Revolución
Revolución Rulebook
Table of Contents
Table of Contents
1) Number of Players & Material
This game is made for 3 to 6 players.
2) Material
- 6 Political Party tokens
- 18 Lieutenant Tokens
- 3 Political Climate Tokens
- 10 Political Support Tokens
- 1 Bomb Token
- 1 Timer token
- 1 Dice
- 1 Board
- 1 Deck of Cards
3) Goal of the Game
Be the last Political Party with a living lieutenant
6) Attacks
A Player can attack only if they have a Soldier Card (T) or a Mercenary Card (M). During an attack, the concerned players use the Dice and the following cards :
- Soldier (T)
- Mercenary (M)
- Equipement (E)
- Support (S)
And their political support tokens (SP)
(E) and (S) Cards can only be played with a (T) or (M) Card along with them.
The Attacker and Defender can place only one card of each type.
6.1 An Attack's Events
1 - The Attacker announces their target, the victim can cancel that attack by using a "Fort" card. If not, the attacker puts face up the cards he wishes to use for his attack and adds the (SP) Tokens they wish to spend.
2 - The Defender does the same
3 - The Attacker can play the cards "Alliance" or "Out of Ammo"
4 - The Defender can do the same.
5 - The Attacker throws the dice and adds the number to the bonuses gained from the Cards and then adds the amount of (SP) tokens.
6 - The Defender does the same
7 - The Player with the higher total wins the battle
8 - After the fight the Attacker can play a "Doctor" Card
9 - After the fight the Defender can play a "Doctor" or "Bodyguard" Card.
6.2 An Attack's Result
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The Loser discards every card used. If it is the Defender, the Player also loses one of their Lieutenants. If the Attacker loses, they do not lose a Lieutenant.
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The Winner keeps his cards but discards the cards containing a "To Discard at the end of the Fight". If it is the Defender, they take the cards back into their Hand, if it is the Attacker, they leave the cards on the table face up. He cannot put them back into their Hand until the turn ends.
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Every (SP) Token spent is lost after being played.
4) Setup
4.1
The Timer's starting spot depends on the Player Amount
- 6 Players = 12
- 5 Players = 10
- 4/3 Players = 8
4.2
8 Cards are dealt to every player
4.3
The first player is chosen with the following rules
On the first turn, everyone throws a dice, whoever got the highest number starts.
During the rest of the game,
Whoever disarmed the bomb
Whoever got hit by the explosion
If the bomb takes a player out, the player to their left is chosen.
5) A Turn's Events
A. Political Climate Choice B. Card Distribution C. Card Changes D. Actions of the Bomb Owner
a) Democracy Climate - Play Democracy Cards (Opt.) - Play a bomb movement card - Draw a Card - Pass the bomb to another player - Advance the Timer
b) Revolution Climate - Play Democracy / Revolution Cards (Opt.) - Attack an oponent (Multiple possible) (Opt.) - Play a bomb movement card - Draw a Card - Pass the bomb to another player - Advance the Timer
E. Actions of other players
- Play the card "The Irish Guy" against any other player
- Play the "Wrong Wire" Card which cancels a "Cut The Wires" attempt
5.1 The Choice of a Political Climate
The First Player chooses at random one of the three Political Climate tokens. After the draw, he puts the token away. Once every token has been drawn once, they are all put back into the available pile.
Resume of a Turn's Events
The Players pick a political climate token at random, after that, starting with the first player and then going clockwise, everyone draws cards until their hand has 8 cards each.
After that card deal, every player can change up to 8 cards in their hand. Once that is done, the first player starts to play. The order of the game is chosen by the bomb's movements.
Only the Bomb's Owner can play. Depending on the political climate, he will be able to only play certain cards, attack and move the bomb to another player.
If the Bomb Owner has no Bomb Movement Cards, they will have to discard a chosen card and draw until they find a movement card. This draw is done face up and the player plays the movement card as soon as it is drawn. The Player will draw another card to complete their Hand.
Every time the bomb moves, the timer advances one step closer to the Presidential Palace.
The bomb passes Player to Player until it's explosion or until it is disarmed. At that moment, the turn ends.
7) Political Support
Political Support can be gained in 3 ways :
- Disarming the Bomb +2 (SP)
- Playing the "Opponent Massacre" card +2 (SP)
- Whenever an "Alliance" Card is played and only if the fight is won by the person that made you participate +1 (SP)
8) The Explosion
The Bomb explodes once the Timer piece has reached the last space of the Board. The Player that has received the Bomb can cancel or protect themselves from the explosion by playing one of the following cards :
- "Error from the Post Office"
- "Fort"
- "Late Explosion"
- "Cut The Wires"
- "Bodyguard"
The Player cannot play any other cards at the moment.
9) Elimination
Every time one of your Lieutenants is killed, remove their Token from your Player Tile. Once all of your Lieutenants are killed, you have lost and are busted out of the game.
10) Out of Cards
Whenever a player has no Cards left, they will immediately draw 2.
Detonator and Explosion
If these two cards are played at the same time, the bomb explodes as it is being sent to another player.