common objective with the opposite Current (see 6.4). They are, however, allowed to meet during the Negotiation Phase.

6.2 Random Events

The player controlling the Government rolls two dice for each event type (see player aids). The dice rolls can be modified by a number of factors; the levels of the various tracks (3.2.2.4-3.2.2.7), the Current in charge of the Government, whether France is in a state of Foreign War (9.2) or foreign peace, whether France is in a state of Civil War (7.4.2.1 or 9.2.3) or civil peace, etc.

There are four event types:

  • economic events
  • political events
  • counter-revolutionary events
  • events from the Commune of Paris

The result applies immediately, except when it is impossible, or when it contradicts the rules. In this case, the event is ignored, and there is no additional roll for this event type.

Examples: The assassination of Marat is rolled twice. A revolt appears in a region currently occupied by an army.

6.3 Turn Order

The Government always plays first, before any Political Current. Among Political Currents, the order is determined by adding the number of controlled regions to the Current's fame. The higher values play first.

Fame + Controlled Regions

In case of a tie, the Current with a higher fame goes first. If the tie is still not resolved, each tied Current rolls a die, the higher value playing first. The game order applies to each subsequent phase of the current game turn.

Example, for turn one:

  • the Feuillant plays first. Her fame is 12, and she controls 8 regions, for a total of 20.
  • the Gironde plays second. Her fame is 11, and she has 4 controlled regions.
  • the Marais plays third. Her fame is 10, and she controls 5 regions. The total is 15, the same as the Gironde's, but the Marais' fame is lower than the Gironde's fame.
  • and then the Royalist, the Mountain and the Sans-Culotte.

Each phase is completed for each Current in turn order before proceeding to the next phase. This means that, in effect, each kind of action will be performed by all Currents prior to subsequent kinds of actions (all arrests, then all Personality persuasion attempts, then all plots, etc.).

6.4 Declaration of Objectives

"You can see all the rich and peaceful men leave Paris, you can see Paris vanish and you do not react... Men of Paris, awake and have these venomous insects come back into their lairs." Pétion, April 30th, 1793.

The Government, and then each Current, declares an objective it will attempt to achieve during the game turn. This objective must be a well-defined one, specifying a target or a location (depending on the type of goal, see below).

Examples:

  • the Government's objective is "arrest Marat" (not just "arrest someone").
  • the Government's objective is "fight the Coalition at Lille and win" (not just "win a battle").

Note that two or more Currents can ally and declare a joint objective. The Government cannot have a joint objective with any Current. Each involved Current must be able to achieve the joint objective, independently of other Currents (for example, a Current unable to start revolts cannot jointly declare an objective to start one; even with another Current that can start revolts). All the allied Currents will have the same fame adjustment, depending on the success of the endeavour.

The Royalist and the Montagne cannot ally, nor can the Royalist and Sans-Culotte (see 6.1). All fame adjustments occur during the Interphase (10.3), but make a note when and if a Current's objective is reached. Note that the Current need not have participated in bringing about the desired conclusion to succeed in its objective - if another Current does it first, even absent a jointly declared objective, the objective will be considered successful. Similarly, if the objective is achieved but then undone by some later event, the objective is still considered to have been achieved.

(Editor's note in the source: Although the rules don't explicitly say so, it appears that players desiring to declare a common objective are limited to only doing so with the current or currents listed in the "Common Political Objective" box on their player aid chart.)

EXAMPLE: The Montagne declares as an objective starting a revolt in Brest. The Royalist player does it first, and then the Government represses that revolt later on. Regardless, the Montagne is considered to have succeeded in its objective, because a revolt was indeed started in Brest.

If the Government is successful in its objective, its fame will increase by +1 but the Current controlling it gains nothing. If the Government fails, both the Government's fame and the controlling Current's fame will be adjusted by -1. If anything happens such that the Government is controlled by a new Current by the end of the turn (such as a regime change, see 7.5.1), the declared Government objective is ignored for that turn. If a Current achieves its objective, its fame increases by +1. Otherwise, it will lose one point (-1).

6.4.1 Possible Government Objectives

The Government's objective can be:

  • arresting a given Personality with a Personality Action (7.3.1)
  • suppressing a revolt in a given region with a Regional Action (7.4.3)
  • destroying an enemy army in a given region in the Military Phase (9.6)
  • suppressing the Commune of Paris by force using a revolutionary army (see 9.9.1)
  • passing a certain law during the Political Actions (7.5.2.3), only during the Terror or Thermidor (HS) or during Wrath, Mercy, Directorate or Prairial (OS).

6.4.2 Possible Current Objectives

A Current's allowed objectives are:

  • convincing a given Personality to switch side with a Personality Action (7.3.2)
  • taking control of a given region with a plot using a Regional Action (see 7.4.1).
  • having a law passed during the Political Actions (7.5.2.3) if the Current is allowed to do so. This can happen during the Legislative or the Convention (HS); or during the First Republic (OS).
  • triggering a revolt in a given region (7.4.2) or suppressing a revolt in a given region (7.4.3) using a Regional Action.
  • raising the Commune of Paris (7.4.4.1) or suppressing the Commune of Paris (7.4.4.2) using a Regional Action. Note that this is usually only possible for the Gironde, Montagne, or Sans-Culotte.
  • switching to a given political regime (7.5.1).

6.5 Personality Placement

Each Current, according to the game order, places all its Personalities on any region(s) of the game map. Keep in mind that:

  • a Personality in Paris is required to attempt the Personality action "convince Deputies to switch side" (7.5.2.1)
  • a Personality is required in a region to attempt a Regional Action.
  • a Personality is required in Paris if the Current controls the Government (except when the Current has no Personalities anymore). This Personality can attempt an action.

A Personality can attempt only one action per game turn.

7.0 Action Phase

During the course of the game, the Currents and the Government can pay to attempt "Actions" to get a desired result. Each player chooses the action(s) they will perform from among the actions allowed to the Political Current. The list of allowed actions can also depend on the political regime currently installed. There are three categories of action: Personality Actions, Regional Actions and Political Actions.

7.1 Action Resolution

To resolve an action, the player rolls two dice. She cross-references this roll with her Political Current's fame (or the Government's fame, if this is an action by the Government) on the Result Table (see player aids, and below).

The result depends on the kind of action being attempted, but generally speaking:

  • "A" success
  • "B" can be either success or failure
  • "C" failure

If due to modifiers a final events table result is below 2 or above 12, consider the result to be a 2 or 12, respectively.

N.B.: Do not confuse "adjustment" and "modifier". When fame is adjusted, the fame counter is advanced one box up or down. Many actions have fame modifiers, which temporarily affect what the Current's fame is for the action resolution. When the fame is modified, add the fame value with the modifier, and the result is the column in the Action Result Table - there is no permanent fame adjustment. Note that with very rare exceptions, bonuses or penalties to a roll are always applied to the fame and not to the die roll itself.

Result Table (rows: two-dice roll; columns: Fame)

Die Roll1-23-45-67-89-1011-1213-1415-1617-1819-20
2CCCCCCCCCC
3CCCCCCCCC

Additionally, the following dice results adjust the fame of the Current or Government attempting the action:

  • a double "1" immediately adjusts the fame by -1
  • a double "6" immediately adjusts the fame by +1.

For Personality Actions and Regional Actions only, extra money can be spent to allow multiple die rolls in the attempt. If the player spends a multiple of the action cost, that is N times the adjusted cost, she is allowed that same number of dice rolls. This applies to Government actions as well as Currents' actions. When all the dice rolls have been done, the player chooses one result, not necessarily the best. All other dice rolls are ignored. The player must decide how many times she will spend the action cost before the first dice roll.

Example: The Marais decides to spend 200 assignats for a plot (Regional Action) in Lyon. This action costs 100 assignats, so the player is allowed two dice rolls. The first dice roll is 2 (double 1), and the second is 4. The action fails. However, the player keeps the "4" result, so the Marais' fame stays at its current value - it is not adjusted by -1 for having rolled a "2". Note that had the Economy Track been at Level II, the same plot attempt with two die rolls would have cost 400 assignats.

7.1.1 Dissident Clergy Action Bonuses (Royalist)

As domestic unrest increases, the Royalist's actions receive support. The Dissident Clergy track (3.2.2.5) has boxes printed in three colors, representing three levels. The levels affect the Royalist player:

  • Level I: No effect
  • Level II: All Royalist actions receive a +1 fame modifier
  • Level III: All Royalist actions receive a +2 fame modifier

Additionally, once level III is reached the Royalist can raise Catholic and Royal armies - see 9.3.2.

7.1.2 Commune of Paris Action Bonuses (Sans-Culotte and Montagne)

As the Commune of Paris stirs, the Sans-Culotte and the Montagne's actions receive support. The Commune of Paris track (3.2.2.7) has boxes printed in three colors, representing three levels. The levels affect the Sans-Culotte and Montagne players:

  • Level I: No effect
  • Level II: All Sans-Culotte actions receive a +1 fame modifier
  • Level III: All Sans-Culotte actions receive a +2 fame modifier, all Montagne actions receive a +1 fame modifier

Note that this is independent of whether or not the Commune of Paris has been raised, although the status of the Commune of Paris track does significantly alter how difficult it is to raise or suppress the Commune (see 7.4.4).

7.2 Action Costs

"The bad money takes the place of the good one ..."

Each action has a cost. Before executing an action, the player must spend a given amount of assignats. This amount can be doubled or tripled, depending on the economic situation. The Economy Track (3.2.2.4) has boxes printed in three colors, representing three levels. The levels affect all Currents and the Government:

  • Level I: Use normal costs
  • Level II: All costs are doubled (x2)
  • Level III: All costs are tripled (x3)

7.3 Personality Actions

"I lived." Sieyès, about his activity during the Terror.

There are two kinds of Personality actions: Arrest and Switching Side. A player does not need his own Personality present in the region when attempting these actions; Personality Actions target other Currents' Personalities, rather than requiring your own.

Each Current executes the Arrest attempts in turn order. Then, when all Arrest attempts have been resolved, each player attempts to convince Personalities to switch side in turn order.

7.3.1 Arresting a Personality (cost: 100 assignats)

"One cannot carry his country with him at the sole of his shoe." Danton, when he is arrested on 10 Germinal II (March 30th 1794).

7.3.1.1 Government Arrests

The Government can attempt to arrest some specific Personalities. The list of these Personalities depends on the political Regime. Additionally, some Currents and/or Personalities can become outlawed. Outlaws are easier to arrest in Paris and become automatically arrested during some regime changes. Note: all outlaws are arrestable, but not all arrestable Personalities are outlaws. If a Current is outlawed, all its Personalities are outlaws.

To know whether a Personality is successfully arrested, the player controlling the Government rolls two dice, and cross-references the result with the Government's fame. The fame can be modified by:

  • a -4 penalty if the region where the Personality has been placed is controlled by the Political Current to which the Personality belongs.
  • a -2 penalty if the Personality has been placed in a region where he is influential.
  • a +5 bonus if the Personality (or his Current) is outlawed and in Paris

This rule which provides a +5 for personalities to be arrested and automatic arrest in Paris during change of regime includes all the following (note that this rule does not apply to the 4 "arrestable" leaders of the Legislative regime):

Only members of outlawed factions under "Convention":

  • +5 to arrest in Paris all "Feuillants" (D'Andre, Barnave, Laclos, La Fayette, Lameth) under "Terreur"
  • +5 to arrest all "Feuillants"
  • +5 to arrest all "Girondin" (Barbaroux, Brissot, Petion, Roland, Vergniaud) if "Hebertistes" are outlawed
  • +5 to arrest Chaumette and Hebert if "Indulgents" are outlawed
  • +5 to arrest Danton and Desmoulins under "Thermidor"
  • +5 to arrest all "montagnards" (Danton, Desmoulins, Marat, Robespierre, Saint-Just) if "Terroristes" are outlawed
  • +5 to arrest Billaud-Varennes, Collot d'Herbois and Barere if during "Terreur", the law to outlawed "Hebertistes" was voted, it continue to do so.

These modifiers are cumulative.

The results are:

  • "A": The Personality is under arrest. Place the counter in the Prison du Temple.
  • "B": During the Terror, the Personality is under arrest. Place the counter in the Prison du Temple (same during Wrath and Prairial). During the other political regimes, the Personality flees. The counter is placed beside the map, and re-enters play next turn.
  • "C": The attempt fails.

"The Republic is lost, the scoundrels are triumphant!" Robespierre, when arrested on 9 Thermidor II (July 27th, 1794).

Example: Under the Legislative, the Government attempts to arrest Marat, who is in Paris. Paris is controlled by the Mountain. The Government's fame is 10. For this action, the value used is 4 (Paris is a region where Marat is influential, therefore -2, and he belongs to Mountain, which is controlling Paris, therefore -4). The Government pays 200 assignats, and rolls the dice two times. The first roll is 5 (1 +4), and the second is 9 (3 + 6). The Government uses the 9 roll, which gives a "B" result on the Action Result Table. Marat leaves France, and he will come back at the start of the next turn.

7.3.1.2 Political Currents' "Arrests"

The Political Currents which are not officially present in the government can attempt to remove a Personality from a region the Current is controlling. Whether a faction is officially present in the government depends on the regime. To know if the expulsion is successful, the player rolls two dice, and cross-references the result with the Current's fame in the Action Result Table. The fame is modified by -2 if the target Personality is influential in the region.

The results from the table are:

  • "A" or "B": The attempt is successful, the Personality leaves the map, and will re-enter at the start of the next turn.
  • "C": Failure.

7.3.2 Convincing a Personality to Switch Sides (cost: 100 assignats)

A Political Current may attempt to attract to its ranks a Personality from another Current. This requires that the Personality has this Current as his main Current or his secondary Current. The player has a -2 penalty if attempting to switch the Personality to his secondary Current. The Personality may be free or imprisoned. Switching sides may either revoke the Personality's outlaw status if they leave an outlawed Current, or the Personality may become outlawed if they join an outlawed Current. If they are imprisoned and their outlawed status is revoked, they are immediately freed.

The results are:

  • "A": The Personality switches sides, and the Personality counter is flipped over. The player who has just achieved the Action now controls the Personality, and they can execute actions with the Personality until the Personality is switched to another Current (by another subsequent Personality Action).
  • "B": The Personality leaves the map, and re-enters the game at the start of the next game turn. The Personality is still aligned with his old Current.
  • "C": Failure.

7.4 Regional Actions

There are four kinds of Regional Action: Plot, Triggering a Revolt, Suppressing a Revolt, and Raising/Suppressing the Commune of Paris. To attempt a Regional Action, a Political Current needs one or more Personalities in this region. When a Region is under Coalition control, the only Regional Action permitted there is a revolt by the Royalist, and they do so at a +2 bonus (see 9.7.1).

Regional Actions are performed by Personalities targeting a region. Each Personality can perform at most one action per turn, so if they attempt a Regional Action they cannot perform any other Regional or Political Action until the following turn. If a Personality is within a region where he is influential, the Current's fame is modified by +2 for any and all Regional Actions. If several Personalities are present in the region, the player can use them separately in different attempts, or together with a cumulative modifier (+2 for each influential Personality).

Each Current executes its plot attempts in turn order. Then, when all plots have been resolved, each Current attempts to trigger revolts. When this is done for all six Currents, the revolt suppressions are resolved. At last, the actions on the Commune of Paris (raising and/or suppressing, in any order for each Current) are resolved.

7.4.1 Plot (cost: 100 assignats)

To take the control of a region, a Political Current must successfully plot against the currently controlling Current. Plots are also used to take control of a neutral region. Plots are not allowed if there is a revolt in the region. If the region is neutral, the plotting Current's fame is modified by +2.

The Result Table produces the following results:

  • "A": The Current now controls the region
  • "B": The region becomes, or stays, neutral.
  • "C": No change in the region's status.

Example: The Mountain has put Robespierre and Danton in Paris. Both Personalities have some influence in Paris, so the Mountain's bonus is +4 if they are both used in the attempt. The Mountain's fame is 12, so the action will be resolved on the 16 column (but the fame marker stays in the 12 box). To enhance his probability of success, the Mountain player pays three times the cost, i.e. 300 assignats. The dice rolls are: 7, 9, and 4. The player chooses the "9" dice roll, which gives an "A" result. The Mountain now controls Paris. Danton and Robespierre can do nothing more during this game turn.

7.4.2 Trigger a Revolt (cost: 150 assignats)

"We will be content only when Toulon is aflame." Barras, October 13th, 1793.

Only the Currents which are not officially present in the National Assembly can try to trigger a revolt - this depends on the present regime.

Revolts cannot be triggered in the following regions:

  • in a region where a revolt already exists
  • in Paris (neither the region, nor the city)
  • in a region where an army is present.

Exception: Royalist revolts and Allied armies, see 9.7.1. Hot regions provide a +2 fame bonus to this action resolution (see 3.2.1).

The Action Results are:

  • "A": The region revolts and the Current now controls the region.
  • "B": The region revolts, the region stays or becomes neutral.
  • "C": Failure.

Regions in revolt do not give money to the Government during income (10.2.2). When an army enters a region where there is a revolt, the army can automatically put down the revolt if the movement ends in the region (see 9.7.2).

7.4.2.1 Civil War Due to Revolts

While four or more regions are in revolt, France is considered to be in a state of Civil War (see also 9.2.3).

7.4.3 Suppress a Revolt (cost: 150 assignats)

a) Government

The Government can try to suppress a revolt, unless the region is occupied by an Allied army or a Catholic & Royal army. The Government's fame is modified by -2 for such an action.

The Action Results are:

  • "A"/"B": The revolt stops (remove the counter); there is no effect on the region's control.
  • "C": Failure.

The Government can also put down a revolt during the military phase with an army (see 9.7.2).

b) Currents

The Currents can suppress a revolt, and possibly acquire control of the region. At least one Personality must be in the region when the attempt takes place. The Current's fame has a -2 modifier for the Action Resolution.

The Action Results are:

  • "A": The revolt stops (remove the counter); the Current now controls the region.
  • "B": The revolt stops (remove the counter); the region stays or becomes neutral.
  • "C": Failure.

"This is not Collot d'Herbois leaving for Lyon, this is the People's Representative who goes and deploys the national power to keep the rebels to their Duty..." Collot d'Herbois, November 1793

7.4.4 Commune Actions (cost: 200 assignats)

"Rise, sovereign people!" Marat, June 1st, 1793.

Generally, only the Sans-Culotte, the Mountain (with a -2 penalty) and the Gironde (with a -4 penalty) can attempt to raise or suppress the Commune of Paris. There are some regimes where additional Currents can attempt to influence the Commune. The attempts are more or less easy, depending on where the marker is on the Commune track (the higher the track is, the easier it is to raise the Commune and the harder it is to suppress it).

7.4.4.1 Raise the Commune
  • When the Commune track is at level I, an "A" results in raising the Commune. The player that has made the attempt now controls Paris and the Commune. A "B" or "C" is a failure.
  • For level II, an "A" results in raising the Commune, which is controlled by the player. A "B" also results in raising the Commune, but it is neutral, that is, no Current controls it. A "C" is a failure.
  • For level III, an "A" or "B" results in raising the Commune, which is controlled by the attempting player. A "C" is still a failure.

A Current can attempt to both raise and suppress the Commune during the same turn. The only condition is that there must be at least two Personalities from this Current in Paris: one to raise the Commune, the other to suppress it.

When the Commune is raised, put the "Commune" army counter in the Paris box. This counter can never leave Paris. It counts as an army (see 9.0). No other revolt can happen in Paris (city or region). Exception: see 9.7.1.

Raising the Commune is forbidden in the following cases:

  • it is already raised (you have to suppress it first)
  • Paris is occupied by an Allied army, or a Catholic & Royal army.

As long as the Commune is raised, control of the Paris region is irrelevant. All references to the control of Paris use the control of the Commune instead. Different factions can simultaneously control the Commune and the region of Paris, but the latter control is completely ineffective until such time as the Commune is suppressed.

For example, if the Commune of Paris is raised and controlled by the Sans-Culotte at the end of the game, the Sans-Culotte receives 10 VP: 5 for controlling Paris, and 5 more for the Commune (see 14.1.6).

7.4.4.2 Suppress the Commune

When attempting to suppress the Commune, the Current has its fame modified by -2 (in addition to the -2 Mountain penalty or the -4 Gironde penalty).

The results are:

  • For level I, an "A" or "B" suppresses the Commune (remove the Commune counter). The Current controls Paris. A "C" is a failure.
  • For level II, an "A" suppresses the Commune (remove the Commune counter), and the Current controls Paris. A "B" suppresses the Commune (remove the Commune counter), but Paris stays or becomes neutral. A "C" is a failure.
  • For level III, an "A" suppresses the Commune (remove the Commune counter), and the Current controls Paris. A "B" or "C" is a failure.

"The Revolution was born from Misery, the Revolution can die through Misery." Saint-Just, November 29th, 1792.

"The Revolution is not achieved; yet the Sans-Culottes support is, and nothing was done for them." Hanriot, Sans-Culotte leader, 7 Brumaire II (October 28th, 1793).

7.5 Political Phase

7.5.1 Regime Change/Elections

At the beginning of the Political Phase, check to see if the preconditions for a regime change are met. This will depend on the present regime. When a new Political Regime is installed, any imprisoned Personalities belonging to the Current controlling the Government are automatically released. Likewise, any Personalities that are outlawed under the new regime and are present in Paris are immediately arrested. This applies only during the turn when the new regime is installed. If the Government's fame is lower than 10, it is immediately adjusted to 10.

"Me, a plot-maker! I ask to stand unclad before the People, I have incurred seven wounds in the front, and I have only one wound in the back: This is my alibi." Westermann, April 3rd, 1794.

Whether or not the regime changes, there might be an election, which will alter the number of deputies present in the assembly. The Legislative will have elections in turns 4 and 8 (see R.1.6). Any Political Actions happen after any changes and/or elections.

7.5.2 Political Actions

Two Political Action types exist: convincing Deputies to switch side, and having a law passed. For the latter type, several laws exist, with different effects (see the list in 13.0). Each Current, in turn order, attempts to convince Deputies to switch side. When all attempts are resolved, each officially present Current attempts to pass laws.

Note: only one dice roll is allowed per Political Action. The (modified) cost can only be paid once, see 7.2.

7.5.2.1 Convincing Deputies to Switch Side (cost: 100 assignats)

This action is possible only during Legislative, Thermidor, Directorate and the First Republic. At least one Personality must be in Paris for this action. Each Personality (that has not already performed a Regional Action this turn) may make a separate attempt. This action attracts Deputies from another Political Current until the end of the turn. Only Deputies from a close Current can be attracted:

  • Royalist: Feuillant or Marais Deputies
  • Feuillant: Royalist or Marais Deputies
  • Marais: Feuillant or Gironde Deputies
  • Gironde: Marais Deputies
  • Montagne: Sans-Culotte or Marais Deputies
  • Sans-Culotte: Montagnard or Marais Deputies

The results are:

  • "A": 5 Deputies switch to the new Current
  • "B": 3 Deputies switch to the new Current
  • "C": Failure.

"Turn coat" Deputies are placed in the National Assembly among the Deputies of their new temporary Current.

Note: during a game turn switching side happens only once per Deputy. For example, if a Feuillant Deputy switches to the Marais Current, that deputy cannot then switch to the Royalist Current.

7.5.2.2 The King's Action (Legislative Only)

"The King is the Nation's servant, not its representative." Robespierre, May 18th, 1790.

During the Legislative, the Current controlling the King may take a special action with him immediately after deputies have switched side. His possible actions depend on his Current:

  • Feuillant (cost: 100 assignats): The King adjusts the Gironde's fame by -1. He may then optionally adjust the Coalition marker by -1 (move the marker to the previous box).
  • Royalist (cost: 50 assignats): The King adjusts the Feuillant's fame by -1. He may then optionally adjust the Coalition marker by +1 (move the marker to the next box).
7.5.2.3 Having a Law Passed (cost: 50 assignats for a Current or free for the Government)

No Personality is required for this action. Depending on the current political regime, either the Government and/or the Currents can propose a law. In the latter case, only the Currents officially present in the National Assembly can propose a law (i. e., their Deputies are not hidden nor is the Current outlawed). Each Current can propose only one law per game turn. The Current must spend 50 assignats to propose a law. The Government may propose laws for free. The same law cannot be proposed more than once per game turn, unless specified otherwise.

Note: the list of possible laws is given in 13.0. That list contains costs, but do not confuse with the costs for proposing a law. The costs listed in 13.0 are the costs the Government must pay to put the law in effect if the law passes. For example, if the Mountain proposes Conscription (100 assignats), the Mountain must pay 50 assignats and then the vote is held. Only if the law then passes must the Government pay 100 assignats to enforce the law. If the Government cannot pay the costs, then it goes bankrupt (see 10.2.2.1). The law, in that case, will not go into effect.

A citizen: "So I had a part in the passing of this law?" Père Gerard: "Certainly, you had a part in it, through your representatives." Père Gerard's Almanac, October 23rd, 1791.

7.5.2.3.1 Deputies' Votes

Under the Legislative and Thermidor (HS), and the Directorate and the First Republic (OS), a vote is held once a law is proposed, and the law is passed if the absolute majority votes "yes". Each Deputy has one vote. The hidden Deputies freely vote in accordance to their original Current, not their "visible" Current. In case of a tie (Legislative), Louis XVI breaks the tie by voting the same as the Current that is controlling him. During Thermidor (HS), and the Directorate and the First Republic (OS), the tie is broken by the Current controlling the Government.

7.5.2.3.2 Fame "Votes"

Under the Convention and the Terror (HS), and Wrath, Mercy, and Prairial (OS), laws are "voted" on by rolling the dice and checking on the Action Resolution Table:

  • Convention: use the fame of the Political Current that proposed the law.
  • Terror (HS) and Wrath, Mercy, and Prairial (OS): use the Government's fame.

For this vote, fame can be modified:

  • the Marais player chooses any bonus or penalty from -2 to +2 (including 0).
  • The player controlling the Commune chooses any bonus or penalty from -3 to +3 (including 0) even if not officially present.
  • Each other Current present in the National Assembly chooses any bonus or penalty from -1 to +1.

All modifiers are cumulative.

The Action Result Table gives the following results:

  • "A" or "B": The law is passed.
  • "C": The law is rejected. The Political Current (or the Government) which has proposed this law has its fame immediately adjusted by -1.

Note that in some regimes, having Government-proposed laws fail can allow the Marais to immediately change the regime (see R.3.8.1, R.5.8.1). If this happens, the Political Phase ends immediately after the regime change.

8.0 Patriot's Phase

8.1 Justice

Each game turn, the fate of the imprisoned Personalities, except Louis XVI, must be checked. For Louis XVI, see 11.4. The outcomes depend on the regime. If a Personality stays in prison, he will be judged again next turn.

"O Liberty, what things are done in thy name!" Manon Roland, at the foot of the scaffold, 18 Brumaire II (November 7th, 1793).

"This, then, is my reward?" Barnave, at the scaffold, November 30th, 1793.

8.2 Debates and Criticisms of the Government

"Tyrants are ripe." Fauchet, February 17th, 1791.

In Legislative (HS) and Mercy, Directorate, and First Republic (OS) each game turn the Political Currents present in the National Assembly openly criticize the Government's actions. Then, a vote of confidence is held. Each one votes "Confidence", "Disapproval" or "Abstention". The abstentions are not tallied, only the "Confidence" and "Disapproval" votes. If there is an absolute majority of disapproval, the Government is toppled, another Current grabs power and controls the Government. Who will take the place of the outgoing Current depends on the regime. For example, if the Gironde was controlling the Legislative Government and is ousted by a vote of non-confidence, the Feuillant controls the Government (which still is the Legislative - no regime change). In all other regimes, there can be no criticism.

8.3 Deputies Who Have Switched Side

All the Deputies who have switched side are placed back in the National Assembly with their original Currents.

9.0 Military Phase

There are four types of armies:

  • The French Revolutionary Army. These armies are controlled by the Government. They fight the allied armies and the Catholic and Royal armies. It comprises the 4 regular army counters at the start of the game. Volunteers can also be recruited (see laws 13.5.2 and 13.5.3).
  • The Catholic and Royal Army (French). These armies are controlled by the Royalist player.
  • The Coalition Armies (foreign), also called Allied Armies. They obey special rules and no player controls them.
  • The Commune of Paris. This army never leaves Paris. It appears when a player succeeds in raising the Commune (see 7.4.4).

"We walk, not to conquer, but to prevail, not to be swept by the exhilaration of triumphs, but to stop striking as soon as the death of an enemy soldier no longer benefits Liberty." Billaud-Varennes, 1st Floréal II (April 20th, 1794).

9.1 Armies in Detail

"The whole of Europe up to Moscow soon will be shaped by a French, municipal and Jacobinist model." Chaumette, November 16th, 1792.

9.1.1 Revolutionary Armies

There are two types of revolutionary armies:

  • the four regular armies, which start the game on map,
  • the volunteer armies, which are raised through conscription (see 13.5.2) and levies in mass (13.5.3). The Government can have raised up to 16 volunteer armies at a time.

The Government decides how the revolutionary armies move. See 9.5.4.

"The state where we are is a real state of destruction, which can lead us to destitution and death. So, to arms! To arms! Citizen, free men, fight for your freedom, fight for the whole human race's freedom. Else, you will not deserve pity in your dark hours." Vergniaud, January 1792.

9.1.2 Allied Armies

"Military force has destroyed everything; only military force can rebuild everything." Letter from Marie-Antoinette to her brother the Emperor, September 8th, 1791.

Brunswick's Manifesto, July 25th, 1792: "If their majesties the King, the Queen and the Royal Family ever have to suffer the smallest violence, the smallest outrage, if their safety, their preservation, their freedom is not guaranteed, they (their Royal and Imperial Majesties) will exert an exemplary revenge that will be remembered forever in history, by submitting the city of Paris to a military conquest and occupation, and the insurgents, responsible for these crimes will, be subjected to the punishments they deserve."

"One more enemy for France is one more triumph for freedom." Barère, March 7th, 1793.

The allied armies represent foreign powers, friendly to the Royalists, who invade France. Once eliminated, they can never return (unless using optional rule 15.1.2). The following armies enter the map during the reinforcement phase after war is declared:

a) Cobourg's Austrian Army b) Brunswick's Army: This is the Prussian army led by Brunswick and the Emigrant Princes. c) Wurmster's Austrian Army

After war is declared, the following armies can only enter during the reinforcement phase following the installation of the Convention or the Terror regimes (the underlined armies have additional requirements, see 9.3.1):

d) Sardinian Army e) Spanish Armies (both of them) f) York's Army: This is an Anglo-Dutch army, under the Duke of York's command. g) English Mediterranean Fleet (functions the same as an army): It is under Admiral Hood's command. h) Quiberon Army: This is an army staffed with Emigrants, led by the Count de la Puisaye, and transported on English ships.

9.1.3 Catholic and Royal Armies

The Royalist player can raise up to three Catholic and Royal Armies, friendly to the Allied Armies and hostile to all revolutionary armies:

  • "Armée catholique et royale"
  • "Armée du centre"
  • "Armée du pays de Retz"

The Royalist can only raise armies once the dissident clergy track has reached level III. These armies can only be raised in the Vendée (Chôlet, Nantes, or Angers) while accompanied by a Royalist general; see 9.3.2.

Each army can be raised only once (unless using optional rule 15.1.1).

"If I go forward, follow me; if I go back, kill me; if I die, avenge me!" Henri de la Rochejaquelein, general of the "Armée catholique et royale", April 13th, 1793.

9.2 Foreign War

When war is declared, the Coalition marker is placed in the "20" box, and can move only during the random events phase. France is in a state of "foreign war". The war ends when there is no longer any Allied army in France, or when the Coalition marker is adjusted to level I. Any Allied armies still on the map at this time cease moving, but will fight if attacked. They will resume their movement if the Coalition marker is ever adjusted back to level II or III.

9.2.1 Declaration of War by the Government

"A people that has conquered its freedom needs a war to consolidate it." Brissot, December 16th, 1791.

The Government, or a Current, declares war by passing the corresponding law (see 13.5.1).

9.2.2 Declaration of War by the Coalition

"Sire, you will not have to fight, the whole of France will gladly submit to the just laws you will dictate; all the faithful French, all the repentant French, will pay homage to their noble liberator." Letter from Vaudreuil to Leopold II, October 31st, 1791.

If the Coalition Track (3.2.2.6) marker rises to 17 or more, the Coalition declares war upon France - which then raises the Coalition Track to 20.

During the Legislative regime, place on the map only the allied armies that are scheduled to enter in Lille, Metz and Strasbourg. As soon as the Convention or the Terror is installed, all allied armies are eligible to be placed on the map (see 9.3.1).

9.2.3 Civil War with the Catholic and Royal Armies

"The illness which took him away was Faithfulness." Marquis de la Rourie's epitaph, January 30th, 1793.

When the Dissident Clergy marker rises to 17 or more, the Royalist is allowed to raise troops until the end of the game, even if the marker falls below 17. As long as one of the three Catholic and Royal armies is active on the map, France is in a state of "civil war" (see also 7.4.2).

"God is with us. Who will be against us?" Motto of the Vendée.

9.3 Reinforcements Placement

"We will know how to die, we will all die!" Robespierre, March 13th, 1793.

The players place the reinforcements using the following order:

  1. The Royalist player places the Coalition reinforcements (9.3.1)
  2. The Royalist player places the Catholic and Royal reinforcements (9.3.2)
  3. The Government places its reinforcements (9.3.3)

9.3.1 Coalition Reinforcements

During the reinforcement phase of the turn when war has been declared, the following allied armies are placed in border regions, as indicated on the map:

a) Cobourg's Austrian Army enters in Lille. b) Brunswick's Army enters in Metz. c) Wurmster's Austrian Army enters in Strasbourg.

After war has been declared and the Convention or Terror has been installed, place the following armies:

d) Sardinian Army enters Marseille and stays there. e) Spanish Armies: The first Spanish army enters Montpellier, the other enters Toulouse. They do not move. f) York's Army enters Lille and stays there.

After war has been declared and the Convention or the Terror has been installed, the following armies are additionally placed if Royalist player controls the indicated region(s):

g) English Mediterranean Fleet: If Marseille is controlled by the Royalist, this army lands in Marseille and stays there. Note: for game purposes, there is no difference between fleets and land armies h) Quiberon Army: If Brest and Nantes are controlled by the Royalist, this army lands either in Brest or in Nantes, and stays there. The Royalist player chooses the place of the landing.

In general, invading Coalition armies, on their first turn, are only placed and do not move, because they do not yet have military control of the area that they are in. They would be able to so move if there had already been a civil war and the next region in their path were under the military control of the Catholic Royal party. In addition, Coalition armies do not advance out of their area until the area is under friendly military control.

9.3.2 Catholic and Royal Reinforcements

Once the dissident clergy track (see 3.2.2.5) has reached level III, the Royalist player may raise Catholic and Royal armies for the remainder of the game (even if the track subsequently goes below level III). They may be placed in Chôlet, Nantes, or Angers (the three regions are collectively known as "the Vendée"). Additionally, one of the following personalities must be in the region where the army is to be placed: Charette, Chouan, Cathelineau, or Cadoudal.

9.3.3 Revolutionary Army Placement

The new revolutionary armies may be placed in any region not controlled by the Royalist, nor occupied by an enemy army, nor in revolt. If a regular army is destroyed, either as a combat result or because of a lack of maintenance, it cannot be rebuilt. There are some exceptions listed in the random events. The volunteer armies, raised by laws (see 13.5.2 and 13.5.3), may be rebuilt any number of times.

"No, we will not die; we will give death to all our enemies, and we will crush them!" Marat, March 13th, 1793.

9.4 Army Maintenance

"What constitutes a republic is the total destruction of everything opposed to it." Saint-Just, 8 Ventôse II (February 26th, 1794).

Cost: 100 assignats per army per game turn. Revolutionary armies (regular and volunteer) are maintained by the Government - the cost represents supply and ammunition.

If one or more armies cannot be maintained, they are removed from the map (start by removing volunteers); if one or more regular armies are not maintained and is thus eliminated, the Government is bankrupt (see 10.2.2.1). Catholic and Royal armies are maintained by the Royalist player. If they cannot be maintained, they are considered permanently eliminated from the game (exception: optional rule 15.1.1).

Allied armies and the Commune are always maintained at no cost.

9.5 Army Movement (and Coups)

"The armies are unshakable. Free men know only victory and scorn the dangers." 1st Correze Volunteer Battalion, February 28th, 1793.

If playing the Open Scenario only, coups may be attempted before any movement occurs. See 12.0.

The players move the armies using the same order as for the reinforcement placement:

  1. Allied armies
  2. Catholic and Royal armies
  3. Revolutionary armies

Note: Allied armies and Catholic and Royal armies are friendly to each other.

If several friendly armies are present in the same region, they are stacked together. This does not prevent them from moving separately to different regions. All movements must be executed before the first combat.

9.5.1 Pinning

If an Allied army and/or a Catholic and Royal army are present in the same region as any revolutionary armies, the Royalist player can prevent the revolutionary army from leaving the region by announcing at the start of the movement phase that they will have combat.

9.5.2 Allied Army Movement

The allied armies move along the arrows printed on the map (see the errata at 3.2.1). They will not leave an area unless they have taken control of the region (see 9.7.1). Allied armies and Catholic and Royal armies can usually move one region per turn. However, they can move through any number of contiguous Royalist or Coalition controlled regions so long as they do not encounter any revolutionary armies or non-Royalist revolts.

The armies move as follows:

a) Cobourg's Austrian Army: The military objectives are: -> Amiens -> Paris -> Orléans -> Rouen. b) Brunswick's Army: Its objective is Paris. c) Wurmster's Austrian Army: Its military objectives are: -> Dijon -> Paris -> then Lyon through Dijon. d) Sardinian Army: Does not move, stays in Marseille. e) Spanish Armies: Do not move, they stay in Montpellier and Toulouse. f) York's Army: Does not move, stays in Lille. g) English Mediterranean Fleet: Does not move, stays in Marseille. h) Quiberon Army: If other friendly armies control Paris, the Quiberon Army moves towards Paris, through Nantes -> Angers -> Tours -> Orléans.

9.5.3 Catholic and Royal Army Movement

Catholic and Royal armies are normally restricted to the Vendée (the regions Angers, Chôlet, and Nantes). The only way they can move out is if they are accompanied by a Royalist general (namely, Charette, Cathelineau, Cadoudal or Chouan), and the armies can then move in the same way as Allied armies (see 9.5.2). The Royalist decides where the armies shall move. The general(s) move with the armies during Military Movement. Note that being a general accompanying an army is the only way that Personalities can move from region to region during a game turn.

9.5.4 Revolutionary Army Movement

The revolutionary armies (regular and volunteer) are moved by the Government. They can move through any number of regions, provided they encounter no enemy army. As soon as a revolutionary army enters Paris, if the Commune of Paris is raised, the Government states whether the army will suppress the Commune or not by putting the army counter in the Paris box (indicating suppression) or in the Paris region (see 3.2.1). See 9.9.1 for Government suppression of the Commune. If the Government does not state anything, it is assumed that the army does not suppress the Commune.

9.6 Combat

"We have to stun like Lightning, and strike like Thunder!" Carnot, February 1794.

A single combat roll represents the skirmishes, marches, countermarches and set-piece battles that occur in a six-month period (a game turn), as well as the generals' more or less brilliant maneuvers.

Combat occurs automatically when two enemy forces are present in the same region (unless Catholic and Royal armies hide in the Vendée, see 9.8). The Government rolls for the revolutionary armies and the Royalist rolls for all other armies. The attacker is the side with more armies and rolls the dice (in case of a tie, the revolutionary armies are considered the attacker). After seeing the die result, the attacker may increase or decrease the value of the roll by 1 for each army they have in excess of the defender (in case of a tie, no modifier is possible). Note that this is a modifier to the die roll, not to fame.

Cross-reference the die result with the 13-14 column (always) on the Action Resolution Table:

  • "A": one defending army eliminated
  • "B": no effect
  • "C": one attacking army eliminated.

When multiple armies are stacked together and must take a loss, the controlling player (either the Government or the Royalist) decides which army is eliminated. If after combat there are still armies of both sides present in the region, nothing further happens in that region - no further combats, the armies cannot move again, and control of the region will not change (see 9.7).

9.6.1 Royalist Spoils

If a Catholic and Royal army eliminates all enemy armies in a region without any Allied armies, the Royalist's fame is immediately adjusted by +1.

9.7 Military Control of a Region

"Tell the Coalition powers that only one thread holds the steel that hangs above the head of the Tyrant's son, and that, if they advance one more step, he will be the first victim of the People." Billaud-Varenne, September 5th, 1793.

A region is under military control by the last side which had one or more unopposed armies in the region (i. e., there are no enemy armies in the same region). The control marker(s) can be changed at the end of the military phase. Since armies cannot move through enemy-controlled regions (see 9.5), in practice this means that each army can, at most, change the control of a region adjacent to a region their side controlled at the start of the Military Phase.

9.7.1 Royalist and Coalition Control

Allied armies, if left unopposed at the end of the Military Phase, remove any previous non-Royalist control marker in a region and replace it with a Coalition control marker. Catholic and Royal Armies do the same to non-Coalition markers and place a Royalist control marker. Thus, a region can be controlled by Catholic and Royal armies and Allied armies at the same time. In this case, the region has both a Royalist control marker and a Coalition control marker.

Military control of a region by the Royalist implies political control by this Current. However, military control by the Government does not imply political control (i. e., any Current can control a region when it is militarily controlled by Revolutionary Armies).

Only the Royalist can attempt an action in a region controlled by the Coalition. In this case, a +2 bonus applies. He can attempt to control such a region only through revolt. Royalist revolts can occur even if the Allied army still occupies the region, and even if this is Paris. This is the only way a revolt can occur in Paris.

(Editor's note in the source: Despite that the rule says that no action may be undertaken by anyone other than the Royalist in a Coalition-controlled region, the rule means to say that no regional action may be undertaken in such a region. Other actions such as arrests or convincing a personality are still permitted.)

If Paris is militarily conquered by the Royalist or by the Coalition, the Government decides where the new capital will be located. So long as Paris is under Royalist/Allied control, the Commune of Paris can no longer be raised, and during the random events phase the Commune segment is skipped.

"Long live the Nation!" The Army of lawyers, shoe-makers and tailors in Valmy, September 20th, 1792.

9.7.2 Revolutionary Control

Any revolutionary army left unopposed in a region under Coalition control at the end of the Military Phase removes the Coalition control marker (leaving any Royalist control marker, if present). Similarly, any unopposed revolutionary army may put down a revolt in its region and removes the revolt marker (note that this does not constitute succeeding in a Government objective to suppress a revolt; that requires a Regional Action. See 6.4.1).

9.8 Military Vendée

"War at the borders is but a child's game, compared with war against the Chouans." Klebert, 1793.

Waging war in a country they know like the backs of their hands, and being helped by the population, the Catholic and Royal (not Allied) armies have the following benefits:

Any Catholic and Royal army led by a Royalist general (i. e., Charette, Cathelineau, Cadoudal or Chouan) can avoid combat in a region of the military Vendée (Angers, Chôlet, and Nantes). If they do so, however, any Royalist control marker in that region is removed, and any revolutionary armies in that region are considered unopposed. Similarly, the Catholic and Royal army is not considered "active" for purposes of determining civil war (see 9.2.3). Note that a Catholic and Royal army cannot pin revolutionary armies and then avoid combat (see 9.5.1).

"The Vendée does not exist anymore. I have crushed the children under horse feet, and slaughtered women. I have no prisoners on my conscience. I have exterminated everything." General Westermann, December 23rd, 1793.

9.9 Armies and the Commune

"If you strike, you must also strike this people, which has started the Revolution on the fourteenth of July, and which has consolidated it on the tenth of August, and which will sustain it!" Tallien, August 31st, 1792.

9.9.1 Commune vs. Government

As soon as a revolutionary army enters Paris when the Commune is raised, the Government player must state whether the army intends to suppress the Commune (if nothing is declared, assume no suppression). As soon as a revolutionary army enters Paris to suppress the Commune, the Commune increases its unrest. Place the Commune marker in the "20" box of the track. The Government must resolve Combat and eliminate the Commune to suppress it. The regional political control is not modified.

9.9.2 Commune vs. Catholic and Royalist/Allied Armies

As soon as Catholic and Royalist and/or Allied armies enter the Paris region, the Commune raises and fights this army. If revolutionary armies are present, the Commune is allied to them. If the Revolution side takes losses, the Government player decides if the Commune is eliminated or if a revolutionary army is eliminated. Note: if the Commune is eliminated, it can be raised the following turn.

"I warn you: If I draw the sword out of its scabbard, I will put it back only when order is re-established." Napoleon Bonaparte, 13 Vendémiaire IV.

10.0 Interphase

10.1 Economy Adjustment

For every 1000 assignats (dropping fractions) spent during the turn, the Economy marker is adjusted by +1. This represents the creeping and then galloping inflation that plagued the French economy during the Revolution. Note: some laws or events can also adjust the Economy, see 13.0.

10.2 Income

"The food, necessary to Man, is as sacred as Life itself. Everything required to keep it belongs to the whole society. Only the surplus can be owned by individuals." Robespierre, December 2nd, 1792.

10.2.1 Currents' Income

Each Current receives the income value of all the regions it controls. The Royalist player does not receive income for Coalition-controlled regions. Additionally, the Royalist receives money from the Allies based on the Coalition Track (3.2.2.6):

  • Level I: The Royalist receives 50 assignats per game turn. Foreign peace.
  • Level II: The Royalist receives 150 assignats per game turn. Foreign peace.
  • Level III: The Royalist receives 100 assignats per game turn. Foreign war has broken out (9.2).

A Current has a minimum income, equal to 100 assignats, plus 50 assignats per Personality. Do not count dead Personalities, imprisoned Personalities (including Carnot if prisoner of war, see R.3.9.3 and others) and exiles such as La Fayette and Lameth (see random events for Convention). If a Personality has fled, because of a Personality Action (see 7.3.1.2 and 7.3.2), he is still counted.

Minimum income: 100 + (# Personalities) x 50

10.2.2 Government's Income

At the end of the turn, the Government gives all its money to the bank (not the spent assignats box!). Then, the Government receives 2500 assignats, minus the income from the regions currently in revolt, or controlled by the Coalition, or currently occupied by an unopposed Catholic & Royal army.

The Government's minimum income is 500 assignats.

10.2.2.1 Bankruptcy

If, prior to the end of the turn, the Government is unable to finance an action (a law that has just been passed by the National Assembly, or maintenance of a regular army), the Government is bankrupt. The Current controlling the Government has its fame immediately adjusted by -5, and the Government's fame is immediately adjusted by -2. Only one bankruptcy per game turn is possible.

10.3 Fame Adjustment

The players check the completion of each Current's objectives (6.4). The successful Currents have their fames adjusted by +1, the unsuccessful Currents have their fames adjusted by -1. If the Government has failed to achieve its objective, both the Government fame and the controlling Current's fame are adjusted by -1. If the Government has achieved its objective, its fame is adjusted by +1, but not the controlling Current's. A change in Current controlling Government causes the Government objective to be ignored for the turn. Note that the objective will have been accomplished earlier in the turn, and the effects need not necessarily still be in place - but the adjustment happens at the end of the turn.

11.0 King Louis XVI

"I do not bow before a section of the People, no more than I bend before a King's court. I do not bend my brow as a despicable courtier in front of the sovereign's influence which is around me. My Lord is the whole nation!" Lasource, 1792.

Louis XVI is a special Personality. He can neither leave Paris voluntarily, nor execute any action other than 7.5.2.2. During the Legislative, he can favor the Royalist or the Feuillant, depending on which Current controls him.

He can switch side from one Current to the other just like any other Personality. At the start of the game, Louis XVI is Feuillant.

11.1 The King's Powers: Veto and the Royal Prerogative (Legislative)

"When the King enters the Assembly room, all members will stand, their heads uncovered." Decree of October 5th, 1791.

Louis XVI has some powers during the Legislative.

  • the King has a special action (see 7.5.2.2).
  • the Current that controls him can veto any anti-privilege law (see 13.2). In this case, the Commune marker is adjusted by +3, and the Dissident Clergy marker is adjusted by -3.
  • the same applies to the anti-clergy laws (see 13.3), except that in addition to Commune +3 and Clergy -3 the Current that controls the King loses 2 fame points.
  • if a vote in the National Assembly is tied, the Current controlling Louis XVI decides whether the law passes or not.
  • he can free imprisoned Royalists or Feuillants if the Current which controls him opts to.

11.2 The King Deposed (All Other Regimes)

When the regime changes from Legislative to Convention or Terror, the King is imprisoned in the Prison du Temple. He can be tried by the National Assembly (see 11.4), and will stay in prison until kidnapped (11.3) or executed (11.4).

"We no longer wish to reign in innocence." Saint-Just, November 13th, 1792

11.3 Kidnapping the King

"I would be so happy if, someday, I could be again in a position to prove to all this scum that I was not fooled by them!" Marie-Antoinette to Fersen, September 7th, 1791

If there are ever unopposed Allied and/or Catholic and Royal armies in Paris, the Royalist can immediately attempt to kidnap the King. She rolls on the Action Resolution Table using her fame. Only one roll is allowed. The cost is 200 assignats during the Legislative, and free in all other regimes. An "A" or "B" result is a success.

If the attempt succeeds, the King is permanently controlled by the Royalist, and cannot switch side to the Feuillant unless he is captured back. The King may leave Paris if accompanied by an Allied army or by a Catholic & Royal army, or he can stay in Paris. If the kidnapping attempt fails ("C" result), or if the Royalist does not immediately attempt to kidnap the King, Louis XVI is automatically moved to the region where the provisional capital is located (see 9.7.1). If this region is subsequently conquered by the Royalist side, another kidnapping may be attempted.

11.3.1 Recapturing the King

If the armies escorting the King are destroyed, he is imprisoned once more and his trial automatically occurs next turn (see 11.4). In this case, the "Guilty" result has a +4 bonus, that is, the number of Deputies who vote "Guilty" is modified by +4.

11.4 The Trial of Louis XVI

"I say it reluctantly, but Louis must die, because the Fatherland must live!" Robespierre, December 3rd, 1792.

Louis XVI is imprisoned as soon as the political regime switches from Legislative to Convention or Terror. He stays in prison during any following regime.

Proposing that the King be tried is the same as proposing a law (see 7.5.2.3). This law can be proposed only during a provisional political Regime, namely: Convention, Terror or Thermidor (HS) and Wrath, Mercy, and Prairial (OS). The deputies in the Assembly always vote on the King's guilt as though it, itself, were a law (Government breaks ties). The Feuillant must vote innocent. If a majority find the King guilty, he is executed and the following adjustments immediately occur:

  • Coalition marker: +5
  • Dissident Clergy marker: +5
  • Sans-Culotte's fame: +3
  • Mountain's fame: +3
  • Gironde's fame: -2
  • Feuillant's fame: -2

"The kings used to harass Virtue in the reign of darkness; we judge the kings before the whole universe!" Saint-Just, December 27th, 1792.

If Louis XVI is not sentenced to death, he remains in prison and the following adjustments immediately occur:

  • Coalition marker: -5
  • Dissident Clergy marker: -5
  • Sans-Culotte's fame: -3
  • Mountain's fame: -3
  • Gironde's fame: +2
  • Feuillant's fame: +2

If the King is not guilty, he can be tried again during some political regimes. The following restrictions are superseded if Louis XVI has been "kidnapped" by the Royalist, and then recaptured; in such cases, a new trial automatically occurs the next turn with a +4 bonus for Death, no matter which political regime is installed.

  • Convention: the trial cannot be proposed if it has occurred already.
  • Terror (HS) or Wrath and Prairial (OS): The Government can propose the trial again as many times as it wishes.
  • Thermidor (HS) or Mercy (HS): the Government can propose a second trial the following turn(s) only if the Government voted "guilty" in the first trial. If so, the Government's Current must start by proposing the law and having it voted. If the law is not voted, a new attempt can occur next turn. But if the trial is voted and results in no execution, there will be no third or subsequent trial.

12.0 Coups

(Open Scenario Only)

A Coup is a risky operation for the Current attempting it, because it puts Personalities in jeopardy and the probability of a success is low. Yet, this is an interesting gamble that enables the Current to grab power or to install a new regime.

Three types of coups exist: limited coups, popular coups, and military coups. A coup is attempted at the start of the Movement segment of the military phase (see 9.5). Depending on the political regime in effect, only some Political Currents can attempt a coup. At least one Personality must be present to execute the coup. Another Personality of the same Current may help to increase the probability of success. A coup is not an action as described in 7.0. Therefore, the same Personality may execute an action (such as raising the Commune of Paris) and then attempt a coup on the same turn. Note: the cost of the coup can be paid only once; the Current is allowed only one dice roll.

12.1 Popular Coup (cost: 200 assignats)

A popular coup attempts to change the regime. The description of the regime indicates what coups are possible and by whom. At least one Personality belonging to the Current attempting the Coup must be in Paris, and the Commune must be raised. The Current controlling the Commune (if there is one) must give permission for the coup attempt. The coup is resolved on the Action Resolution Table with the Current's fame. The Coup is successful with an "A" result.

The fame is modified by +2 for each additional Personality taking part in the Coup. The other Currents, except the Current controlling the Government, can choose to apply a -1 fame penalty, provided they have at least one Personality in Paris. The eligible Currents must immediately declare their reaction, in game order, without any negotiation.

Limitation: only one Popular Coup can occur during a game turn.

12.1.1 Popular Coup Failure

"By fleeing, I would have admitted I were guilty." Vergniaud, June 2nd, 1793

If the Coup fails, the Personalities that took part are under arrest. Their Current becomes outlawed. If they had been officially present in the Government (i. e., their deputies not hidden), their deputies are expelled from the assembly and the Current is no longer officially present in the government (note that this allows the Current to start revolts; see 7.4.2). Note that some regimes allow some Currents (often Marais) to suffer reduced effects of a failed coup. The Commune marker is adjusted by -3.

12.1.2 Popular Coup Success

The regime is changed as indicated in the description of the regime. The Commune marker is adjusted by +3.

12.2 The "Limited" Popular Coup (cost: 100 assignats)

The Limited Coup is resolved with the same procedure as the Popular Coup (12.1), except for the following:

  • the cost is lower,
  • there is no need for the Commune to be raised,
  • the effects are less drastic in both success and failure.

The purpose of a Limited Coup is not to install a new regime, but to seize power; it is possible only during the Legislative (HS), the First Republic or the Directorate (OS), and only the Currents listed in the Government section of the political regime can attempt a Limited Coup. Only one Limited Coup can occur per turn; moreover no Limited Coup can be attempted if a Popular or Military Coup has been attempted during the same game turn. Limited Coups occur after Justice and just before Critiques of the Government. (Limited Coups being an essentially parliamentary activity).

12.2.1 Limited Coup Failure

The Personalities that took part in the attempt become outlaws and are arrested. The Current's fame is adjusted by -1, and it is outlawed until the end of the next turn. Then the Current is again officially present in the National Assembly. However, the imprisoned Personalities are still outlawed and imprisoned.

12.2.2 Limited Coup Success

The Current now controls the Government, and its fame marker is adjusted by +1. The Current expelled from power has its fame adjusted by -1, but it is still officially present in the National Assembly (it is not outlawed).

12.3 Military Coup (cost: 200 assignats)

Limitation: only one Military Coup may be attempted during a single turn; If a Popular Coup has been attempted, no Military Coup is allowed during the same turn.

"Avenge Liberty by slaughtering the tyrants! Men of the Gironde, arise! Strike our Mariuses with Terror." Vergniaud, letter from June 7th, 1793.

12.3.1 Rally Attempt

The Current must have at least one non-outlaw Personality stacked with a revolutionary army (the following Personalities can never attempt a military coup: Marat (Mtn), Chaumette (Scu), Hébert (Scu), and Roux (Scu)). This army must be able to reach Paris in the upcoming movement phase. The Personality will attempt to rally the army to his cause.

The Current must get an "A" or "B" result to rally the army. There is a +2 fame bonus for each non-outlawed Personality in excess of the first. If more than one army is present in the region, the Current can attempt to rally several armies, with a -2 fame penalty per army in excess of one. No more than 3 armies can be rallied. If the rally attempt fails, nothing happens.

If the rally attempt succeeds, the involved Personalities are immediately outlawed. The armies rallied are rebel armies, and the Personalities involved in the Coup must stay with it.

12.3.2 Rebel Army Movement

The rebel army moves before any other army, and marches upon Paris. This army is enemy to any Allied or Catholic and Royal army, except if the Coup is being attempted by the Royalist Current. If the rebel army did not begin the movement phase in the Paris region, the Government may move one or more other revolutionary armies to intercept the rebel army and prevent the Coup. These intercepting armies must be adjacent to the Paris region. Note also that the Allied armies and the Catholic & Royal armies may prevent revolutionary armies from leaving their region (see 9.5.1).

12.3.3 Coup Resolution

The Commune is immediately raised (as neutral) when the rebel army enters Paris. For the Coup to succeed, the rebel army must control Paris this turn, and win a combat over any other army present in Paris as well as over the Commune. As an exception to the general rule, the combat is resolved at the end of the intercepting armies' movement.

12.3.3.1 Military Coup Failure

If the Coup fails, the army immediately becomes loyal, and the Personalities that took part in the Coup are under arrest. Their Current becomes outlawed. If they had been officially present in the Government (i. e., their deputies not hidden), their deputies are expelled from the assembly and the Current is no longer officially present in the government (note that this allows the Current to start revolts; see 7.4.2). Note that some regimes allow some Currents (often Marais) to suffer reduced effects of a failed coup. The rebel army cannot be moved again this turn. The Commune marker is adjusted by +5.

12.3.3.2 Military Coup Success

The regime is changed as indicated in the description of the regime. The Commune marker is adjusted by -5.

13.0 Laws

The cost of the laws represents the expenses to the government that occur when the law is put in effect. The Government is bankrupt if the law cannot be put in effect (see 10.2.2.1). Most laws adjust markers on tracks. Any law can be proposed multiple times per turn except for "Procès du roi" which can be proposed only once. Also note the proviso that Declaration de Guerre, Patrie en Danger and Conscription can be accepted only once. Presumably they may be accepted a second time after peace has been restored. (Editorial remarks in the source.)

13.1 Economy Laws (cost: variable)

These laws lower the Economy marker, so often the Economy level is lowered as well. The Government has to pay the cost before the marker is lowered, however, with the doubling or tripling still in effect. Example: the Economy marker is in the "17" box (i.e., level III). A Current pays 150 assignats (3 times 50) and proposes the law Freedom of Prices and Rents. This law is passed. The Government has to pay 450 assignats (3 times 150), and then the Economy marker is adjusted to the "10" box, that is, level II. If the Government cannot pay, it is bankrupt, and the marker stays in box "17".

Note that fame adjustments caused by laws occur to whoever proposed the law in the first place - either the Government or a Current.

13.1.1 Maximum of Goods and Wages (cost 100 assignats)

  • Government's or Current's fame: -1
  • Economy marker: -5
  • Commune of Paris: +3

"The only thing the Assembly can do about Food is to state that it must do nothing." Roland, November 19th, 1792.

13.1.2 Freedom of Prices and Rents (cost: 150 assignats)

  • Government's or Current's fame: -2
  • Economy marker: -7
  • Commune of Paris: +3

13.1.3 Assignats Containment (cost: 100 assignats)

  • Government's or Current's fame: -1
  • Economy marker: -4
  • Commune of Paris: +2

13.2 Anti-Privilege Laws (cost: variable)

The Feuillant cannot propose these laws. During the Legislative, Louis XVI can veto these laws (see 11.1). In this case, the Commune marker is adjusted by +3, and the Dissident Clergy marker is adjusted by -3. These laws cannot be proposed during Thermidor or the Directorate.

13.2.1 Anti-Emigrants Law (cost: 50 assignats)

  • Government's or Current's fame: +1
  • Coalition marker: +3
  • Dissident Clergy marker: +3
  • Commune of Paris: -3

"War to the Manorhouse, peace to the shack." Cambon, December 15th, 1792.

13.2.2 Confiscation of Goods (cost: 100 assignats)

  • Coalition marker: +4
  • Dissident Clergy marker: +2
  • Commune of Paris: -3

13.2.3 Safety & Abolition (cost: 50 assignats)

  • Government's or Current's fame: +1
  • Coalition marker: +2
  • Dissident Clergy marker: +2
  • Commune of Paris: -2

13.3 Anti-Clergy Laws (cost: variable)

During the Legislative, Louis XVI can veto these laws (see 11.1). If so, the Commune marker is adjusted by +3, the Dissident Clergy marker is adjusted by -3, and the Current that controls Louis XVI has its fame adjusted by -2. These laws cannot be proposed during Thermidor or the Directorate.

13.3.1 Suppression Of Usages (cost: 50 assignats)

  • Government's or Current's fame: +1
  • Coalition marker: +3
  • Commune of Paris: -3
  • Dissident Clergy marker: +3

"You have to save any precious things the ship of the Church contains, and throw the remainder into the sea." Thomas Lindet, constitutional bishop and member of the Convention, November 30th, 1792.

13.3.2 National Goods Sale (cost: 100 assignats)

  • Coalition marker: +2
  • Dissident Clergy marker: +4
  • Commune of Paris: -3

13.3.3 Freedom of Religion (cost: 50 assignats)

  • Government's or Current's fame: +1
  • Coalition marker: +2
  • Dissident Clergy marker: +2
  • Commune of Paris: -2

13.4 Civic Laws (cost: 50 assignats)

  • Government's or Current's fame: +1

There is no one specific civic law, there are dozens of them. For example, the law allowing divorce, the law abolishing slavery in the West Indies, the creation of a Natural History Museum, the new Metric System, the new Republican Calendar, the vote for women (this last did not pass), etc.

"This is the time where France has been regenerated, where the Love of Freedom is a victorious conqueror, is this not the time to propose a new calendar?" Lalande in the Moniteur, May 17th, 1790.

13.5 Military Laws (cost: variable)

13.5.1 Declaration of War (cost: 100 assignats)

France declares war on the European Powers Allied against the Revolution; depending on the current regime, some or all Allied armies (9.1.2) will be placed during the following reinforcement phase (see 9.3.1).

  • Government's or Current's fame: +1
  • Coalition marker: raise to 20
  • Dissident Clergy marker: +3

"I also want war, but in accordance to the Nation's interest: let us tame our enemies from within, and then we will march against our enemies from without, if such enemies still exist..." Robespierre, December 18th, 1791.

"We will be serene only when Europe, the whole Europe, is aflame." Brissot, November 26th, 1792.

13.5.2 Conscription (cost: 100 assignats)

This law can only be proposed during a state of foreign or civil war. When this law is passed, the Government receives one volunteer revolutionary army per turn during the reinforcement phase (9.3.3), until the end of the foreign or civil war - whichever happens last. This law is in effect at the start of the next military phase. Conscription cannot be passed again until it has ended due to peace.

  • Coalition marker: +5

"Remember the Roman Legions that followed Caesar." Marat, October 25th, 1790.

13.5.3 Levée en Masse (cost: 200 assignats)

This law cannot be proposed during the Legislative. This law provides 3 additional revolutionary armies during the following reinforcement phase (9.3.3). Only one Levy in Mass is allowed per game turn.

  • Government's or Current's fame: -1
  • Dissident Clergy marker: +3

"It is not the alarm-cannon that you hear: it is the pas-de-charge against our enemies. To conquer them, to hurl them back we need to dare, and again to dare, and without end to dare!" Danton, September 2nd, 1792.

13.6 Fatherland in Danger (cost: 100 assignats)

"Everyone's strength and goods are at the society's disposal." Rabaut-Saint-Etienne, January 23rd, 1793.

This law can be proposed only if Paris is threatened, that is if an Allied army or a Catholic & Royal army is in or adjacent to Paris. This law allows the Currents to give money to the Government (which in other times is forbidden). From now on, each time a new law is proposed by the Government, the officially present Currents have their fames adjusted by -1 if they opposed the law (either by voting against, or giving a penalty to the law's passage). The law is in effect until the foreign war ends (if prompted by an Allied army) or the civil war ends (if prompted by a Catholic and Royal army).

13.7 Trial of Louis XVI (cost: no cost)

"I look for judges among you, and I only see prosecutors." de Sèze, Louis XVI's lawyer, December 26th, 1792.

The law can only be proposed after Louis XVI is imprisoned (when the Legislative is replaced by the Convention or the Terror). This law is a special one; it costs no assignats, and the vote is held in the National Assembly. There are also preconditions for proposing the law again. See 11.4.

13.8 Outlawing Factions (cost: 100 assignats)

When a Personality is declared outlaw, he is immediately arrested if he is in Paris. If he is located in Paris in a subsequent turn, he is not automatically arrested but there is a +5 bonus to the Government to arrest him.

13.8.1 Outlawing the Hébertists

During the Terror (HS) or Wrath (OS) only, the Government can propose to outlaw the Hébertists (Hébert and Chaumette).

13.8.2 Outlawing the Merciful

During the Terror only, the Government can propose to outlaw the "Merciful" (Danton and Desmoulins).

13.8.3 Outlawing the Terrorists

During Thermidor (HS) or the Directorate (OS) only, the Government can propose to outlaw the "Terrorists" (Barère, Billaud-Varennes and Collot d'Herbois).

"All the factious must die in a single blow." Robespierre, 25 Ventôse II (March 15th, 1794).

14.0 Victory

The winner is determined by a three-step process at the end of 8 game turns. This is assuming that the Royalist Current has not won prematurely by installing the Vendémiaire; see R.11.

14.1 Victory Points

Each Current tallies its Victory Points (VPs), with the following values:

14.1.1 Royalist

  • 5 VPs for kidnapping the King
  • 5 VPs for controlling Paris
  • 1 VP per fame point
  • 1 VP per controlled region
  • 1 VP per region controlled by the Coalition (note that the last two are cumulative - a region under joint Royalist and Coalition control is worth 2 VPs)

14.1.2 Feuillant

  • 5 VPs for controlling Paris
  • 5 VPs if the political regime is still Legislative
  • 1 VP per fame point
  • 1 VP per controlled region
  • 1 VP per Deputy

14.1.3 Marais

  • 1 VP per fame point
  • 1 VP per controlled region
  • 1 VP per Deputy

14.1.4 Gironde

  • 5 VP for controlling Paris
  • 5 VP if the political regime is Convention (HS) or Federal First Republic (OS)
  • 1 VP per fame point
  • 1 VP per controlled region
  • 1 VP per Deputy

14.1.5 Montagne

  • 5 VP for controlling Paris
  • 5 VP if the political regime is Terror (HS), or Prairial/First Republic, One & Indivisible (OS)
  • 5 VP if the King has been guillotined or 1 VP per Deputy, whichever is greater
  • 1 VP per fame point
  • 1 VP per controlled region

14.1.6 Sans-Culotte

  • 5 VP for controlling Paris
  • 5 VP if the Commune of Paris is raised
  • 5 VP if the political regime is Terror (HS), or Wrath, Prairial or the First Republic, One & Indivisible (OS).
  • 5 VP if the King has been guillotined or 1 VP per Deputy, whichever is greater
  • 1 VP per fame point
  • 1 VP per controlled region

14.2 Type of Regime

14.2.1 Divine Right Monarchy?

If the Royalist has 25 VPs or more, the Divine Right Monarchy is reinstalled and the Royalist is the winner.

14.2.2 Reactionary vs. Revolutionary

Otherwise, the relative strength of Revolution and Reaction is determined by consulting the following table for each Current, except the Royalist. This gives either a majority for Revolution, or a majority for Reaction.

CurrentLess than 25 VP25 or more VP
FeuillantRevolutionReaction
MaraisRevolutionReaction
GirondeReactionRevolution
MontagneReactionRevolution
Sans-CulotteReactionRevolution

14.3 The Winner

The current Political Regime is taken into account to determine the winner. The explanation of which regime continues in effect or is installed has no bearing on the outcome, it is merely historical context.

14.3.1 Legislative

Reaction: The Feuillant or the Marais is the winner, depending on who has the most VPs (Feuillant wins tie). The Legislative is still in effect.

Revolution: The Gironde is the winner. The Legislative is still in effect.

14.3.2 Convention (HS) and Federal First Republic (OS)

Reaction: The Marais is the winner. The current Political Regime is still in effect.

Revolution: The Gironde or the Montagne is the winner, depending on who has the most VPs (Montagne wins tie). A Gironde win means the Federal First Republic is installed or continues; a Montagne win means the Terror is installed.

14.3.3 Terror (HS) and Mercy, Wrath, Prairial or First Republic, One & Indivisible (OS)

Reaction: The Marais is the winner. The Directorate is installed.

Revolution: The Montagne or the Sans-Culotte is the winner, depending on who has the most VPs (Montagne wins tie). The First Republic, One & Indivisible is installed or continues.

14.3.4 Thermidor

Reaction: The Feuillant or the Marais is the winner, depending on who has the most VPs (Feuillant wins tie). If the Feuillant is the winner, a constitutional monarchy is installed; if the Marais wins, the Directorate is installed or continues.

Revolution: The Gironde is the winner.

14.3.5 Directorate (OS)

Reaction: The Feuillant or the Marais is the winner, depending on who has the most VPs (Feuillant wins tie). If the Feuillant is the winner, a constitutional monarchy is installed; if the Marais wins, the Directorate is installed or continues.

Revolution: The Gironde or the Montagne is the winner, depending on who has more VPs (Gironde wins tie). If the Montagne wins, consult 15.4 as though the Terror had been in place to determine the ranking of the other Currents.

14.4 The Also-Rans

Once the winner is determined, the other Currents are ordered as shown on the table below (rank given for each Current, 2 = best of the others, 6 = worst).

For the Open Scenario (OS) political regimes:

  • Federal First Republic: use Convention
  • Mercy, Wrath, Prairial, First Republic One & Indivisible: use Terror
  • Directorate: use Thermidor
WinnerRegimeRoyalistFeuillantMaraisGirondeMontagneSans-Culotte
RoyalistAll-56666
FeuillantLegislative3-2456
FeuillantThermidor3-2465

Example: At the end of the game, the Political Regime is Thermidor. Each Current tallies its VPs.

  • Royalist: 13 VPs (fame 10 + 3 controlled regions). The Royalist player has not reached his automatic victory level (25 VPs), so the victory determination continues.
  • Feuillant: 15 VP (fame 9 + 4 regions + 2 Deputies)
  • Marais: 25 VP (fame 15 + 4 regions + 6 Deputies)
  • Gironde: 23 VP (fame 12 + 6 regions + 5 Deputies)
  • Mountain: 21 VP (fame 11 + 5 regions + 5 for Louis executed)
  • Sans-Culotte: 27 VP (fame 15 + 5 for Paris controlled + 5 for Louis executed + 2 regions)

The relative strength of Revolution vs. Reaction is checked: Revolution has 2 Currents (Feuillant less than 25, and Sans-Culotte more than 25), Reaction has 3 (Marais equal to 25, Gironde less than 25 and Mountain less than 25). Reaction has the edge over Revolution.

A Reactionary Thermidor means that the winner is either the Feuillant or the Marais, depending on their respective VP totals. The Marais has more VPs than the Feuillant, so the Marais is the winner. The other Currents are in the following order: Feuillant (2), Gironde (3), Mountain (4), Sans-Culotte (5) and Royalist (6).

15.0 Optional Rules

15.1 Army Return

15.1.1 Catholic and Royal Army Return

"I fight in the King's name, for the King and for Monarchy." Charette, 1793.

If one or more Catholic & Royal armies have been eliminated, they can be brought back into the game. At the very start of the Military Phase, the Royalist player rolls one die (regardless of how many armies have been eliminated). If a "6" is rolled, one previously eliminated army becomes available, and the Royalist can place it on the map during this Reinforcement phase or a subsequent one subject to the normal restrictions (see 9.3.2).

15.1.2 Austrian and Brunswick's Armies' Return

Same as 15.1.1 above, except that this rule applies to destroyed Austrian (Wurmser and Cobourg's armies) and Brunswick's armies. The Royalist player rolls twice: once for both Austrian armies, and once for Brunswick.

15.2 Games with Fewer than 6 Players

15.2.1 Five-Player Game

Marais is not played, and its Personalities never appear in the game. The Marais is automated.

15.2.1.1 Automated Regional Action Phase

The Marais can control regions, is involved during the Turn Order Phase and the Regional Action Phase. Each game turn, the Marais attempts to control new regions by a "plot". If a region is currently in revolt or controlled by the Coalition, the Marais cannot affect it.

When the Marais has to play its Regional Action Phase (during its normal turn order, 6.3), a player rolls two dice. The result is:

  • 2: No new region is controlled
  • 3: Cahors is neutral
  • 4: Tours is controlled by the Gironde
  • 5: Limoges is controlled, and Angoulême is neutral
  • 6: Montpellier is controlled, and Toulouse is neutral
  • 7: Nevers and Nîmes are both controlled
  • 8: Lyon and Limoges are both controlled
  • 9: Lille is controlled, Cahors and Nîmes are neutral
  • 10: Nîmes and Montpellier are controlled, and Tours is neutral
  • 11: Lyon and Marseille are controlled, and Nevers is neutral
  • 12: Paris and Marseille are controlled, and Angoulême is neutral

Note: If an above result causes a Marais-controlled region to turn neutral, ignore that part of the result. A region only goes neutral if it had been controlled by a Current other than the Marais.

15.2.1.2 Persuading Automated Deputies

Any attempt to cause Marais deputies to switch side suffers a -4 penalty (Marais deputies are elected as normal).

15.2.1.3 Changes to Laws

The Current that controls the Government can propose two laws during the Convention (HS) and the First Republic (OS). If the "Fatherland in Danger" law is in effect, the Marais gives half its income to the Government.

15.2.1.4 Automated Voting

Each time a vote is held (for a law or for a trial), roll a die to know the Marais' vote.

  • 1-2: votes with the Government
  • 3-4: abstains
  • 5-6: votes against the Government

Die modifier: +1 during Terror (HS) or Wrath and Prairial (OS) on a vote to outlaw the Merciful.

15.2.1.5 Changes in Government

During Thermidor (HS), the Feuillant automatically controls the Government; during Directorate (OS), Marais is replaced by the Feuillant.

15.2.1.6 Automated Fame Adjustment

During the Fame Adjustment phase, roll on the 13-14 column of the Action Result Table:

  • "A": the Marais' fame is adjusted by +1.
  • "B": nothing
  • "C": the Marais' fame is adjusted by -1.

15.2.2 Four-Player Game

The Marais is controlled by the game system, exactly as 15.3.1. The Mountain and the Sans-Culotte are played by the same player. They get the following Personalities: Danton, Robespierre, Saint-Just, Marat and Hébert.

The other Mountain and Sans-Culotte Personalities do not appear in the game. When checking for victory, the player can choose to apply either the Mountain criteria, or the Sans-Culotte criteria.

15.3 Ever-So-Slightly More Fair Euro-ish Variant

(proposed by the gamers of HSGC/NYNA)

During action resolution, reverse the normal fame adjustments, so that:

  • a double "1" immediately adjusts the fame by +1
  • a double "6" immediately adjusts the fame by -1

That way, a player must choose between a superior result and fame.

R.0 Compendium of Political Regimes

"Citizen, you want a Revolution without Revolution?" Robespierre, December 5th, 1792.

The various Political Regimes, either historical or hypothetical, are described in the following rules. Some of them are rarely seen in play. The succession of regimes is generally in accordance with History, that is: Legislative -> Convention -> Terror -> Thermidor -> Directorate. When a Political Regime is replaced by another, everything concerning the old regime is cancelled, unless specified otherwise. For example, the outlaw Currents are no longer outlaw except if the new regime outlaws them.

The first four regimes (Legislative, Convention, Terror and Thermidor) are the only regimes used in the Historical Scenario (HS, see 4.1). The remaining regimes are only used in the Open Scenario (OS).

R.1.0 Legislative

This regime is the achievement of the '89 Revolution; the King and the People were united at last to give birth to the first democratic constitution in France. But it was only a façade; because there were two clergies, the first one "constitutional", the other one "dissident" and faithful to Rome. Their mutual opposition led to a break between the pious King Louis XVI and the French People...

"To form the National Legislative Assembly, the active citizen will meet every other year in primary assemblies in each town or county." Constitution of September 3rd and 14th, 1791.

R.1.1 Entering the Legislative

The game begins in the Legislative. Once left, it will not come back during the game.

R.1.1.1 Upon Installing the Legislative

N/A. See game setup.

R.1.2 Legislative Government

The Government is controlled by the Feuillant or the Gironde.

R.1.2.1 Currents Officially Present in the Legislative

Gironde, Marais and Feuillant are officially present in the National Assembly and may propose laws. Royalist, Mountain and Sans-Culotte are not officially present in the National Assembly (they can start revolts).

R.1.3 Passing Laws in the Legislative

(proposed by the Government, 1-3 laws, no cost) (proposed by the Currents, up to 1 per Current, 50 assignats)

One vote, and absolute majority is required; each Current has one ballot per Deputy. In case of a tie, the King breaks the tie subject to the decision of the Current that controls him (Feuillant or Royalist).

R.1.4 Legislative Law & Order

R.1.4.1 Legislative Outlaws

The following Personalities are arrestable (but not outlaws): Marat (Mtn), Chaumette (Scu), Hébert (Scu), Roux (Scu), Cadoudal (Roy), Cathelineau (Roy), Charette (Roy) and Chouan (Roy).

R.1.4.2 Legislative Justice

Each Current votes on the guilt of each prisoner, with one ballot per Deputy present in the National Assembly. The votes can be "Guilty" (Personality remains in prison) or "Innocent" (Personality is freed), nobody can abstain. This is an open vote. Majority rule decides the verdict. In case of a tie, the matter is decided by the Current that controls the King (Feuillant or Royalist). This Current can also free imprisoned Royalist or Feuillant Personalities.

R.1.5 Legislative Criticisms of the Government

Each game turn, the Political Currents present in the National Assembly openly criticize the Government's actions. Then, a vote of confidence is held. Each one votes "Confidence", "Disapproval" or "Abstention". The abstentions are not tallied, only "Confidence" and "Disapproval". If there is an absolute majority of disapproval, the Government is toppled, the opposite Political Current (Feuillant/Gironde) grabs power and controls the Government.

Note: if the opposite Current is outlawed (for example, it has attempted a coup which resulted in a failure), the vote of confidence is not held.

R.1.6 Legislative Elections

Elections are held during turn 4 and turn 8 (every two years) at the very beginning of the Political Phase (see 7.5.1).

Right Wing:

  • the Feuillant has 1 Deputy per controlled region.

Center:

  • the Marais has 1 Deputy per controlled or neutral region +1 Deputy for every two regions controlled by the Royalist (round down).
  • the Royalist has 1 Deputy for every two controlled regions (round up); these Deputies are hidden among the Marais.

Left Wing:

  • the Gironde has 1 Deputy per controlled region +1 Deputy for every two regions controlled by the Mountain (round down);
  • the Mountain has 1 Deputy for every two controlled regions (round up) +1 Deputy for every two regions controlled by the Sans-Culotte (round down); these Deputies are hidden among the Gironde.
  • the Sans-Culotte has 1 Deputy for every two controlled regions (round up); these Deputies are hidden among the Gironde.

R.1.7 Legislative Coups

R.1.7.1 Legislative Limited Coups (see 12.2)

R.1.7.1.1 Feuillant

The Feuillant can attempt a limited coup to grab power if the Government is controlled by the Gironde. In case of a success, the Feuillant controls the Government. In case of a failure, the involved Personalities are imprisoned in the Prison du Temple, and the Feuillant is outlawed until the end of the next turn.

R.1.7.1.2 Gironde

The Gironde can attempt a limited coup against the Feuillant if they have previously executed a successful coup against the Gironde (see R.1.7.1.1 above), or if the Commune of Paris is currently at Level III.

R.1.7.2 Legislative Popular Coups (see 12.1)

R.1.7.2.1 Gironde: Legislative -> Convention

The Gironde can attempt a popular coup. In case of a success, the Gironde can choose either to control the Government while still under the Legislative, or to install the Convention. The latter choice is allowed only if the Commune of Paris is raised, and if the marker at level II (Commune controlled by Sans-Culotte) or level III (Commune controlled by Sans-Culotte, Montagne or Gironde). In case of a failure, the Gironde will suffer adverse effects similar to those for the limited coup in R1.7.1 above (it will be outlawed for one full turn only).

R.1.7.3 Legislative Military Coups (see 12.3)

R.1.7.3.1 Gironde: Legislative -> Convention

The Gironde can attempt a military coup. If successful, they can install the Convention.

R.1.8 Leaving the Legislative

R.1.8.1 Legislative -> Convention

The Convention can be installed after a popular (R.1.7.2.1) or military (R.1.7.3.1) coup by the Gironde. Also, the Convention can be installed at the start of the Political Phase (7.5.1) by the Current controlling the Commune if the following two criteria are met:

  • The Commune has been raised by the Gironde, Montagne, or Sans-Culotte; AND
  • A Royalist and Catholic army is in Paris; or an Allied army is in or adjacent to Paris; or 12+ regions are controlled by the Royalist and the Coalition (a region controlled by both the Royalist and the Coalition counts twice).

R.1.8.2 Legislative -> Terror

The Terror can be installed at the start of the Political Phase (7.5.1) by the Current controlling the Commune if the following two criteria are met:

  • The Commune has been raised by the Sans-Culotte (when the Commune level is II or III) or the Montagne (Commune level III); AND
  • A Royalist and Catholic army is in Paris; or an Allied army is in or adjacent to Paris; or 12+ regions are controlled by the Royalist and the Coalition (a region controlled by both the Royalist and the Coalition counts twice).

"Anyone proposing the reestablishment of a King or royal power in France, using this name or any other, will be sentenced to death." Buzot, December 4th, 1792.

R.2.0 Convention

This political regime introduced the Republic, and was the result of the mistakes of Louis XVI, and of the provocation caused by Brunswick's Manifesto - which triggered an intense reaction in Paris. The Gironde thought they would prevail and install their "real" Federal Republic, but the turn of the events decided otherwise. It was intended to be a provisional government.

"Together, the Middle-Class and the People have made the Revolution, only together can they preserve it." Pétion, February 6th, 1792.

R.2.1 Entering the Convention

The Convention can be brought about by a Gironde coup (see R.1.7.1 and R.1.7.3) or by the controller of the Commune when Paris is threatened (see R.1.8).

R.2.1.1 Upon Installing the Convention

When the Convention begins, if the Government's fame is less than 10 it is adjusted to 10. King Louis XVI is immediately imprisoned. The Dissident Clergy and Coalition markers are immediately adjusted by +3. Note that additional Allied armies may be placed in the following reinforcement phase; see 9.3.1. An election will follow the installation of the Convention; see R.2.6.

R.2.2 Convention Government

The Gironde control the Government.

R.2.2.1 Currents Officially Present in the Convention

The Gironde, Marais, and Montagne are officially present in the Government and may propose laws. The Royalist, Feuillant, and Sans-Culotte are not, and may start revolts.

R.2.3 Passing Laws in the Convention

(proposed by the Currents only, 1 per Current, 50 assignats)

Roll two dice, and cross-reference with the Current's fame, using the following modifiers:

  • the Marais can choose any bonus or penalty from +2 to -2 (including 0).
  • the Current that controls the Commune can choose any bonus or penalty from +3 to -3.
  • each other Current officially present can choose any bonus or penalty from +1 to -1

Result: "A" or "B" the law is passed; "C" the law is rejected, and the proposing Current's fame is adjusted by -1.

Note: no Deputies can switch side.

R.2.4 Convention Law & Order

R.2.4.1 Convention Outlaws

The Royalist and the Feuillant are outlawed and arrestable (+5 to Government arrests in Paris), and the following Personalities are arrestable: Marat (Mtn), Chaumette (Scu), Hébert (Scu) and Roux (Scu).

R.2.4.2 Convention Justice

For every imprisoned Royalist Personality, the Government rolls two dice and cross-references them with its fame:

  • "A" or "B": to the guillotine;
  • "C": stays in prison.

All other arrested Personalities:

  • "A" or "B": stays in prison;
  • "C": released.

See 11.4 for the trial of Louis XVI.

R.2.5 Convention Criticisms of the Government

None.

R.2.6 Convention Elections

An election is held when the Convention is first installed and then 4 turns thereafter (2 years).

  • the Royalist Current has no Deputies.

Right Wing:

  • the Gironde has 1 Deputy per controlled region +1 Deputy for every two regions controlled by the Feuillant (round down).

Center:

  • the Marais has 1 Deputy per controlled or neutral region +1 Deputy for every two regions controlled by the Royalist (round up):
  • the Feuillant has 1 Deputy for every two controlled regions (round up); these deputies are hidden among the Marais.

Left Wing:

  • Mountain has 1 Deputy per controlled region +1 Deputy for every two regions controlled by the Royalist (round down);
  • the Sans-Culotte has 1 Deputy per controlled region; these deputies are hidden among the Mountain.

"The Convention is an assembly of philosophers who are preparing the world's happiness." Manuel, 1793.

R.2.7 Convention Coups

R.2.7.1 Convention Limited Coups

None.

R.2.7.2 Convention Popular Coups (see 12.1)

R.2.7.2.1 Montagne: Convention -> Terror/Mercy

The Mountain can attempt a popular coup against the Government to install the Terror (if France is in a state of foreign and civil war) or the Mercy (if France is in a state of foreign or civil peace). The Commune must be raised and its marker must be at level I or higher if controlled by the Sans-Culotte, or at level II or III if controlled by the Mountain.

If the coup is a success, the Terror or the Mercy (depending on the circumstances) is installed; the effects of the new regime are applied immediately. In case of a failure, the Mountain is outlaw, etc.

R.2.7.3 Convention Military Coups (see 12.3)

R.2.7.3.1 Montagne: Convention -> Terror/Mercy

As in R.2.7.2, above, except that the Commune need not be raised.

R.2.8 Leaving the Convention

R.2.8.1 Convention -> Terror

By Mountain popular (R.2.7.2) or military (R.2.7.3) coup, see above.

Alternately, if France is in a state of both civil and foreign war, the controller of the Commune can install the Terror at the start of the next political phase. The Commune marker must be at level II or higher if controlled by the Sans-Culotte, or at level III if controlled by the Montagne.

R.2.8.2 Convention -> Mercy (OS)

As in R.2.8.1 above (including the coup options), except that the controller of the Commune can install the Mercy if France is in a state of foreign or civil peace.

R.2.8.3 Convention -> Federal First Republic (OS)

If France is in a state of foreign or civil peace and the Commune is either controlled by the Gironde or not raised, the Gironde may propose a Constitutional Referendum at the start of the next Political Action Phase.

"In the Convention, there is one party where people have extreme opinions, and whose feeble resources will lead to Anarchy; there is another party, with smart, subtle, and especially very ambitious people." Couthon, 1792.

R.2.8.3.1 The Convention's Constitutional Referendum

A referendum is required to install the Federal First Republic. Usually, a referendum is successful because of the huge abstention rate. Each Current votes "Yes", "No" or "Abstain". The number of ballots is equal to the number of controlled regions. The vote is open, and the game order is used. The Current controlling the Government always votes yes. If the number of "No" votes is 13 or less, the new Constitution is adopted and the Federal First Republic is immediately installed.

Note: the regions where there is a revolt, an Allied army or a Catholic & Royal army do not take part in the vote. Paris, however, always votes.

R.3.0 Terror

This regime was installed to deal with the problem of war, both civil and foreign. This regime mixed "terror" and "public virtue". But the tide of the events led the Committee of Public Safety to increasingly desperate actions, until the day when its political enemies would be too many ... and it all ended in Thermidor.

"What Marat was saying was excellent, but nobody was listening to him. Do you really have to be dead to be right? Let the Terror be the order of the day!" Royer, August 30th, 1793.

R.3.1 Entering the Terror

The Legislative and Mercy can lead to the Terror when Paris is threatened if the controller of the Commune wishes under certain conditions. Similarly, the Convention can lead to the terror during foreign and civil war if the Commune wishes it (see R.2.8.1). Under the Convention, Mercy, and Federal First Republic a Montagne coup can start the Terror. Finally, a Marais coup during the Federal First Republic can install the Terror.

R.3.1.1 Upon Installing the Terror

When the Terror begins, if the Government's fame is less than 10 it is adjusted to 10. King Louis XVI is immediately imprisoned. All imprisoned Montagne Personalities are freed. The Dissident Clergy and Coalition markers are immediately adjusted by +3. Note that additional Allied armies may be placed in the following reinforcement phase; see 9.3.1.

Put a revolt marker in each region controlled by the Gironde. All Gironde deputies are removed from the national assembly.

R.3.2 Terror Government

The Montagne control the Government.

R.3.2.1 Currents Officially Present in the Terror

The Marais and the Montagne are officially present; the Royalist, Feuillant, Gironde, and Sans-Culotte are not and may start revolts.

R.3.3 Passing Laws in the Terror

(proposed by the Government only, 3 maximum, no cost)

Roll two dice, and cross-reference with the Government's fame, using the following modifiers:

  • The Marais can choose any bonus or penalty from +2 to -2 (including 0)
  • The Current that controls the Commune can choose any bonus or penalty from +3 to -3 (including 0)
  • each other Current officially present can choose a +1 bonus or a -1 penalty (including 0).

Result: "A" or "B" the law is passed; "C" the law is rejected and the Government's fame is adjusted by -1. Note that when the Terror has failed two attempts at passing laws, the regime may change at the Marais' discretion; see R.3.8.

Note: no deputies can switch side.

R.3.4 Terror Law & Order

R.3.4.1 Terror Outlaws

The Royalist, Feuillant and Gironde are outlaw and arrestable (+5 to Government arrests in Paris), and Roux (Scu) is arrestable.

R.3.4.2 Terror Justice

For each imprisoned Personality, the Government rolls two dice and cross-references them with its fame:

  • "A" or "B": to the guillotine;
  • "C": stays in prison.

"The Tree of Liberty would not grow, were it not watered by the blood of the kings." Barère, January 17th, 1793.

R.3.5 Terror Criticisms of the Government

None.

R.3.6 Terror Elections

If the Terror follows the Convention, there is no election immediately; the old election schedule of the Convention is kept (i.e., 4 turns after the Convention was established). If the Terror follows the Federal First Republic or the Legislative, hold new elections immediately and 4 turns thereafter.

Elections in Terror follow the same procedure as the Convention (see R.2.6). The right wing is empty, the center is the Marais (with hidden Feuillant), and the left wing is the Montagne (with hidden Sans-Culotte).

R.3.7 Terror Coups

R.3.7.1 Terror Limited Coups (see 12.2)

None.

R.3.7.2 Terror Popular Coups (see 12.1)

R.3.7.2.1 Marais: Terror -> Mercy

The Marais can attempt a popular coup against the Government to install Mercy if France is in a state of foreign or civil peace, so long as the Merciful have not been outlawed (see 13.8.2). The Commune must be raised by the Sans-Culottes and its marker must be at level III.

If the coup is a success, the Mercy is installed; the effects of the new regime are applied immediately. In case of a failure, use the limited coup rules for the Marais; the plotters are placed in the Prison du Temple and the Current is outlawed until the end of the next turn (see 12.2.1).

R.3.7.2.2 Sans-Culotte: Terror -> Wrath

The Sans-Culotte can attempt a popular coup against the Government to install Wrath if France is in a state of foreign and civil war, so long as the Hébertists have not been outlawed (see 13.8.1). The Commune must be raised by the Sans-Culotte and at level III.

If the coup is a success, Wrath is installed; the effects of the new regime are applied immediately. In case of a failure, the Commune becomes neutral in addition to other consequences of a failed coup (Sans-Culotte is outlawed, etc.)

R.3.7.3 Terror Military Coups (see 12.3)

R.3.7.3.1 Marais: Terror -> Mercy

The Marais can attempt a military coup against the Government to install Mercy if France is in a state of foreign or civil peace. If the coup is a success, the Mercy is installed; the effects of the new regime are applied immediately. In case of a failure, use the limited coup rules for the Marais; the plotters are placed in the Prison du Temple and the Current is outlawed until the end of the next turn (see 12.2.1).

R.3.8 Leaving the Terror

R.3.8.1 Terror -> Thermidor

Once two laws have been rejected, not necessarily during the same turn (take in account the laws rejected during Wrath, if this regime has been in effect), the Marais may install Thermidor immediately after the second law has been rejected.

Note: if the Marais player does not want to install Thermidor this turn, they must wait until another law is rejected to be allowed to install Thermidor.

R.3.8.2 Terror -> Wrath

By Sans-Culotte popular coup (R.3.7.2.2), above. Otherwise, to install Wrath, there are four requirements:

  • The Hébertists cannot have been outlawed (13.8.1); AND
  • France must be in a state of foreign and civil war; AND
  • the Commune of Paris is controlled by the Sans-Culotte and its marker is at level II or III; AND
  • the Economy marker is at level III, OR a Catholic & Royal or Allied army is in the Paris region (without controlling the city), OR if 10 or more regions are in Revolt and/or controlled by the Royalist or the Coalition.

If these four conditions are fulfilled, the Sans-Culotte may install Wrath at the start of the next Political Action Phase.

R.3.8.3 Terror -> Mercy

By Marais popular (R.3.7.2.1) or military (R.3.7.3.1) coup, above. Otherwise, to install Mercy, there are four requirements:

  • The Merciful cannot have been outlawed (13.8.2); AND
  • France is in a state of foreign or civil peace; AND
  • the Commune of Paris is not raised; AND
  • no Catholic & Royal army or Allied army is adjacent to Paris or within Paris.

If these four conditions are fulfilled, the Marais may install Mercy at the start of the next Political Action Phase.

R.3.8.4 Terror -> First Republic, One & Indivisible

There are two conditions to proposing the First Republic, One & Indivisible:

  • France is in a state of foreign or civil peace; AND
  • the Commune of Paris is controlled by the Montagne.

If both conditions apply, the Mountain may propose a Constitutional Referendum to install the First Republic One & Indivisible at the start of the next Political Action Phase.

"No, we have not failed, I swear it upon the toppled throne and upon the raising Republic..." Robespierre, November 5th, 1792.

R.3.8.4.1 The Terror's Constitutional Referendum

A referendum is required to install the First Republic, One & Indivisible. Usually, a referendum is successful because of the huge abstention rate. Each Current votes "Yes", "No" or "Abstain". The number of ballots is equal to the number of controlled regions. The vote is open, and the game order is used. The Current controlling the Government always votes yes. If the number of "No" votes is 13 or less, the new Constitution is adopted and the First Republic, One & Indivisible is immediately installed.

Note: the regions where there is a revolt, an Allied army or a Catholic & Royal army do not take part in the vote. Paris, however, always votes.

R.3.9 Special Rules Under the Terror

R.3.9.1 Terrorist Bonus

The Government gets a +2 fame bonus to execute "Suppress a revolt" or "Arrest" in the regions where at least one "terrorist" Personality is located (Billaud-Varenne, Collot d'Herbois, Barère).

R.3.9.2 Mountain Lawmakers

Robespierre and Saint-Just can each give the Government a +2 bonus for passing a law if they are in Paris and not outlawed. This bonus cannot be cumulative.

R.3.9.3 Carnot as a General

If not outlawed and the Marais agrees, Carnot can be sent to command one or more armies; in this case, he cannot attempt any action this turn. He must be placed with one or more revolutionary armies and will move with them as they move. His command capability enables the Government to use an additional +1 or -1 modifier to the die roll (applied after the roll, just like the bonus for having more armies) when a battle is resolved. If all revolutionary armies are eliminated during the battle, there is a one in two chance that Carnot is captured (he will be released when the foreign peace is concluded).

R.4.0 Thermidor

This provisional regime ended the Terror, by removing Robespierre - against whom the Marais and the Sans-Culottes had some grievances and some reasons to seek vengeance - after the end of Hébert, Danton and their friends.

"Death to the tyrants!" Tallien to Robespierre, 9 Thermidor II (July 27th, 1794).

R.4.1 Entering the Thermidor

The Marais can establish the Thermidor after two laws fail to pass under the Terror and/or Wrath. The Marais can also establish the Thermidor with a coup during the Wrath or First Republic, One and Indivisible.

R.4.1.1 Upon Installing the Thermidor

When the Thermidor begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.4.4.1) in Paris are immediately arrested; release any previously jailed Feuillant, Marais and Gironde Personalities.

"As I have already said, none but the dead do not come back." Barère, 16 Messidor II (July 4th, 1794).

R.4.2 Thermidor Government

The Government is controlled by the Marais.

R.4.2.1 Currents Officially Present in the Thermidor

The Marais, the Feuillant and the Gironde are officially present in the National Assembly. The Royalist, the Mountain and the Sans-Culotte are not officially present in the National Assembly (they can start revolts).

R.4.3 Passing Laws in the Thermidor

(proposed by the Government only, 3 maximum, no cost)

One vote, and the absolute majority is required; each Current has one ballot per Deputy.

Note: Deputies can switch side.

R.4.4 Thermidor Law & Order

R.4.4.1 Thermidor Outlaws

The Mountain or the Sans-Culotte is outlawed and arrestable (depending on which Current was controlling the Government previously) as well as the Royalist (+5 to Government arrests in Paris); previously outlawed Currents are no longer outlawed. The following Personalities are also arrestable: Marat (Mtn), Chaumette (Scu), Hébert (Scu) and Roux (Scu).

R.4.4.2 Thermidor Justice

For each outlaw Personality currently imprisoned, the Government rolls the dice and uses its fame:

  • "A" or "B": to the guillotine;
  • "C": stays in prison.

Other Personalities:

  • "A" or "B": stays in prison;
  • "C": released.

R.4.5 Thermidor Criticisms of the Government

None.

R.4.6 Thermidor Elections

Two different things may happen, depending on the previous regime. If Thermidor follows Terror or Wrath, the National Assembly is not dissolved. New elections will be held according to the original schedule, that is, 4 turns after the previous elections. If Thermidor follows the First Republic, One & Indivisible, new elections are held using the same procedure as during Convention (see R.2.6), and the next ones will be held 4 turns later.

The Deputies from Mountain or Sans-Culotte (the Current that was outlawed when Thermidor was installed) are put aside; the Gironde Deputies return to the National Assembly (take those who were put aside).

There are no Royalist deputies. The right wing is the Feuillant, the center the Marais, and the Left Wing the Gironde (plus hidden Sans-Culotte or Montagne, depending).

R.4.7 Thermidor Coups

R.4.7.1 Thermidor Limited Coups

None.

R.4.7.2 Thermidor Popular Coups (see 12.1)

R.4.7.2.1 Montagne: Thermidor -> Prairial

The Commune must be controlled by the Montagne and its marker must be at level III. France must be in foreign or civil war. If the coup is a success, Prairial is installed; the effects of the new regime are applied immediately. In case of a failure, Mountain does not control the Commune anymore (the Commune is neutral), and is outlawed, the plotters are placed in the Prison du Temple, etc.

R.4.7.2.2 Sans-Culotte: Thermidor -> Prairial

Same as R.4.7.2.1 above, except with the Sans-Culotte instead of the Montagne.

R.4.7.3 Thermidor Military Coups (see 12.3)

None.

R.4.8 Leaving the Thermidor

R.4.8.1 Thermidor -> Directorate

At the very end of the turn, there is automatically a Constitutional Referendum to establish the Directorate. If it succeeds, the Directorate is installed at the beginning of the next turn's Political Phase (7.5.1). If it fails, there is another Referendum next turn.

R.4.8.1.1 Thermidor Constitutional Referendum

A referendum is required to install the Directorate. Usually, a referendum is successful because of the huge abstention rate. Each Current votes "Yes", "No" or "Abstain". The number of ballots is equal to the number of controlled regions. The vote is open, and the game order is used. The Current controlling the Government always votes yes. If the number of "No" votes is 13 or less, the new Constitution is adopted and the Directorate will be installed at the beginning of the next Political Phase.

Note: the regions where there is a revolt, an Allied army or a Catholic & Royal army do not take part in the vote. Paris, however, always votes.

R.4.8.2 Thermidor -> Prairial

By Montagne (R.5.7.2.1) or Sans-Culotte (R.5.7.2.2) popular coup. (Cross-references as printed in the source.)

R.5.0 Wrath

This political regime is an "all-out Terror", which could have followed the Mountain Terror if the Sans-Culotte and Hébertist leaders had not been eliminated by Danton and Robespierre.

"There must be bread, because where there is no bread, there is no law, no freedom, no Republic." Roux, February 12th, 1793.

R.5.1 Entering Wrath

The Sans-Culotte can establish the Wrath during the Terror under two conditions: a coup, or by controlling the Commune under very specific conditions (see R.3.8.2).

R.5.1.1 Upon Installing Wrath

When the Wrath begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.5.4.1) in Paris are immediately arrested; release any previously jailed Sans-Culotte Personalities. Marat switches side to Sans-Culotte (but can be switched back by the Montagne). The Gironde and Mountain Deputies are withdrawn from the National Assembly (and put aside); the Sans-Culottes Deputies return to the National Assembly if they have been put aside. The Dissident Clergy and Coalition markers are adjusted by +3.

R.5.2 Wrath Government

The Government is controlled by the Sans-Culotte.

R.5.2.1 Currents Officially Present in Wrath

The Marais and the Sans-Culotte are officially present in the National Assembly. The Royalist, the Feuillant, the Gironde and Mountain are not officially present in the National Assembly (they can start revolts), and they all are outlawed.

R.5.3 Passing Laws in Wrath

(proposed by the Government only, 3 maximum, no cost)

Roll two dice, and cross-reference with the Government's fame, using the following modifiers:

  • The Marais can choose any bonus or penalty from +2 to -2 range (including 0).
  • The Current that controls the Commune can choose any bonus or penalty from +3 to -3 (including 0).
  • each other Current officially present can choose a +1 bonus or a -1 penalty (including 0).

Result: "A" or "B" the law is passed; "C" the law is rejected, and the Government's fame is adjusted by -1. Note that when Wrath has failed two attempts at passing laws, the regime may change to Thermidor if the Marais wishes; see R.5.8.1.

Note: no deputies can switch side.

R.5.4 Wrath Law & Order

R.5.4.1 Wrath Outlaws

The Royalist, the Feuillant, the Gironde and Mountain are all outlawed and arrestable (+5 to Government arrest in Paris).

R.5.4.2 Wrath Justice

For each imprisoned Personality, the Government rolls two dice and cross-reference them with its fame:

  • "A" or "B": to the guillotine;
  • "C": stays in prison.

"You will show my head to the people; it is worth showing." Danton, to the Headsman, 16 Germinal II (April 5th, 1794).

R.5.5 Wrath Criticisms of the Government

None.

R.5.6 Wrath Elections

New elections are held 4 turns after the last elections, and use the same procedure as during Convention (R.2.6). The right wing is empty, the center is the Marais (with hidden Feuillant), and the left wing is the Sans-Culotte.

R.5.7 Wrath Coups

R.5.7.1 Wrath Limited Coups

None.

R.5.7.2 Wrath Popular Coups (see 12.1)

R.5.7.2.1 Marais: Wrath -> Thermidor

The Commune must be controlled by the Mountain and its marker must be at level II or III. In case of a success, Thermidor is installed; the effects of the new regime are applied immediately. In case of a failure, the Marais is outlawed; the plotters are placed in the Prison du Temple... etc.

R.5.7.3 Wrath Military Coups (see 12.3)

R.5.7.3.1 Marais: Wrath -> Thermidor

As normal.

R.5.8 Leaving Wrath

R.5.8.1 Wrath -> Thermidor

By Marais popular (R.5.7.2.1) or military (R.5.7.3.1) coup, above. Otherwise; once two laws have been rejected, not necessarily during the same turn (do not take in account the laws rejected during Terror, if this regime has been in effect), the Marais may install Thermidor immediately after the second law has been rejected.

Note: if the Marais player does not want to install Thermidor this turn, they must wait until another law is rejected to be allowed to install Thermidor.

R.5.8.2 Wrath -> First Republic, One & Indivisible

If France is in a state of foreign or civil peace, the Sans-Culotte may propose a Constitutional Referendum to install the First Republic, One & Indivisible (Sans-Culotte version) at the start of the next Political Action Phase (7.5.1).

R.5.8.2.1 Wrath Constitutional Referendum

A referendum is required to install the First Republic, One & Indivisible. Usually, a referendum is successful because of the huge abstention rate. Each Current votes "Yes", "No" or "Abstain". The number of ballots is equal to the number of controlled regions. The vote is open, and the game order is used. The Current controlling the Government always votes yes. If the number of "No" votes is 13 or less, the new Constitution is adopted and the First Republic, One & Indivisible is installed immediately.

Note: the regions where there is a revolt, an Allied army or a Catholic & Royal army do not take part in the vote. Paris, however, always votes.

R.5.9 Special Rules Under Wrath

R.5.9.1 Terrorists and Excessive Bonus

The Government gets a +2 fame bonus to execute "Suppress a revolt" or "Arrest" in the regions where at least one "terrorist" (Billaud-Varenne, Collot d'Herbois, Barère) or "excessive" (Hébert, Chaumette) Personality is located.

R.5.9.2 Sans-Culotte Lawmakers

Hébert and Chaumette can each give the Government a +2 bonus for passing a law if they are in Paris. This bonus cannot be cumulative.

R.5.9.3 Carnot as a General

If not outlawed and the Marais agrees, Carnot can be sent to command one or more armies; in this case, he cannot attempt any action this turn. He must be placed with one or more revolutionary armies and will move with them as they move. His command capability enables the Government to use an additional +1 or -1 modifier to the die roll (applied after the roll, just like the bonus for having more armies) when a battle is resolved. If all revolutionary armies are eliminated during the battle, there is a one in two chance that Carnot is captured (he will be released when the foreign peace is concluded).

R.6.0 Mercy

This political regime is a moderate Terror, which could have followed the Mountain Terror; it did not occur, because Danton and Camille Desmoulins were eliminated by Robespierre.

"I ask for saving the blood of men." Danton, 2 Frimaire II (November 22nd, 1793).

R.6.1 Entering Mercy

A Montagne coup can install Mercy in the Terror, Convention, or Federal First Republic. A Marais coup can install Mercy in the Terror or Federal First Republic; the Marais can also install Mercy during the Terror if there is peace. The controller of the Commune can also install Mercy under the Convention.

R.6.1.1 Upon Installing Mercy

When the Mercy begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.6.4.1) in Paris are immediately arrested; release any jailed previous outlaws and any Personalities of the current Government's Current. Danton and Desmoulins switch side to Marais (but can be switched back by the Montagne). Put back any Gironde deputies in the assembly that were put aside.

R.6.2 Mercy Government

The Government is controlled by the Mountain or the Marais.

R.6.2.1 Currents Officially Present in Mercy

The Marais, the Gironde, the Montagne are officially present in the National Assembly; the Royalist, the Feuillant and the Sans-Culotte are not (they can start revolts).

R.6.3 Passing Laws in Mercy

(proposed by the Government only, 3 maximum, no cost)

Roll two dice, and cross-reference with the Government's fame, using the following modifiers:

  • the Marais can choose any bonus or penalty from +2 to -2 (including 0).
  • the Current that controls the Commune can choose any bonus or penalty from +3 to -3 (including 0).
  • each other Current officially present can choose any bonus or penalty from +1 to -1 (including 0)

Result: "A" or "B" the law is passed; "C" the law is rejected, and the Government's fame is adjusted by -1.

Note: no deputies can switch side.

R.6.4 Mercy Law & Order

R.6.4.1 Mercy Outlaws

The Royalist is outlawed and arrestable (+5 bonus for Government arrest in Paris), and the following Personalities are arrestable: Marat (Mtn), Chaumette (Scu), Hébert (Scu) and Roux (Scu).

R.6.4.2 Mercy Justice

For each outlaw Personality currently imprisoned, the Government rolls the dice and uses its fame:

  • "A" or "B": to the guillotine;
  • "C": stays in prison.

Other Personalities:

  • "A": to the guillotine;
  • "B": stays in prison;
  • "C": released.

"By slaughtering Marie-Antoinette, you raise her!" Mme de Staël, October 1793.

R.6.5 Mercy Criticisms of the Government

Each game turn, the Political Currents present in the National Assembly openly criticize the Government's actions. Then, a vote of confidence is held. Each one votes "Confidence", "Disapproval" or "Abstention". The abstentions are not tallied. If there is an absolute majority of disapproval, the Government is toppled; the opposite Political Current (Mountain or Marais) grabs power and controls the Government.

Note: if the opposite Current is outlawed (for example, it has attempted a coup which resulted in a failure), the vote of confidence is not held.

R.6.6 Mercy Elections

R.6.6.1 Mercy Elections Following the Convention or the Terror

No new elections are held immediately - keep to the schedule established by the previous regime (i.e., 4 turns after the previous elections). Use the procedure for elections under the Convention in R.2.6.

R.6.6.2 Mercy Elections Following the First Republic

New elections are held at the beginning of the Political Phase and 4 turns thereafter. Use the procedure for elections under the Convention in R.2.6.

R.6.7 Mercy Coups

R.6.7.1 Mercy Limited Coups

None.

R.6.7.2 Mercy Popular Coups (see 12.1)

R.6.7.2.1 Montagne: Mercy -> Terror

The Montagne can attempt a popular coup against a Marais Government to install the Terror. The Commune must be controlled by the Sans-Culotte or the Montagne and its marker must be at level III. In case of a success, the Terror is installed or reinstalled; the effects of the new regime are applied immediately. In case of a failure, the Commune becomes neutral, and the Montagne is outlawed; the plotters are placed in the Prison du Temple... etc.

R.6.7.3 Mercy Military Coups (see 12.3)

R.6.7.3.1 Marais: Mercy -> Directorate

The Marais can attempt a military coup against the Government (controlled either by the Mountain or by the Marais) to install the Directorate. If the Marais is controlling the Government, use a +2 bonus when rallying the army.

If the coup is successful, the Directorate is installed; the effects of the new regime are applied immediately. No Constitutional Referendum is necessary in this case. In case of a failure, use the rules of limited coups for the Marais; the plotters are placed in the Prison du Temple and the Current is only outlawed until the end of the next turn (12.2.1).

R.6.7.3.2 Montagne: Mercy -> Terror

The Montagne can attempt a military coup against the Marais Government to install the Terror.

In case of a success, the Terror is installed or reinstalled; the effects of the new regime are applied immediately. In case of a failure, the Commune becomes neutral if it had been controlled by the Montagne, and the Montagne is outlawed; the plotters are placed in the Prison du Temple... etc.

R.6.8 Leaving Mercy

R.6.8.1 Mercy -> Terror

By Montagne popular (R.6.7.2.1) or military (R.6.7.3.2) coup, above.

Otherwise, there are two conditions:

  • France is in a state of foreign and civil war;
  • The Commune of Paris is raised and its marker is at least level II if controlled by the Sans-Culotte or level III if controlled by the Montagne.

If both conditions apply, the player controlling the Commune of Paris can decide to install the Terror at the start of the next Political Action Phase.

R.6.8.2 Mercy -> Directorate

By Marais military coup (R.6.7.3.1), above. Otherwise; holding a Constitutional Referendum to establish the Directorate can happen if the Government wishes at the end of the turn under any of the following conditions:

  • The Commune is not raised and its marker is at level I;
  • France is in a state of foreign and civil peace;
  • Montagne has been outlawed because of a failed coup.
R.6.8.2.1 Mercy Constitutional Referendum

A referendum is required to install the Directorate. Usually, a referendum is successful because of the huge abstention rate. Each Current votes "Yes", "No" or "Abstain". The number of ballots is equal to the number of controlled regions. The vote is open, and the game order is used. The Current controlling the Government always votes yes. If the number of "No" votes is 13 or less, the new Constitution is adopted and the Directorate will be installed at the beginning of the next Political Phase.

Note: the regions where there is a revolt, an Allied army or a Catholic & Royal army do not take part in the vote. Paris, however, always votes.

R.6.9 Special Rules Under Mercy

R.6.9.1 Terrorists and Excessive Bonus

The Government gets a +2 fame bonus to execute "Suppress a revolt" or "Arrest" in the regions where at least one "terrorist" (Billaud-Varenne, Collot d'Herbois, Barère) or "excessive" (Hébert, Chaumette) Personality is located.

R.6.9.2 Mercy Lawmakers

Danton and Desmoulins can each give the Marais Government a +2 bonus for passing a law if they are in Paris. This applies only if they are not outlawed and their Current agrees.

R.6.9.3 Carnot as a General

If not outlawed and the Marais agrees, Carnot can be sent to command one or more armies; in this case, he cannot attempt any action this turn. He must be placed with one or more revolutionary armies and will move with them as they move. His command capability enables the Government to use an additional +1 or -1 modifier to the die roll (applied after the roll, just like the bonus for having more armies) when a battle is resolved. If all revolutionary armies are eliminated during the battle, there is a one in two chance that Carnot is captured (he will be released when the foreign peace is concluded).

R.7.0 Directorate

This political regime was installed after Thermidor, when a new constitution favoring the middle-class was enacted. Fearing the executive "Committees" and their effects, the power was given to five "Directors" chosen by the National Assembly. This difficult period saw many coups... until the last one, which put Bonaparte at the head of the state.

"The Rights of Man within the Society are Freedom, Equality, Safety and Property." First Article of the Declaration of the Rights and Duties of Man and Citizen, August 22nd, 1795.

R.7.1 Entering the Directorate

A Constitutional Referendum can install the Directorate under Mercy (if the Government wishes to propose it) or the Thermidor (automatically). A Marais military coup can start the Directorate under Mercy.

R.7.1.1 Upon Installing the Directorate

When the Directorate begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.7.4.1) in Paris are immediately arrested; release any jailed previous outlaws and any Personalities of the current Government's Current. Elections are held immediately upon entering the Directorate as per R.7.6.

R.7.2 Directorate Government

The Directorate Government is controlled by a partnership between the Marais and one of Feuillant, Gironde, or Montagne (if the Montagne was not outlawed in the previous regime). The Government is controlled by 2 Currents, to simulate the fact that the executive power was shared by five different "Directors" which caused many conflicts within the Government. This can be temporarily superseded by a limited coup; see R.7.7.1.

When entering the Directorate, the Marais' first partner is whichever Current (from among the eligible Currents) won the largest number of Deputies in the election. In case of a tie, the Marais decides from amongst the tied Currents.

R.7.2.1 Currents Officially Present in the Directorate

The Marais, Feuillant, and Gironde and Montagne (if the Montagne was not outlawed in the previous regime) are officially present in the National Assembly. The Royalist, Sans-Culotte, and the Montagne (if the Montagne were outlawed in the previous regime) are not and may start revolts.

R.7.2.2 Directorate Decision-Making

All Government decisions must be agreed upon by both Currents. If no agreement can be reached, both Currents roll a die, and the Current with the higher roll makes the final choice. Non-outlawed Currents not controlling the Government (Gironde and/or Feuillant and/or Montagne) can give a +2 bonus to either Current controlling the Government in turn order. Re-roll ties.

R.7.2.3 Directorate Government Objectives

Fame adjustments for government objectives are made to both Currents controlling the Government.

R.7.3 Passing Laws in the Directorate

(proposed by the Government, 3 maximum, no cost)

One vote, and the absolute majority is required; each Current has one ballot per Deputy.

Note: Deputies can switch side.

R.7.4 Directorate Law & Order

R.7.4.1 Directorate Outlaws

The Royalist is outlawed. If the Montagne was outlawed in the previous regime, it is still outlawed (+5 for Government arrests in Paris). The following Personalities are also arrestable: Marat (Mtn), Chaumette (Scu), Hébert (Scu) and Roux (Scu).

R.7.4.2 Directorate Justice

Each Current votes, with one ballot per Deputy present in the National Assembly. The votes can be "Guilty" or "Innocent", nobody can abstain. This is an open vote. The Personality is judged according to the absolute majority. In case of a tie, the matter is decided by the Government. If guilty, the Personality stays in prison; otherwise he is released.

R.7.5 Directorate Criticisms of the Government

Each game turn, the Political Currents present in the National Assembly openly criticize the Government's actions. Then, a vote of confidence is held. Each one votes "Confidence", "Disapproval" or "Abstention". If there is an absolute majority of disapproval, the Government is toppled.

The Marais is never removed from Government, but its partner must be replaced by one of the eligible Currents (Feuillant/Gironde/Mountain if not outlawed). The National Assembly votes again to determine the new partner; the old partner's deputies do not get a vote.

Note: if all other possible partners of the Marais are outlawed (for example, as a result of failed coups), the vote of confidence is not held.

R.7.6 Directorate Elections

Elections are held when the regime is installed, and then four game turns later (two years).

Right Wing:

  • The Feuillant has 1 Deputy per controlled region.

Center:

  • The Marais has 1 Deputy per controlled or neutral region +1 Deputy for every two regions controlled by the Mountain (round down);
  • The Royalist has 1 Deputy per controlled region +1 Deputy for every two regions controlled by the Sans-Culotte (round down); these deputies are hidden among the Marais.

Left Wing:

  • The Gironde has 1 Deputy per controlled region;
  • Mountain and the Sans-Culotte each have 1 Deputy for every two controlled regions (round up); their Deputies are hidden among the Gironde.

R.7.7 Directorate Coups

R.7.7.1 Directorate Limited Coups (see 12.2)

Note: in the Directorate, limited coups occur immediately prior to any Political Actions (7.5.2).

The Gironde, Feuillant, or Montagne (if not outlawed) can attempt a limited coup to grab sole power. In case of a success, the Current now controls the Government, alone, for one turn (subsequently, the Current shares the power with the Marais normally). In case of a failure the involved Personalities are under arrest, and they are placed in the Prison du Temple, and the Current is outlawed until the end of the next turn (only).

R.7.7.2 Directorate Popular Coups (see 12.1)

R.7.7.2.1 Montagne: Directorate -> Prairial

The Commune must be controlled by the Montagne and its marker must be at level III. If the coup is a success, Prairial is installed; the effects of the new regime are applied immediately. In case of a failure, the Mountain is outlawed, etc.

R.7.7.2.2 Sans-Culotte: Directorate -> Prairial

The Commune must be controlled by the Sans-Culotte and its marker must be at level II or higher. If the coup is a success, Prairial is installed; the effects of the new regime are applied immediately. In case of a failure, the Sans-Culotte is outlawed, etc.

R.7.7.2.3 Royalist: Directorate -> Vendémiaire

The Commune must be controlled by the Royalist (see special rule R.7.9.1) and it must be at level II or III.

If the coup is a success, Vendémiaire is installed; the effects of the new regime are applied immediately. In this case, it means that the game ends prematurely and the Royalist wins. In case of a failure, the Royalist is outlaw... etc.

Note: The Royalist is allowed only one coup attempt for the entire duration of the Directorate.

R.7.7.3 Directorate Military Coups (see 12.3)

R.7.7.3.1 Montagne: Directorate -> Prairial

If not outlawed, the Montagne can attempt a military coup. If the coup is a success, Prairial is installed; the effects of the new regime are applied immediately (see XI-C4). In case of failure, the Montagne is outlawed, etc.

R.7.8 Leaving the Directorate

Only by coup. See R.7.7 above.

R.7.9 Special Rules Under the Directorate

R.7.9.1 Royalist and the Commune

The Royalist may raise and suppress the Commune at a -4 penalty.

R.7.9.2 The Two-Headed Directorate

Government decision-making is done by consensus between the Marais and a partner; see R.7.2.

R.8.0 Prairial

Also known as the "Second Terror". This is a provisional government, typically lasting one turn. The uprising was meant to reinstall the Terror after the Directorate, which had excluded the People from the National Assembly. But this plot was discovered, and it failed...

R.8.1 Entering Prairial

The Montagne or Sans-Culotte can install Prairial with a coup under the Thermidor or the Directorate.

R.8.1.1 Upon Installing Prairial

When the Prairial begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.8.4.1) in Paris are immediately arrested; release any previously jailed Government Personalities. Set aside all Feuillant, Marais, and Gironde deputies. Put back any previously set aside Montagne and Sans-Culotte deputies. The Dissident Clergy and Coalition markers are adjusted by +3.

R.8.2 Prairial Government

The Government is controlled by the Montagne or the Sans-Culotte, depending on who performed the coup.

R.8.2.1 Currents Officially Present in Prairial

The Montagne and Sans-Culotte are officially present; all the rest are not.

R.8.3 Passing Laws in Prairial

(proposed by the Government only, 3 maximum, no cost)

Roll two dice, and cross-reference with the Government's fame, using the following modifiers:

  • the Current that controls the Commune can choose any bonus or penalty from +3 to -3 (including 0).
  • each other Current officially present can choose any bonus or penalty from +1 to -1.

Result: "A" or "B" the law is passed; "C" the law is rejected, and the proposing Current's fame is adjusted by -1.

Note: no Deputies can switch side.

R.8.4 Prairial Law & Order

R.8.4.1 Prairial Outlaws

Royalists, Marais, Feuillant, and Gironde are all outlawed and arrestable (+5 to Government arrests in Paris).

R.8.4.2 Prairial Justice

For each imprisoned Personality, the Government rolls two dice and cross-reference the result with its fame:

  • "A" or "B": to the guillotine;
  • "C": stays in prison.

R.8.5 Prairial Criticisms of the Government

None.

R.8.6 Prairial Elections

R.8.6.1 Prairial Elections Following Thermidor

No new elections are held immediately - keep to the schedule established by the previous regime (i.e., 4 turns after the previous elections). Use the procedure for elections under the Convention in R.2.6. The right wing is empty, the Montagne is the center, and the Sans-Culotte is the left wing.

R.8.6.2 Prairial Elections Following the Directorate

New elections are held at the beginning of the Political Phase and 4 turns thereafter. Use the procedure for elections under the Convention in R.2.6. The right wing is empty, the Montagne is the center, and the Sans-Culotte is the left wing.

R.8.7 Prairial Coups

R.8.7.1 Prairial Limited Coups

None.

R.8.7.2 Prairial Popular Coups (see 12.1)

R.8.7.2.1 Royalist: Prairial -> Vendémiaire

The Commune must be controlled by the Royalist (see special rule R.8.9.1) and its marker must be at level III; France must be in foreign or civil war.

If the coup is a success, Vendémiaire is installed; the effects of the new regime are applied immediately which means that the game ends prematurely and the Royalist wins. In case of a failure, the Commune becomes neutral and the Royalist is outlawed, the plotters are placed in the Prison du Temple... etc.

R.8.7.3 Prairial Military Coups

None.

R.8.8 Leaving Prairial

R.8.8.1 Prairial -> The First Republic, One & Indivisible

The Government automatically holds a Constitutional Referendum at the start of the political phase following the installation of the Prairial. If it is successful, the First Republic, One & Indivisible is installed. The version (Montagne or Sans-Culotte) corresponds to which Current held the Referendum.

R.8.8.1.1 The Prairial Constitutional Referendum

A referendum is required to install the First Republic, One & Indivisible. Usually, a referendum is successful because of the huge abstention rate. Each Current votes "Yes", "No" or "Abstain". The number of ballots is equal to the number of controlled regions. The vote is open, and the game order is used. The Current controlling the Government always votes yes. If the number of "No" votes is 13 or less, the new Constitution is adopted and the First Republic, One & Indivisible is immediately installed. Note: the regions where there is a revolt, an Allied army or a Catholic & Royal army do not take part in the vote. Paris, however, always votes.

R.8.8.2 Prairial -> Vendémiaire

By Royalist popular coup (R.8.7.2.1), above.

R.8.9 Special Rules Under Prairial

R.8.9.1 Royalist and the Commune

The Royalist may raise and suppress the Commune at a -4 penalty.

R.8.9.2 Montagne Government Bonuses

A Montagne Prairial Government gets all the bonuses under the Terror listed in R.3.9.

R.8.9.3 Sans-Culotte Government Bonuses

A Sans-Culotte Prairial Government gets all the bonuses under Wrath listed in R.5.9.

R.9.0 Federal First Republic

This republic is based on "Federalism", and has its roots in the United States Constitution; each department is equal to all other departments, and the state is decentralized ("Paris is but 1/83th of France"...). It is supported by the local middle-class.

This is the Gironde's project, for a "rich, free and prosperous France". This political regime was being prepared by the Gironde, but the bad fortunes of the war led to their downfall. This project was a template for a middle-class democratic republic.

Note: as long as France is at war, installing this regime is rather dangerous (see Counter-Revolution events).

R.9.1 Entering the Federal First Republic

The Gironde can propose a Constitutional Referendum to install the Federal First Republic during the Convention.

R.9.1.1 Upon Installing the Federal First Republic

When the Federal First Republic begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.9.4.1) in Paris are immediately arrested; release any previously jailed Government Personalities. The Dissident Clergy and Coalition markers are adjusted by +3. If Bordeaux is not controlled by the Gironde, it immediately becomes neutral. Only the Gironde can control Bordeaux.

R.9.2 Federal First Republic Government

The Government is controlled by the Gironde or the Marais.

R.9.2.1 Currents Officially Present in the Federal First Republic

The Gironde, Marais, Mountain are officially present in the National Assembly. The Royalist, the Feuillant and the Sans-Culotte are not officially present in the National Assembly (they can start revolts).

R.9.3 Passing Laws in the Federal First Republic

(proposed by the Currents, 1 per Current, 50 assignats)

One vote, and the absolute majority is required; each Current has one ballot per Deputy.

Note: switching side is allowed for the Deputies.

R.9.4 Federal First Republic Law & Order

R.9.4.1 Federal First Republic Outlaws

The Royalist is outlawed and arrestable (+5 to Government arrests in Paris), and the following Personalities are arrestable: Marat (Mtn), Chaumette (Scu), Hebert (Scu) and Roux (Scu).

R.9.4.2 Federal First Republic Justice

Each Current votes, with one ballot per Deputy present in the National Assembly. The votes can be "Guilty" or "Innocent", nobody can abstain. This is an open vote. The Personality is judged according to the absolute majority. In case of a tie, the matter is decided by the Government. If found innocent, the Personality is released from prison; otherwise they remain in jail.

R.9.5 Federal First Republic Criticisms of the Government

Each game turn, the Political Currents present in the National Assembly openly criticize the Government's actions. Then, a vote of confidence is held. Each one votes "Confidence", "Disapproval" or "Abstention". If there is an absolute majority of disapproval, the Government is toppled; the opposite Political Current (Gironde or Marais) grabs power and controls the Government.

Note: if the opposite Current is outlawed (for example, it has attempted a coup which resulted in a failure), the vote of confidence is not held.

R.9.6 Federal First Republic Elections

Elections are held when the regime is installed, and then, four game turns later (two years).

Right Wing:

  • The Gironde has 1 Deputy per controlled or neutral region + 1 Deputy for every two regions controlled by the Feuillant (round down) and the Mountain (round down).

Center:

  • The Marais has 1 Deputy per controlled region +1 Deputy for every two regions controlled by the Royalist (round down);
  • The Feuillant and the Royalist each have 1 Deputy for every two controlled regions (round up); their Deputies are hidden among the Marais.

Left Wing:

  • Mountain has 1 Deputy for every two controlled regions (round up) + 1 Deputy for every two regions controlled by the Sans-Culotte (round down);
  • The Sans-Culotte has 1 Deputy for every two controlled regions (round up); these deputies are hidden among the Mountain.

R.9.7 Federal First Republic Coups

R.9.7.1 Federal First Republic Limited Coups (see 12.2)

The Marais can attempt a limited coup to grab power if the Government is controlled by the Gironde. In case of a success, the Marais now controls the Government. In case of a failure the involved Personalities are under arrest, and they are placed in the Prison du Temple, and the Marais is outlawed until the end of the next turn (only). The Gironde can attempt a limited coup against the Marais if the latter Current has already toppled the Gironde with a previous limited coup. Apply the same results as above for the Marais.

R.9.7.2 Federal First Republic Popular Coups (see 12.1)

R.9.7.2.1 Montagne: Federal First Republic -> Terror

The Mountain can attempt a popular coup to install the Terror if France is in a state of foreign or civil war. The Commune must be controlled by the Sans-Culotte (marker at level II or III) or the Montagne (marker at level III). If the coup is a success, the Terror is installed and the effects of the new regime are applied immediately. In case of a failure, the Mountain is outlawed, etc.

R.9.7.2.2 Montagne: Federal First Republic -> Mercy

The Mountain can attempt a popular coup to install the Mercy if France is in a state of foreign and civil peace. The Commune must be controlled by the Sans-Culotte (marker at level II or III) or the Montagne (marker at level III). If the coup is a success, the Mercy is installed and the effects of the new regime are applied immediately. In case of a failure, the Mountain is outlawed, etc.

R.9.7.2.3 Marais: Federal First Republic -> Mercy or Terror

If the Mountain has attempted and failed one of the coups above, the Marais now is allowed to attempt a similar coup, with similar consequences.

In case of a success, the Marais can choose either to simply grab power (as in 9.7.1 above), or to install a new political regime of Terror or Mercy. This last option is allowed only if the Commune of Paris controlled by the Sans-Culotte (marker at level II or III) or the Montagne (marker at level III). In case of a failure, the Marais will suffer the same penalties as in 9.7.1 above (it will be outlawed for 1 turn only). It can attempt a new coup when it is no longer outlawed.

R.9.7.3 Federal First Republic Military Coups (see 12.3)

R.9.7.3.1 Montagne: Federal First Republic -> Terror

The Mountain can attempt a military coup to install the Terror if France is in a state of foreign or civil war. If the coup is a success, the Terror is installed and the effects of the new regime are applied immediately. In case of a failure, the Mountain is outlawed, etc.

R.9.7.3.2 Montagne: Federal First Republic -> Mercy

The Mountain can attempt a military coup to install the Mercy if France is in a state of foreign and civil peace. If the coup is a success, the Mercy is installed and the effects of the new regime are applied immediately. In case of a failure, the Mountain is outlawed, etc.

R.9.8 Leaving the Federal First Republic

Only by coup. See R.9.7 above.

R.9.9 Bordeaux in the Federal First Republic

The region of Bordeaux can only be controlled by the Gironde; otherwise, it is neutral.

R.10.0 First Republic, One & Indivisible

The other Republican ideal opts for a France "One & Indivisible", where the central state, in Paris, would prevail. It is supported by the People, and the state takes an active part in the country's affairs. This is the Mountain's and Sans-Culottes' project (with a more extremist position for the latter). The constitution of this political regime was approved by the National Assembly, but it was never applied - first because of the dangers of the war, and then, after Thermidor, it was forgotten. This constitution was the most "democratic" constitution France has ever known...

Note: as long as France is at war, installing this regime is rather dangerous (see Counter-Revolution events).

"When the Government violates the People's Rights, the sacred right of insurrection is, for the People and for each part of the People, the most sacred right and the most necessary duty." Article 35 of the Declaration of the Rights of Man and Citizen, June 24th, 1793.

R.10.1 Entering the First Republic, One & Indivisible

The First Republic, One & Indivisible can be established by a Constitutional Referendum; the Montagne can propose it during the Terror, and the Sans-Culotte can do it during Wrath.

R.10.1.1 Upon Installing the First Republic, One & Indivisible

When the First Republic, One & Indivisible begins, if the Government's fame is less than 10 it is adjusted to 10. All outlaw personalities (R.9.4.1) in Paris are immediately arrested; release any previously jailed Government Personalities. The Dissident Clergy and Coalition markers are adjusted by +3. If Paris is not controlled by the Montagne and Sans-Culotte, it immediately becomes neutral. Only the Montagne or Sans-Culotte can control Paris (see R.10.9.1).

R.10.1.2 First Republic, One & Indivisible Variants

The regime will either be the Montagne Variant (see 10.9.3) or the Sans-Culotte Variant (see 10.9.4), granting a special power to the indicated Current. This variant will only change after certain limited coups (see R.10.7.2).

R.10.2 First Republic, One & Indivisible Government

The Government is controlled by Montagne or Sans-Culotte.

R.10.2.1 Currents Officially Present in the First Republic, One & Indivisible

The Sans-Culotte, the Marais, and Mountain are officially present in the National Assembly and can propose laws. The Royalist, the Feuillant and the Gironde are not officially present in the National Assembly and can start revolts.

R.10.3 Passing Laws in the First Republic, One & Indivisible

(proposed by the Currents, maximum 1 per Current, 50 assignats)

One vote, and the absolute majority is required; each Current has one ballot per Deputy.

Note: switching side is allowed for the Deputies.

R.10.4 First Republic, One & Indivisible Law & Order

R.10.4.1 First Republic, One & Indivisible Outlaws

The Royalist and the Feuillant are outlawed and arrestable (+5 to Government arrests in Paris).

R.10.4.2 First Republic, One & Indivisible Justice

Each Current votes, with one ballot per Deputy present in the National Assembly. The votes can be "Guilty" or "Innocent", nobody can abstain. This is an open vote. The Personality is judged according to the absolute majority. In case of a tie, the matter is decided by the Government. If the prisoner is found innocent, he is released; otherwise he stays in prison.

R.10.5 First Republic, One & Indivisible Criticisms of the Government

Each game turn, the Political Currents present in the National Assembly openly criticize the Government's actions. Then, a vote of confidence is held. Each one votes "Confidence", "Disapproval" or "Abstention". If there is an absolute majority of disapproval, the Government is toppled; the opposite Political Current (Mountain or Sans-Culotte) grabs power and controls the Government. This does not change the variant of the First Republic, One & Indivisible that was established at the start of the regime (see R.10.1.2); only certain limited coups can do that (see R.10.7.2).

Note: if the opposite Current is outlawed (for example, it has attempted a coup which resulted in a failure), the vote of confidence is not held.

R.10.6 First Republic, One & Indivisible Elections

Elections are held when the regime is installed, and then every other turn (i. e., once per year).

Right Wing:

  • The Marais has 1 Deputy per controlled region + 1 Deputy for every two regions controlled by the Feuillant (round down);
  • The Feuillant, the Royalist and the Gironde each have 1 Deputy for every two regions controlled (round up); their Deputies are hidden among the Marais.

Center:

  • Mountain has 1 Deputy per controlled or neutral region +1 Deputy for every two regions controlled by the Gironde (round down).

Left Wing:

  • The Sans-Culotte has 1 Deputy per controlled region +1 Deputy for every two regions controlled by the Royalist (round down).

R.10.7 First Republic, One & Indivisible Coups

R.10.7.1 First Republic, One & Indivisible Limited Coups (see 12.2)

The Sans-Culotte or Montagne can attempt a limited coup to grab power if the Government is controlled by the other Current and the Government's Current does not control the Commune. In case of a successful coup, the Government changes hands. In case of a failure the involved Personalities are under arrest, and they are placed in the Prison du Temple, and the Current is outlawed until the end of the next turn (only).

R.10.7.2 Switching Variants of First Republic, One & Indivisible

In case of a successful coup, the First Republic now becomes the variant associated with the Government if that Current controls the Commune and its marker is level II or III.

R.10.7.2 First Republic, One & Indivisible Popular Coups (see 12.1)

(Numbered R.10.7.2 a second time in the source.)

R.10.7.2.1 Marais: First Republic, One & Indivisible -> Thermidor

The Marais can attempt a popular coup against the Government to install Thermidor if the Commune is not raised.

In case of a success, Thermidor is installed; the effects of the new regime are applied immediately. In case of a failure; the involved Personalities are under arrest, and they are placed in the Prison du Temple; the Marais is outlawed for one turn (as if the coup was simply a limited coup). The Marais can attempt a new coup when it is no longer outlawed.

R.10.7.3 First Republic, One & Indivisible Military Coups (see 12.3)

R.10.7.3.1 Marais: First Republic, One & Indivisible -> Thermidor

The Marais can attempt a military coup against the Government to install Thermidor. In case of a success, Thermidor is installed; the effects of the new regime are applied immediately. In case of a failure; the involved Personalities are under arrest, and they are placed in the Prison du Temple; the Marais is outlawed for one turn (as if the coup was simply a limited coup). The Marais can attempt a new coup when it is no longer outlawed.

R.10.8 Leaving the First Republic, One & Indivisible

Only by coup. See R.10.7 above.

R.10.9 Special Rules Under the First Republic, One & Indivisible

R.10.9.1 Paris

Paris can only be controlled by the Montagne or the Sans-Culotte. Otherwise it is neutral.

R.10.9.2 Marais and the Commune

The Marais may raise and suppress the Commune at a -3 penalty. Given R.10.9.1 above, if the Marais raises the Commune it will be neutral.

R.10.9.3 Montagne Variant

While in the Montagne variant, the Montagne no longer has a -2 penalty to raise or suppress the Commune.

R.10.9.4 Sans-Culotte Variant

While the Commune is raised in the Sans-Culotte variant, the Sans-Culotte has a bonus to limited coup attempts and to passing laws it proposes. This bonus is equal to the level of the Commune track.

R.11.0 Vendémiaire

"I advise my son, if he is unfortunate enough to become the King, to consider having one purpose only, the happiness of his people; to forget any hateful or vengeful feeling, including feelings caused by what I am enduring now; to understand that he can provide happiness to his people only by reigning in accordance with the laws, but at the same time, that he can have these laws applied only if his authority is sufficiently asserted; and that, failing that, if he is bound by his actions but does not inspire respect, he is a burden more than an asset." Louis XVI's Will, 1793.

The Royalists were able to regain their position during the Directorate, and they even nearly had the majority in the National Assembly during elections. But the Directors cancelled some elections, the Royalists reverted to the use of force... and they failed because of betrayal... This is a provisional Royalist regime backed by a Royalist-controlled Commune.

R.11.1 Entering the Vendémiaire

The Vendémiaire is entered from the Directorate (R.7.7.2.3) or the Prairial (R.8.7.2.1) as a result of a popular coup by the Royalists.

R.11.1.1 Upon Installing the Vendémiaire

The game ends immediately, with the Royalist as the winner. Louis XVII is installed on the throne, except if his death has been rolled during a previous random events phase; in this case, his uncle Louis XVIII is the new King.

  • 3.2.3 Other Board Displays
    • 3.2.3.1 National Assembly
    • 3.2.3.2 The Temple Prison (Prison du Temple)
    • 3.2.3.3 The Guillotine
    • 3.2.3.4 Spent Assignats
    • 7.4.1 Plot (cost: 100 assignats)
    • 7.4.2 Trigger a Revolt (cost: 150 assignats)
      • 7.4.2.1 Civil War Due to Revolts
    • 7.4.3 Suppress a Revolt (cost: 150 assignats)
    • 7.4.4 Commune Actions (cost: 200 assignats)
      • 7.4.4.1 Raise the Commune
      • 7.4.4.2 Suppress the Commune
  • 7.5 Political Phase
    • 7.5.1 Regime Change/Elections
    • 7.5.2 Political Actions
      • 7.5.2.1 Convincing Deputies to Switch Side (cost: 100 assignats)
      • 7.5.2.2 The King's Action (Legislative Only)
      • 7.5.2.3 Having a Law Passed (cost: 50 assignats for a Current or free for the Government)
        • 7.5.2.3.1 Deputies' Votes
        • 7.5.2.3.2 Fame "Votes"
  • 9.3.3 Revolutionary Army Placement
  • 9.4 Army Maintenance
  • 9.5 Army Movement (and Coups)
    • 9.5.1 Pinning
    • 9.5.2 Allied Army Movement
    • 9.5.3 Catholic and Royal Army Movement
    • 9.5.4 Revolutionary Army Movement
  • 9.6 Combat
    • 9.6.1 Royalist Spoils
  • 9.7 Military Control of a Region
    • 9.7.1 Royalist and Coalition Control
    • 9.7.2 Revolutionary Control
  • 9.8 Military Vendée
  • 9.9 Armies and the Commune
    • 9.9.1 Commune vs. Government
    • 9.9.2 Commune vs. Catholic and Royalist/Allied Armies
  • 12.3.3.2 Military Coup Success
  • 13.3.2 National Goods Sale (cost: 100 assignats)
  • 13.3.3 Freedom of Religion (cost: 50 assignats)
  • 13.4 Civic Laws (cost: 50 assignats)
  • 13.5 Military Laws (cost: variable)
    • 13.5.1 Declaration of War (cost: 100 assignats)
    • 13.5.2 Conscription (cost: 100 assignats)
    • 13.5.3 Levée en Masse (cost: 200 assignats)
  • 13.6 Fatherland in Danger (cost: 100 assignats)
  • 13.7 Trial of Louis XVI (cost: no cost)
  • 13.8 Outlawing Factions (cost: 100 assignats)
    • 13.8.1 Outlawing the Hébertists
    • 13.8.2 Outlawing the Merciful
    • 13.8.3 Outlawing the Terrorists
  • 14.3.2 Convention (HS) and Federal First Republic (OS)
  • 14.3.3 Terror (HS) and Mercy, Wrath, Prairial or First Republic, One & Indivisible (OS)
  • 14.3.4 Thermidor
  • 14.3.5 Directorate (OS)
  • 14.4 The Also-Rans
  • 15.2.2 Four-Player Game
  • 15.3 Ever-So-Slightly More Fair Euro-ish Variant
  • R.1.7 Legislative Coups
    • R.1.7.1 Legislative Limited Coups (see 12.2)
      • R.1.7.1.1 Feuillant
      • R.1.7.1.2 Gironde
    • R.1.7.2 Legislative Popular Coups (see 12.1)
      • R.1.7.2.1 Gironde: Legislative -> Convention
    • R.1.7.3 Legislative Military Coups (see 12.3)
      • R.1.7.3.1 Gironde: Legislative -> Convention
  • R.1.8 Leaving the Legislative
    • R.1.8.1 Legislative -> Convention
    • R.1.8.2 Legislative -> Terror
  • R.2.7 Convention Coups
    • R.2.7.1 Convention Limited Coups
    • R.2.7.2 Convention Popular Coups (see 12.1)
      • R.2.7.2.1 Montagne: Convention -> Terror/Mercy
    • R.2.7.3 Convention Military Coups (see 12.3)
      • R.2.7.3.1 Montagne: Convention -> Terror/Mercy
  • R.2.8 Leaving the Convention
    • R.2.8.1 Convention -> Terror
    • R.2.8.2 Convention -> Mercy (OS)
    • R.2.8.3 Convention -> Federal First Republic (OS)
      • R.2.8.3.1 The Convention's Constitutional Referendum
  • R.3.7 Terror Coups
    • R.3.7.1 Terror Limited Coups (see 12.2)
    • R.3.7.2 Terror Popular Coups (see 12.1)
      • R.3.7.2.1 Marais: Terror -> Mercy
      • R.3.7.2.2 Sans-Culotte: Terror -> Wrath
    • R.3.7.3 Terror Military Coups (see 12.3)
      • R.3.7.3.1 Marais: Terror -> Mercy
  • R.3.8 Leaving the Terror
    • R.3.8.1 Terror -> Thermidor
    • R.3.8.2 Terror -> Wrath
    • R.3.8.3 Terror -> Mercy
    • R.3.8.4 Terror -> First Republic, One & Indivisible
      • R.3.8.4.1 The Terror's Constitutional Referendum
  • R.3.9 Special Rules Under the Terror
    • R.3.9.1 Terrorist Bonus
    • R.3.9.2 Mountain Lawmakers
    • R.3.9.3 Carnot as a General
  • R.4.7 Thermidor Coups
    • R.4.7.1 Thermidor Limited Coups
    • R.4.7.2 Thermidor Popular Coups (see 12.1)
      • R.4.7.2.1 Montagne: Thermidor -> Prairial
      • R.4.7.2.2 Sans-Culotte: Thermidor -> Prairial
    • R.4.7.3 Thermidor Military Coups (see 12.3)
  • R.4.8 Leaving the Thermidor
    • R.4.8.1 Thermidor -> Directorate
      • R.4.8.1.1 Thermidor Constitutional Referendum
    • R.4.8.2 Thermidor -> Prairial
    • R.5.7.1 Wrath Limited Coups
    • R.5.7.2 Wrath Popular Coups (see 12.1)
      • R.5.7.2.1 Marais: Wrath -> Thermidor
    • R.5.7.3 Wrath Military Coups (see 12.3)
      • R.5.7.3.1 Marais: Wrath -> Thermidor
  • R.5.8 Leaving Wrath
    • R.5.8.1 Wrath -> Thermidor
    • R.5.8.2 Wrath -> First Republic, One & Indivisible
      • R.5.8.2.1 Wrath Constitutional Referendum
  • R.5.9 Special Rules Under Wrath
    • R.5.9.1 Terrorists and Excessive Bonus
    • R.5.9.2 Sans-Culotte Lawmakers
    • R.5.9.3 Carnot as a General
  • R.6.6.2 Mercy Elections Following the First Republic
  • R.6.7 Mercy Coups
    • R.6.7.1 Mercy Limited Coups
    • R.6.7.2 Mercy Popular Coups (see 12.1)
      • R.6.7.2.1 Montagne: Mercy -> Terror
    • R.6.7.3 Mercy Military Coups (see 12.3)
      • R.6.7.3.1 Marais: Mercy -> Directorate
      • R.6.7.3.2 Montagne: Mercy -> Terror
  • R.6.8 Leaving Mercy
    • R.6.8.1 Mercy -> Terror
    • R.6.8.2 Mercy -> Directorate
      • R.6.8.2.1 Mercy Constitutional Referendum
  • R.6.9 Special Rules Under Mercy
    • R.6.9.1 Terrorists and Excessive Bonus
    • R.6.9.2 Mercy Lawmakers
    • R.6.9.3 Carnot as a General
  • R.7.5 Directorate Criticisms of the Government
  • R.7.6 Directorate Elections
  • R.7.7 Directorate Coups
    • R.7.7.1 Directorate Limited Coups (see 12.2)
    • R.7.7.2 Directorate Popular Coups (see 12.1)
      • R.7.7.2.1 Montagne: Directorate -> Prairial
      • R.7.7.2.2 Sans-Culotte: Directorate -> Prairial
      • R.7.7.2.3 Royalist: Directorate -> Vendémiaire
    • R.7.7.3 Directorate Military Coups (see 12.3)
      • R.7.7.3.1 Montagne: Directorate -> Prairial
  • R.7.8 Leaving the Directorate
  • R.7.9 Special Rules Under the Directorate
    • R.7.9.1 Royalist and the Commune
    • R.7.9.2 The Two-Headed Directorate
  • R.8.6.1 Prairial Elections Following Thermidor
  • R.8.6.2 Prairial Elections Following the Directorate
  • R.8.7 Prairial Coups
    • R.8.7.1 Prairial Limited Coups
    • R.8.7.2 Prairial Popular Coups (see 12.1)
      • R.8.7.2.1 Royalist: Prairial -> Vendémiaire
    • R.8.7.3 Prairial Military Coups
  • R.8.8 Leaving Prairial
    • R.8.8.1 Prairial -> The First Republic, One & Indivisible
      • R.8.8.1.1 The Prairial Constitutional Referendum
    • R.8.8.2 Prairial -> Vendémiaire
  • R.8.9 Special Rules Under Prairial
    • R.8.9.1 Royalist and the Commune
    • R.8.9.2 Montagne Government Bonuses
    • R.8.9.3 Sans-Culotte Government Bonuses
  • R.9.6 Federal First Republic Elections
  • R.9.7 Federal First Republic Coups
    • R.9.7.1 Federal First Republic Limited Coups (see 12.2)
    • R.9.7.2 Federal First Republic Popular Coups (see 12.1)
      • R.9.7.2.1 Montagne: Federal First Republic -> Terror
      • R.9.7.2.2 Montagne: Federal First Republic -> Mercy
      • R.9.7.2.3 Marais: Federal First Republic -> Mercy or Terror
    • R.9.7.3 Federal First Republic Military Coups (see 12.3)
      • R.9.7.3.1 Montagne: Federal First Republic -> Terror
      • R.9.7.3.2 Montagne: Federal First Republic -> Mercy
  • R.9.8 Leaving the Federal First Republic
  • R.9.9 Bordeaux in the Federal First Republic
  • R.10.5 First Republic, One & Indivisible Criticisms of the Government
  • R.10.6 First Republic, One & Indivisible Elections
  • R.10.7 First Republic, One & Indivisible Coups
    • R.10.7.1 First Republic, One & Indivisible Limited Coups (see 12.2)
    • R.10.7.2 Switching Variants of First Republic, One & Indivisible
    • R.10.7.2 First Republic, One & Indivisible Popular Coups (see 12.1)
      • R.10.7.2.1 Marais: First Republic, One & Indivisible -> Thermidor
    • R.10.7.3 First Republic, One & Indivisible Military Coups (see 12.3)
      • R.10.7.3.1 Marais: First Republic, One & Indivisible -> Thermidor
  • R.10.8 Leaving the First Republic, One & Indivisible
  • R.10.9 Special Rules Under the First Republic, One & Indivisible
    • R.10.9.1 Paris
    • R.10.9.2 Marais and the Commune
    • R.10.9.3 Montagne Variant
    • R.10.9.4 Sans-Culotte Variant
  • C
    4CCCCCCCCCC
    5CCCCCCCCBB
    6CCCCCCBBBB
    7CCCCBBBBBA
    8CCBBBBBAAA
    9BBBBBAAAAA
    10BBBAAAAAAA
    11BAAAAAAAAA
    12AAAAAAAAAA
    MaraisLegislative42-356
    MaraisConvention65-234
    MaraisTerror63-254
    MaraisThermidor62-345
    GirondeLegislative642-35
    GirondeConvention652-34
    GirondeThermidor652-34
    MontagneConvention6534-2
    MontagneTerror6534-2
    Sans-CulotteTerror65342-