Invented by Reiner Knizia.
Published by Abacus.
Translated by Peter Wotruba.
A tactical game for 2 people.
Revolution in old Paris. Royalists and Jacobins fight for superiority in the 25 city districts, which are represented by the game board. The two players alternatively place one of their counters in order to control that space. Whoever controls all three of the buildings, or controls eleven city districts has won the game.
The gameboard is spread out. One player assumes the role of the Royalists, and takes the blue counters and markers. His opponent is the Jacobin player, and he recieves the red counters and markers. All these pieces are placed in front of the players. The three counters with the buildings are then placed near the board.
At the beginning of the game, the Royalist player chooses one of the three building counters and places it on any one of the spaces of the board. The Jacobin player then takes a second building counter and he places it on another space. The Now places the third building on any empty space of his choice. The three buildings must be placed so that no two buildings are next to each other. (There must be an empty space between building sites). After these buildings are placed, the stage is set, and now the revolution can begin.
The Jacobin player (red) begins. The players alternate taking turns. Whoever's turn it is, places one of his counters on an empty space on the board. Then that player examines the board and sees whether he controls a city district (a space on the board). If he controls a space, he places one of his wooden markers on that space (further explanation below). Then it is the next player's turn.
When a player puts one of his number counters on the board, he projects influence onto the neighboring spaces in that row and column, and onto the space the counter itself is on. The ammount of the influence corresponds to the number on the counter.
When a player has put a number counter onto a space on the board, and subsequently definitly has more influence than the other player, he may mark that number counter with one of his markers during his turn. A marker may still be placed if the counter has an empty space next to it, as long as your opponent, with his highest number counter still available, can not overcome your influence on that space. At the latest, when all the spaces next to a counter have been filled, one of the two players will own the counter. In the case that the influence of both players is the same, the number counter belongs to the player who's color it is.
It is important to realize that the initial influence a number counter has (and projects into neighboring spaces) will remain the same, even if it is marked with an enemy marker.
In this example, red may place a marker on Notre Dame. Blue currently has 7+4=11 influence points, which red could not possibly surpass.
The revolution can be won in different ways:
Versailles and the Bastille may not be controlled by markers (in contrast to Notre Dame). However, it can easily be determined which player has more influence over these buildings without the placement of markers. In the above example, red controls the Bastille in this manner. In the case of a tie, the building is not controlled by anybody.
If a player definitely has the higher influence on the Bastille and Vewrsailles and he also controls Notre Dame, then he immediately wins the game.
If a player has put his flag and all eleven of his markers on the board, he wins the game. Therefore it is important that markers may only be placed when it is your turn.
Whoever wins the revolution recieves in any case, as many victory points as his opponent has markers left. In the rare case in which both players reach a victory condition at the same time, the revolution ends undecided.
The Game Cabinet - email@example.com - Ken Tidwell