From f0f71a5397235ea285c1331a642a8ad9305ab7df Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Fri, 11 Nov 2022 15:24:58 +0100 Subject: Add rulebook. --- info/cards.html | 83 +++++ info/rules.html | 1027 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ info/rules1.jpg | Bin 0 -> 78232 bytes info/rules10.jpg | Bin 0 -> 11450 bytes info/rules11.jpg | Bin 0 -> 22621 bytes info/rules12.jpg | Bin 0 -> 13320 bytes info/rules2.jpg | Bin 0 -> 30209 bytes info/rules3.jpg | Bin 0 -> 40343 bytes info/rules4.jpg | Bin 0 -> 31990 bytes info/rules5.jpg | Bin 0 -> 10298 bytes info/rules6.jpg | Bin 0 -> 12091 bytes info/rules7.jpg | Bin 0 -> 12039 bytes info/rules8.jpg | Bin 0 -> 24428 bytes info/rules9.jpg | Bin 0 -> 9156 bytes 14 files changed, 1110 insertions(+) create mode 100644 info/cards.html create mode 100644 info/rules.html create mode 100644 info/rules1.jpg create mode 100644 info/rules10.jpg create mode 100644 info/rules11.jpg create mode 100644 info/rules12.jpg create mode 100644 info/rules2.jpg create mode 100644 info/rules3.jpg create mode 100644 info/rules4.jpg create mode 100644 info/rules5.jpg create mode 100644 info/rules6.jpg create mode 100644 info/rules7.jpg create mode 100644 info/rules8.jpg create mode 100644 info/rules9.jpg diff --git a/info/cards.html b/info/cards.html new file mode 100644 index 0000000..bda89fd --- /dev/null +++ b/info/cards.html @@ -0,0 +1,83 @@ + + +Red Flag Over Paris - Cards + + + +
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+ + diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..37df082 --- /dev/null +++ b/info/rules.html @@ -0,0 +1,1027 @@ + + + +Red Flag Over Paris - Rules of Play + + + +
+

TABLE OF CONTENTS

+

RULES OF PLAY

+

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

+

Introduction

+

Components

+

Cards

+

Pieces

+

Game Board

+

Presence and Control

+

Setup

+

Overview

+

Sequence of Play

+

Initiative Phase

+

Playing Strategy Cards

+

Crisis Track & Cube Pools

+

Player Momentum Track

+

Pivotal Space Bonus Actions &

+

Crisis Dimension Scoring

+

Objective Card Scoring

+

Final Crisis

+

Victory

+

Solo Opponent Rules

+

Glossary

+
+
+

2

+

© 2021 GMT Games, LLC

+

A barricade erected by national guard troops,

+

18 March 1871.

+

Introduction

+

Red Flag Over Paris is a 2-player strategy card-driven

+

game, pitting the French government in Versailles

+

against the Paris Commune in up to three rounds of

+

political and military maneuvering, culminating in a

+

Final Crisis representing the “Bloody Week” in May

+

of 1871.

+

Versailles ~ This player represents the government in

+

Versailles trying to find a diplomatic end to the 1870

+

war against Prussia and take back military control of

+

Paris. Versailles is represented by blue components.

+

Commune ~ This player represents the people of

+

Paris, rising up against the bourgeoisie and the “ca-

+

pitulard” government of Versailles. The Commune is

+

represented by red components.

+

Players use cards to place cubes representing political

+

influence or military presence on the map in order

+

to take control of map spaces. Political and Military

+

Victory Points (VP) are gained during each round and

+

at the end of the Final Crisis based on control of vari-

+

ous map spaces. The player who fulfills their victory

+

conditions wins the game—Versailles attempts to take

+

back control of Paris while the Commune attempts to

+

expand their political influence over France.

+

The rules in this booklet include all rules needed to

+

play with two players or solitaire. The solitaire rules

+

assume familiarity with the 2-player rules.

+

Components

+

+

+

18 blue Influence cubes

+

+

2 blue Fortification discs

+

+

1 blue Prussian Collaboration

+

cylinder

+

+

+

18 red Influence cubes

+

+

2 red Barricade discs

+

+

1 red Revolutionary Momentum

+

cylinder

+

+

+

1 black round marker pawn

+

+

1 orange Political VP cylinder

+

+

1 purple Military VP cylinder

+

+

1 mounted board

+

+

1 6-sided die

+

+

1 Rules of Play (this manual)

+

+

1 Playbook

+

+

1 deck of 54 cards (39 Strategy, 12

+

Objective, 2 Final Crisis, 1 Initiative)

+

+

2 double-sided Player and Solo Opponent

+

Aid Cards

+

Rules Manual Cover: A barricade at the corner

+

of Boulevard Voltaire and Richard Lenoir [street]

+

during the Paris Commune of 1871.

+

Box Cover art: Georges Jules Victor Clairin.

+

Fire in the Tuileries, May 1871. Oil on canvas,

+

48 x 79 cm. RF1981-31.

+

Photo: Hervé Lewandowski.

+

Musee d’Orsay, Paris, France. Photo Credit: ©

+

RMN-Grand Palais / Art Resource, NY

+
+
+

3

+

© 2021 GMT Games, LLC

+

Cards

+

Operations

+

Points

+

Card #

+

Image

+

Event

+

Text

+

Title

+

Flavor Text

+

Strategy Cards ~ A deck of cards, each listing Opera-

+

tions Points, a title with a color background (blue, red,

+

or gray), event text, and flavor text. A Strategy Card

+

can be played for its event, for operations, to use a

+

discarded event, or to advance Player Momentum. A

+

Strategy Card can only be played for its event if the

+

event’s colored background matches that player’s

+

color (Red: Commune, Blue: Versailles) or is neutral

+

(Gray).

+

Card #

+

Image

+

Objective

+

Space

+

Title

+

Event Text

+

Objective Cards ~ A deck of cards, each listing a

+

specific location on the map and an event. Objective

+

Cards are revealed at the end of each round for Victory

+

Points and possibly for their event. Each space on the

+

map has an associated Objective Card.

+

Final Crisis Cards ~ Each

+

player has a Final Crisis Card

+

which is placed face-up in

+

front of them. This card may

+

be played for its Operations

+

Points during a game round or

+

for its event during the Final

+

Crisis.

+

Initiative Card ~ The current

+

Initiative Player is tracked

+

with the Initiative Card.

+

Pieces

+

Influence Cubes ~ Used to indicate Po-

+

litical or Military influence in a space.

+

Most of these cubes begin play on the Crisis Track.

+

Once removed from the Crisis Track, they cycle be-

+

tween map spaces and the player’s cube pool. There

+

may never be more than 4 of each player’s influence

+

cubes in a space.

+

Fortification and Barricade Discs

+

~ Defensive assets in Military

+

spaces, brought into play via events. They contribute

+

to Control of and Presence in a space but not to the

+

influence cube limit. A space can only contain one

+

Fortification or Barricade. If an event allows the

+

player to place a Fortification or Barricade and both

+

are in play, the player may move one that is already

+

on the map.

+

Game Board

+

Map Spaces ~ Spaces on the board are grouped by

+

a color/icon combination, labeled with an individual

+

name, and divided into Political and Military spaces.

+

Each space can hold up to 4 of each player’s cubes.

+

Political:

+

+

+

Green/Square

+

+

Institutional

+

+

+

Orange/Triangle

+

+

Public Opinion

+

Military:

+

+

+

Purple/Diamond

+

+

Paris

+

+

+

Teal/Circle

+

+

Forts

+

Each set of three same-color/icon map spaces is a Cri-

+

sis Dimension. During scoring at the end of a round

+

and at the conclusion of the Final Crisis, a player gains

+

1 Political or Military VP for each Crisis Dimension

+

where they control all three spaces.

+
+
+

4

+

© 2021 GMT Games, LLC

+

Adjacent spaces are connected by arrows or double

+

lines; the direction of the arrow indicates adjacency

+

(e.g., National Assembly is adjacent to Royalists but

+

not the other way around). Spaces connected by a

+

double line are adjacent to each other.

+

Play Note: Pieces cannot be placed into Versailles

+

HQ and Prussian Occupied Territory. These spaces

+

function only as adjacent controlled spaces for the

+

Versailles player.

+

Pivotal Space ~ The star-shaped

+

space of a Crisis Dimension with

+

a triple border around the space

+

(National Assembly, Press, Butte

+

Montmartre, and Mont-Valéri-

+

en). Control of a Pivotal Space

+

gives the player a bonus action

+

at the end of each round before determining Control

+

of that Crisis Dimension.

+

Crisis Track ~ The two tracks at the top of the game

+

map, one for each player. Most influence cubes begin

+

play on the Crisis Track as available or bonus cubes.

+

Each track is composed of four zones (Starting, Esca-

+

lation, Tension, and Final Crisis). When the first cube

+

is removed from a zone, that zone is breached. When

+

a zone is breached, all bonus cubes from that area are

+

moved to a player’s cube pool at the end of that card

+

play or Pivotal Space bonus action.

+

Victory Point Track ~ VPs are tracked using an

+

orange Political VP marker and a purple Military VP

+

marker. Both factions fight for Political and Military

+

VPs, meaning only one side can have a positive

+

Victory Point value at a time (e.g., 1 Military VP for

+

Versailles is –1 Military VP for the Commune). Each

+

Victory Point type cannot exceed 5 VPs.

+

Player Momentum Tracks ~ There are two Player

+

Momentum Tracks below the Victory Point track:

+

Prussian Collaboration ~ A track showing the

+

level of support Versailles receives from the

+

Prussian invader.

+

Revolutionary Momentum ~ A track showing the

+

level of radicalization of the Parisian population.

+

Cube Pool ~ Influence cubes that are not on the map

+

or Crisis Track are placed in their respective faction’s

+

cube pool. Versailles’s cube pool is always present

+

and never full, and can be found to the left of the

+

Prussian Collaboration Track.. Conversely, the Com-

+

mune has no cube pool at the start of the game and

+

must advance Revolutionary Momentum in order to

+

access the cube pool spaces found below this track.

+

If a Commune cube cannot be placed in a cube pool

+

space, it is removed from play.

+

Round Track ~ Track the current game round on this

+

track with the included pawn.

+

Presence and Control

+

A player has Presence (or is present) in a space

+

if they have one or more pieces there. Pieces are

+

cubes and Fortification/Barricade discs.

+

The Commune is always present in

+

Père Lachaise and Social Movements.

+

Versailles is always present in Royal-

+

ists—even without cubes there.

+

A player Controls a space if they have

+

more pieces in it than their opponent. Versailles

+

always controls Versailles HQ and controls

+

Prussian Occupied Territory when Prussian Col-

+

laboration is at “3.”

+

A player Controls a Crisis Dimension if they

+

control all three of its spaces.

+

Important! Presence and Control is assessed once

+

before conducting all Remove operations, and once

+

before conducting all Place operations.

+

Setup

+

Place the black round marker on the “1” space of the

+

round track. Place both VP cylinders on the “0” space

+

of the Victory Point track. Place the blue and red cylin-

+

ders on the “0” space of the Player Momentum Track.

+
+
+

5

+

© 2021 GMT Games, LLC

+

Place six blue cubes on the Versailles side of the Cri-

+

sis Track and nine red cubes on the Commune side,

+

as well as four blue cubes and six red cubes in their

+

respective bonus cube areas above the Crisis Track.

+

Place six blue cubes in their spaces below the Prussian

+

Collaboration track. Finally, place one blue cube in

+

the Royalists space, one blue and one red cube in the

+

Press space, one red cube in the Social Movements

+

space, and one red cube in Père Lachaise. An image

+

of the starting setup for the board can be found on

+

page two of the Playbook.

+

Set the Fortifications and Barricades off the board

+

near the map. Place both Final Crisis cards face up in

+

front of each player. Shuffle the Strategy and Objec-

+

tive decks separately and place them near the board.

+

Place the Initiative Card above the board with the

+

Commune side face up.

+

Overview

+

At the beginning of each round, deal four Strategy

+

Cards and two Objective Cards to each player. Both

+

players secretly choose one of their Objective Cards

+

to keep and remove the other from the game without

+

revealing it. Then conduct the Initiative Phase.

+

Starting with the Initiative Player, alternate playing

+

Strategy Cards until both players have played three

+

times. Set aside each player’s remaining Strategy Card

+

face down for the Final Crisis.

+

Perform Pivotal Space bonus actions, followed by

+

Crisis Dimension scoring, both in the order decided

+

by the Initiative Player. Then Objective Cards are

+

revealed simultaneously and scored. Finally, check

+

if the conditions have been met for Final Crisis and,

+

if not, continue with the next round.

+

Sequence of Play

+

1. Deal 4 Strategy Cards and 2 Objective Cards to

+

each player.

+

2. Each player secretly chooses one Objective Card

+

to keep as this round’s objective and removes the

+

other from the game, face down.

+

3. Conduct the Initiative Phase to determine the

+

Initiative Player.

+

4. Alternate playing Strategy Cards until each player

+

has played three times.

+

5. Each player sets aside their remaining Strategy

+

Card for use during the Final Crisis.

+

6. Perform Pivotal Space bonus actions.

+

7. Score Crisis Dimensions.

+

8. Reveal and score Objective Cards.

+

9. Check for Final Crisis or end of third round.

+

Initiative Phase

+

Initiative Phase ~ The Initiative Phase occurs just

+

before Strategy Card play in each of the three rounds

+

and Final Crisis. There are two steps during the Ini-

+

tiative Phase:

+

1. Calculate the initiative level of each player. A

+

player’s initiative level is equal to their Political

+

VPs minus their Player Momentum.

+

+

Note: Initiative level can be negative, and often

+

is, because 1 Political VP for one player is –1

+

Political VP for the other player.

+

2. Decide Player Order. The player with the higher

+

initiative level (Commune wins ties) decides

+

whether to play first or second in the round. Flip

+

the Initiative Card with the first player’s faction

+

face up; that player becomes the Initiative Player.

+

Initiative Player ~ The player whose faction is face

+

up on the Initiative Card is the Initiative Player. The

+

Initiative Player plays the first Strategy Card each

+

round and will decide the order in which Pivotal

+

Space bonus actions, Crisis Dimension scoring, and

+

Objective Card scoring will be resolved at the end

+

of the round.

+

Playing Strategy Cards

+

When played during a normal round, each Strategy

+

Card can be used in one of four different ways: for its

+

event, for operations, to use a discarded event, or to

+

advance Player Momentum. After playing 3 Strategy

+

Cards, set aside the remaining Strategy Card (face

+

down) for use during the Final Crisis. When played

+

during the Final Crisis, a Strategy Card is used only

+

for its event.

+

Event ~ A player may use an event if the background

+

color of the event matches that player’s color (Red:

+

Commune, Blue: Versailles) or is neutral (Gray). If a

+

card is played for its event, implement the event text

+
+
+

6

+

© 2021 GMT Games, LLC

+

exactly as written. Some events can only be played if

+

their conditions are satisfied (e.g., “If…” or “must”).

+

If an event grants Operations Points, spend these

+

as described in “Operations” below. After a card is

+

played for its event, place it on top of the discard pile.

+

Note: Anything that says “up to” a certain number

+

of cubes includes zero cubes.

+

+

Operations ~ A player may spend the Operations

+

Points from a card in hand to Remove or Place cubes.

+

After a card is played for operations, place it on top

+

of the discard pile.

+

● Operations are conducted in spaces where the

+

player is present, or spaces adjacent to spaces the

+

player controls.

+

● When conducting both operations, always Remove

+

first, then Place.

+

● On a player’s turn, all operations are restricted to

+

either Political or Military spaces (whichever the

+

player chooses).

+

Important! Determine Control and Presence once

+

before any Remove operations and again before

+

any Place operations (e.g. no “daisy-chaining”).

+

Remove: Attempt to remove opponent’s pieces.

+

Fortifications and Barricades may only be removed

+

once there are no opposing cubes remaining in a

+

targeted space.

+

Political ~ All attempts succeed. Spend an

+

Operations Point for each cube removed.

+

Military ~ Spend 1 Operations Point per attempt

+

(or 2 per attempt if the space has an opponent’s

+

Fortification/Barricade).

+

○ Assess military strength (from 0):

+

+

+1 per adjacent spaces controlled

+

+

+1 for Presence in target space

+

+

+1 for Control of target space

+

+

+1 (maximum) by spending an extra Operations

+

Point

+

○ If military strength is 3+, the attempt succeeds.

+

○ Otherwise, draw a Strategy Card. If military

+

strength ≥ the Operations Points of that card,

+

the attempt succeeds. Remove the drawn card

+

from the game (put it back in the box).

+

○ Remove a cube upon success.

+

Design Note: The lack of motivation for Versailles

+

troops and the lack of organization by the Commune

+

meant both factions were ineffective in combat.

+

This is why Military cube removal is not automatic.

+

Place: Using the remaining Operations Points, spend

+

1 Operations Point (or 2 if the space has an opponent’s

+

Fortification/Barricade) per cube placed. One may

+

never place the opponent’s cubes.

+

Use a discarded event ~ A player may use the event

+

on top of the discard pile previously played this round

+

by their opponent (if it is of the acting player’s faction)

+

by discarding a card with equal or more Operations

+

Points. The event occurs immediately, and then the

+

discarded card is placed on top of the discard pile.

+

Advance Player Momentum ~ A player may play a

+

card to advance their Player Momentum. The played

+

card is removed from the game.

+

Play Final Crisis Card ~ During normal rounds, a

+

player may discard a card to use their Final Crisis Card

+

for operations. The Final Crisis Card is then removed

+

from the game. Otherwise, the Final Crisis Card’s

+

event is available for use during the Final Crisis.

+

Crisis Track & Cube Pools

+

When adding cubes to the map, a player must first

+

use any cubes in their cube pool. If their cube pool

+

is empty, the player may use cubes from their Crisis

+

Track, removing cubes one at a time from the middle

+

of the board outward.

+

Note: If no cubes are available, the player may not

+

relocate cubes on the map.

+

As cubes are removed from the Crisis Track, zones

+

(Starting, Escalation, Tension, and Final Crisis) will

+

become breached when a cube is first removed from

+

them. At the end of a card play or Pivotal Space bo-

+

nus action (including Objective Cards) during which

+

a zone is breached, the owning player must take the

+

bonus cubes from that zone and place them in their

+

cube pool (or remove them from play if there is no

+

room in the Commune pool). The player who first

+

breaches their Final Crisis zone loses 1 Political VP

+

and places the two bonus cubes in their pool. The

+

second player to breach their Final Crisis zone has

+

no penalty but gains no bonus cubes (remove these

+

bonus cubes from play).

+

Note: The effects of breaching the Final Crisis zone

+

still apply if breached during Final Crisis.

+
+
+

7

+

© 2021 GMT Games, LLC

+

Cubes are also placed in their respective cube pools

+

when they are removed from map spaces by either

+

player. Versailles’ cube pool is always present and

+

never full. Conversely, the Commune has no cube pool

+

at the start of the game and must advance Revolution-

+

ary Momentum in order to earn cube pool spaces (two

+

below the “1” space of the track, and one each below

+

the “2” and “3” spaces). If a Commune cube cannot be

+

placed in a cube pool space, it is removed from play.

+

Player Momentum Tracks

+

Player Momentum can be advanced either by remov-

+

ing a Strategy Card from the game (put it back in the

+

box) on a player’s turn or through events. The two

+

Player Momentum Tracks provide different benefits

+

to each player:

+

Prussian Collaboration ~ Advancing on this

+

track permanently gives the Versailles player

+

the bonus cubes below, which are immediately

+

placed into the Versailles cube pool. When

+

Prussian Collaboration is at “3,” Versailles controls

+

Prussian Occupied Territory.

+

Revolutionary Momentum ~ Advancing on

+

this track temporarily gives the Commune player

+

the cube pool spaces below. If Revolutionary

+

Momentum is decreased, any cube pool spaces

+

below the previous spot are no longer available,

+

and any cubes in those spaces are removed from

+

play.

+

Each time a player advances their Player Momentum

+

to the “2” and “3” spots on the track, the opponent is

+

immediately given the opportunity to place one cube

+

in any space in either the Public Opinion or Institu-

+

tional Crisis Dimensions (as directed by the track).

+

Design Note: This is to show the opposition of

+

the French population to collaboration with the

+

invader and how the political institution (more

+

conservative) was increasingly worried by the

+

Commune’s radicalization.

+

If a player’s Momentum is on the “3” spot on the

+

track at the end of the game, they will receive an extra

+

Political VP or Military VP (as directed by the track).

+

Important! Strategy Cards and Objectives Cards

+

are sometimes removed from the game instead of

+

being discarded. When instructed to remove a card

+

from the game, place it back into the game box.

+

Commune cubes may instead be removed from

+

play if the Commune cube pool is full. Place these

+

cubes to one side, as they may be returned to play

+

by a future event.

+

Pivotal Space Bonus Actions &

+

Crisis Dimension Scoring

+

After each player has played three Strategy Cards

+

for the round and placed their remaining card aside

+

for the Final Crisis round, check for Control of each

+

Pivotal Space. The Initiative Player decides in which

+

order Pivotal Space bonus actions will be performed

+

for each controlled Pivotal Space. Within spaces of

+

that Crisis Dimension, the controlling player may do

+

one of the following:

+

De-escalate ~ Remove up to 2 of their cubes or

+

remove 1 of their cubes and 1 opponent’s cube.

+

Spread Influence ~ Move up to 2 of their cubes

+

between any of the spaces in that Crisis Dimension.

+

Turncoat ~ Remove an opponent’s cube from a

+

space and place one of theirs in the same space.

+

After performing all Pivotal Space bonus actions,

+

players gain 1 Political VP for controlling a Political

+

Crisis Dimension and 1 Military VP for controlling a

+

Military Crisis Dimension—in the order decided by

+

the Initiative Player.

+

Objective Card Scoring

+

After scoring Crisis Dimensions, both players reveal

+

their Objective Cards. The player controlling the

+

space on either Objective Card gains a VP (Political

+

VP for a Political space or Military VP for a Military

+

space)—in the order decided by the Initiative Player.

+

Then—in the order decided by the Initiative Player—

+

players who controlled their own objective may first

+

perform the event on their Objective Card and then

+

set it aside in their fulfilled Objective Cards pile

+

(each player maintains their own fulfilled Objective

+

Cards pile). If a player did not control their own

+

objective, that Objective Card is now removed from

+

the game (even if the other player did control it and

+

scored a VP).

+
+
+

8

+

© 2021 GMT Games, LLC

+

Final Crisis

+

At the end of any round where both Final Crisis zones

+

are breached, or after completing three rounds, players

+

immediately proceed to the Final Crisis round.

+

First, players gather the cards they set aside for Final

+

Crisis and their Final Crisis Card (if it is still in play),

+

and discard to a hand size equal to the number of

+

rounds they played so far (e.g., 3 rounds = 3 cards).

+

Conduct the Initiative Phase as usual, and then alter-

+

nate playing Strategy Cards only for their events until

+

all cards are played. If a player plays an opponent’s

+

event during Final Crisis, the opponent decides if and

+

how the event is applied.

+

Finally, both players perform Pivotal Space bonus

+

actions and Crisis Dimension scoring in the order

+

decided by the Initiative Player. Any player whose

+

Player Momentum is at “3” now gains an extra VP

+

of the type indicated on their Player Momentum track

+

(Military for Versailles, Political for Commune).

+

Victory

+

To win at the end of the Final Crisis:

+

● The Versailles player needs more Military VPs (0

+

or more) than the Commune player has Political

+

VPs.

+

● The Commune player needs more Political VPs

+

(0 or more) than the Versailles player has Military

+

VPs.

+

If neither of the previous conditions have been ful-

+

filled, the game is a tie. Proceed to the Tiebreaker.

+

Tiebreaker: If no player fulfills their victory condi-

+

tion, the player who fulfills the most of the following

+

wins the game:

+

● Most combined Victory Points

+

● Most objectives fulfilled

+

● Most Pivotal Spaces controlled at the end of the

+

game

+

● Final Initiative Player

+

If no player fulfills more conditions than their op-

+

ponent, the Commune player wins.

+

A battery of guns atop the Montmartre Hills,

+

overlooking Paris, 1871.

+

Solo Opponent Rules

+

Red Flag Over Paris can be played by a single Player

+

with the game controlling the faction not controlled

+

by the Player. This Solo Opponent is governed by

+

the Solo Sequence of Play and the included Solo

+

Opponent Aid. Unless specifically noted in this sec-

+

tion, the Solo Opponent follows all the rules of the

+

2-player game. It is recommended that you become

+

familiar with the 2-player game before playing with

+

these rules.

+

Definitions

+

Available cubes - A cube is Available if it is in the

+

Solo Opponent’s cube pool or on the Crisis Track

+

but not in the Final Crisis zone or bonus cube

+

spaces. In round 3 or the Final Crisis, once either

+

the Player or Solo Opponent breaches the Final

+

Crisis zone, treat cubes in the Solo Opponent’s

+

Final Crisis zone as Available.

+

Friendly - A Strategy Card belonging to that fac-

+

tion only (does not include Neutral Cards).

+

Isolated cubes - A cube is Isolated if it is not

+

adjacent to any spaces controlled by that faction.

+

Versailles cubes in the Royalists, Mont-Valérien,

+

and Fort d’Issy spaces, and Commune cubes in

+

the Social Movements and Père Lachaise spaces

+

can never be Isolated.

+

Spaces with Room - A space has room for the

+

Solo Opponent’s cubes until it has one more of the

+

Solo Opponent’s cubes than the Player’s cubes, or

+

two more in a Pivotal Space. A space with 4 Solo

+

Opponent cubes never has Room.

+
+
+

9

+

© 2021 GMT Games, LLC

+

Overview

+

The Solo Opponent never holds a hand of cards or keeps

+

cards for the Final Crisis. Instead, the Solo Opponent

+

makes all decisions according to the Solo Sequence of

+

Play and Solo Opponent Aid. During the Solo Oppo-

+

nent’s turn, reveal an event card and follow the instruc-

+

tions in the Solo Sequence of Play to determine whether

+

the Solo Opponent uses the revealed event, the event on

+

the top card of the Discard Pile, or performs operations.

+

The Solo Opponent uses tables printed on the Solo Op-

+

ponent Aid to decide which operation to perform and

+

where to resolve events and operations. Some steps of

+

the Solo Sequence of Play break the 2-player rules and

+

should be followed literally. Player turns follow the

+

regular sequence of play, as in a 2-player game.

+

Setup

+

Setup is the same as that for the 2-player game, but

+

remove the cards with the following numbers from

+

play: 1, 12, 13, 22, 29, 30 - they are not used in the

+

Solo game. Find the Solo Opponent Aid for the faction

+

controlled by the Solo Opponent and place it beside

+

the board for easy reference.

+

Solo Sequence of Play

+

Follow the Solo Sequence of Play literally. Several

+

steps are modified from the 2-player Sequence of Play.

+

1. Draw 4 Strategy Cards. Do not deal any cards

+

to the Solo Opponent.

+

2. Draw 2 Objective Cards. If both Objective Cards

+

are in the same Crisis Dimension, return them to

+

the Objective deck, shuffle, and repeat. Select one

+

to use as your Objective Card and the other to use

+

as the Solo Opponent’s Objective Card.

+

3. Conduct the Initiative Phase. If the Solo

+

Opponent has the higher initiative level, it will

+

choose to play second.

+

4. Alternate playing Strategy Cards until each

+

faction has played three times. On the Solo

+

Opponent’s turn carry out a, b, and c:

+

a. Momentum Increase Check:

+

i. If the Solo Opponent is Versailles, and fewer

+

than 3 cubes are Available, increase Prussian

+

Collaboration.

+

ii. If the Solo Opponent is Commune and fewer

+

than 2 empty spaces are in its cube pool,

+

increase Revolutionary Momentum.

+

b. Reveal the top card of the Strategy Deck:

+

+

If it is a Friendly card, use the event if it would

+

have an effect. Otherwise, use the previously

+

discarded event if it is Friendly and has equal

+

or fewer Operations Points than the revealed

+

card. If any zone was breached, move the bonus

+

cubes to the Solo Opponent’s cube pool before

+

continuing.

+

c. Perform operations:

+

i. If any event was used, perform 1 additional

+

Operations Point, independent of any

+

operations from the used event.

+

ii. Otherwise perform operations using

+

Operations Points value on the revealed card.

+

Then, discard the revealed Strategy Card.

+

5. Set aside your remaining Strategy Card for the

+

Final Crisis. The Solo Opponent does not set aside

+

a Strategy Card for the Final Crisis.

+

6. Perform Pivotal Space bonus actions (see

+

“Pivotal Space Bonus Actions” below).

+

7. Score VP for Crisis Dimensions. If the Solo

+

Opponent has Initiative, score Player VP first.

+

8. Score Objective Cards. The Solo Opponent

+

scores VP for controlling the space on either

+

Objective Card, but the Player may only score a

+

VP for their card, never the Solo Opponent’s card.

+

If the Solo Opponent is the Initiative Player, it will

+

resolve the effect of its Objective Card, if it was

+

scored, after the Player’s Objective Card.

+

9. Check for Final Crisis.

+

Placing and Removing Cubes

+

When using Operations Points, the Solo Opponent

+

must determine if it will remove any Player cubes.

+

The Solo Opponent will only remove cubes if there

+

are cubes it can legally remove, and if instructed to

+

do so by the Select where to place or remove table on

+

the Solo Player Aid.

+

Starting at the top of the table, check each condition;

+

if the condition is met, follow the instruction for that

+

condition. If the condition is not met, continue to

+

the next condition. If instructed to Remove, the Solo

+

Opponent will remove (or attempt to remove, if in a

+

Military space) a single Player cube, then consult the

+

Select where to place or remove table again.

+

Once instructed to Place, or once there are no more

+

Player cubes that the Solo Opponent can legally

+

remove, the Solo Opponent will spend all remaining

+

Operations Points on influence placement. The Solo

+

Opponent attempts Military removal normally, add-

+

ing an additional Operations Point when its Military

+

Value is 1.

+
+
+

10

+

© 2021 GMT Games, LLC

+

Selecting Spaces

+

Note: Space selection is covered in detail in the

+

Solo Example of Play found in the Playbook.

+

Whenever placing, replacing, or removing cubes

+

(whether by Operation, Pivotal Space bonus actions,

+

event, or Player Momentum increase), the Solo Op-

+

ponent selects spaces in which to act one at a time

+

using the corresponding Space Selection table on

+

the Solo Opponent Aid. Once a space is selected, the

+

Solo Opponent will place or remove a single cube

+

from that space.

+

To select a space, determine all legal spaces for the

+

action. Starting at the top of the corresponding Space

+

Selection table, eliminate all spaces that do not meet

+

the condition in each row, in order, until only one

+

space remains. If applying a condition would elimi-

+

nate all spaces, skip that condition. If multiple spaces

+

remain after applying all rows in the table, roll a die

+

to select from the remaining spaces. If the action is

+

not complete, select another space by determining a

+

new set of legal spaces and starting again at the top

+

of the Space Selection table.

+

Important! The Space Selection table cannot tell

+

you which spaces are legal choices for the Opera-

+

tion or event being performed. For example, you

+

must still limit the Solo Opponent to operations

+

only in Military or Political spaces.

+

Performing Events

+

The Solo Opponent will always perform a used

+

event as completely as possible, within the following

+

guidelines:

+

● Use the “Select where to Place or Replace cubes”

+

table for events that place or replace cubes and the

+

“Select where to Remove cubes” table for events

+

that remove cubes.

+

● Events that would have no effect are not used. If

+

an event that raises the player’s Player Momentum

+

has no other effect, it is not used.

+

● Never place cubes in a space without Room.

+

Barricades/Fortifications may be placed in spaces

+

without Room.

+

● Never place cubes that are not Available.

+

● If multiple exclusive options are on a card, perform

+

the first option that would have an effect, within

+

these guidelines.

+

Pivotal Space Bonus Actions

+

If the Solo Opponent is the Initiative Player it will

+

choose to conduct its bonus actions after the Player

+

does. The Player determines all other ordering. The

+

Solo Opponent conducts one bonus action in each

+

eligible Crisis Dimension. Perform the first action in

+

this list which applies:

+

a. Spread (using Place Table) to add Solo Opponent

+

Control to 2 spaces without removing Solo

+

Opponent Control of any space.

+

b. Turncoat (using Replace Table) to add Solo

+

Opponent Control in 1 space if the Solo Opponent

+

has any Available cubes.

+

c. Spread (using Place Table) to add Solo Opponent

+

Control in 1 space without removing Solo

+

Opponent Control.

+

d. De-escalate:

+

i. Remove 1 Solo Opponent cube from a space

+

with 2 more Solo Opponent cubes than Player

+

cubes (3 more if Pivotal Space). Break ties by

+

rolling a die.

+

ii. Then, if a Solo Opponent cube was removed

+

in the previous step, remove a Player cube to

+

add Solo Opponent Control of a space using the

+

Remove Table. If not possible, remove a Player

+

cube from a space with 1 more Player cube than

+

Solo Opponent cube, or from the space with the

+

least Player cubes. If no eligible Player cube,

+

skip this removal.

+

e. Turncoat (using Replace Table) to remove Player

+

Control if any Available cubes.

+

f. Do nothing.

+

Final Crisis

+

Resolve the Final Crisis normally, but when the Solo

+

Opponent would play a card, reveal cards from the

+

Strategy Card deck until a Solo Opponent’s card is

+

revealed. Use that event. If the event would have no

+

effect, or would only increase the player’s Player

+

Momentum, discard it and continue drawing. In the

+

rare case that the Strategy Deck is exhausted, shuffle

+

all the discarded and removed Strategy Cards together

+

to form a new draw pile and continue drawing. The

+

Solo Opponent does not conduct a bonus Operations

+

Point after resolving events during the Final Crisis.

+

For the Solo Opponent’s last Final Crisis card play, it

+

will use its Final Crisis card. Then, if acting second,

+

the Player may play their last card. Perform final

+

Pivotal Space bonus actions and Crisis Dimension

+
+
+

11

+

© 2021 GMT Games, LLC

+

scoring, including scoring for Player Momentum, per

+

the Sequence of Play.

+

Game End

+

Determine victory as in the 2-player game, but the

+

Solo Opponent always wins if the game would go to

+

the tiebreaker.

+

A barricade on Place Blanche during Bloody Week,

+

whose defenders included Louise Michel and

+

a unit of 30 women.

+

Glossary

+

Adjacent ~ A space connected to another space by

+

an arrow or double lines is considered adjacent. The

+

direction of the arrow indicates adjacency (e.g., Na-

+

tional Assembly is adjacent to Royalists but not the

+

other way around).

+

Breach ~ When the first influence cube in a Crisis

+

Track zone is removed. When a zone is breached, all

+

bonus cubes from that area are moved to a player’s

+

cube pool at the end of that card play.

+

Commune ~ This player represents the people of

+

Paris, rising up against the bourgeoisie and the “ca-

+

pitulard” government of Versailles. The Commune is

+

represented by red components.

+

Control ~ Control is assessed once before conducting

+

all Remove operations and once before conducting all

+

Place operations.

+

Space ~ A player controls a space if they have

+

more pieces (cubes, Fortifications/Barricades) in

+

it than their opponent.

+

Crisis Dimension ~ A player controls a Crisis

+

Dimension if they control all three of its spaces.

+

Note: Versailles HQ is always controlled by

+

Versailles, and Prussian Occupied Territory is

+

controlled by Versailles when Prussian Collabora-

+

tion is at “3.”

+

Crisis Dimension ~ A set of three same-color/icon

+

map spaces. During scoring at the end of a round and

+

at the conclusion of the Final Crisis, a player gains

+

1 Political or Military VP for each Crisis Dimension

+

where they control all three spaces.

+

Crisis Track ~ Two tracks at the top of the game map,

+

one for each player. Most influence cubes begin play

+

on the Crisis Track as available or bonus cubes. Each

+

track is composed of four zones (Starting, Escalation,

+

Tension, and Final Crisis).

+

Cube Pool ~ Cubes that are not on the map or Crisis

+

Track are placed in their respective faction’s cube

+

pool. Versailles’s cube pool is always present and

+

never full. Conversely, the Commune has no cube pool

+

at the start of the game and must advance Revolution-

+

ary Momentum in order to earn cube pool spaces. If

+

a Commune cube cannot be placed in a cube pool

+

space, it is removed from play.

+

Fortifications and Barricades ~ Pieces, deployed

+

by events, that serve as defensive assets in Military

+

spaces. They contribute to Control of and Presence

+

in a space but not to the influence cube limit. A space

+

can only contain one Fortification or one Barricade.

+

If an event allows the player to place a Fortification

+

or Barricade and both of their Fortifications or Bar-

+

ricades are in play, the player may move one that is

+

already on the map.

+

Influence Cubes ~ Colored wooden pieces used to

+

indicate Political or Military influence in a space.

+

Most of these cubes begin play on the Crisis Track.

+

Once removed from the Crisis Track, they cycle be-

+

tween map spaces and the player’s cube pool. There

+

may never be more than 4 of each player’s influence

+

cubes in a space.

+

Initiative Phase ~ The Initiative Phase occurs just

+

before Strategy Card play in each of the three rounds

+

and Final Crisis. There are two steps during the Ini-

+

tiative Phase:

+

1. Calculate the initiative level of each player. A

+

player’s initiative level is equal to their Political

+

VPs minus their Player Momentum. Note:

+

Initiative level can be negative, and often is,

+

because 1 Political VP for one player is –1 Political

+

VP for the other player.

+

2. Decide Player Order. The player with the higher

+

initiative level (Commune wins ties) decides

+

whether to play first or second in the round. Flip

+

the Initiative Card with the first player’s faction

+

face up; that player becomes the Initiative Player.

+
+
+

12

+

© 2021 GMT Games, LLC

+

P.O. Box 1308, Hanford, CA 93232

+

www.GMTGames.com

+

Initiative Player ~ The player whose faction is face

+

up on the Initiative Card is the Initiative Player. The

+

Initiative Player plays the first Strategy Card each

+

round and will decide the order in which Pivotal

+

Space bonus actions, Crisis Dimension scoring, and

+

Objective Card scoring will be resolved at the end

+

of the round.

+

Map Spaces ~ Spaces on the board are coded by a

+

color/icon combination, labeled with an individual

+

name, and divided into Political and Military spaces.

+

Each space can hold up to 4 of each player’s cubes.

+

Political:

+

+

+

Green/Square

+

+

Institutional

+

+

+

Orange/Triangle

+

+

Public Opinion

+

Military:

+

+

+

Purple/Diamond

+

+

Paris

+

+

+

Teal/Circle

+

+

Forts

+

Note: No pieces can be placed in the Versailles HQ

+

and Prussian Occupied Territory spaces. These

+

spaces function only as adjacent controlled spaces

+

for the Versailles player.

+

Objective Cards ~ A deck of cards, each listing a

+

specific location on the map and an event. Objec-

+

tive Cards are revealed at the end of each round for

+

Victory Points and, under certain conditions, for

+

their event. Each space on the map has an associated

+

Objective Card.

+

Operations Points ~ The number at the top-left of

+

each Strategy Card which is used to conduct op-

+

erations. Operations Points are also referenced when

+

playing the card to use a discarded event.

+

Pivotal Space ~ The star-shaped space of a Crisis

+

Dimension with a triple border around the space

+

(National Assembly, Press, Butte Montmartre, and

+

Mont-Valérien). Control of a Pivotal Space gives the

+

player a bonus action at the end of each round before

+

determining Control of that Crisis Dimension.

+

Player Momentum ~ A term used to represent the

+

growing strength of each faction. There are two Player

+

Momentum tracks below the Victory Point track:

+

Prussian Collaboration ~ A track showing the

+

level of support Versailles receives from the

+

Prussian invader.

+

Revolutionary Momentum ~ A track showing the

+

level of radicalization of the Parisian population.

+

Presence ~ A player has Presence (or is present) in a

+

space if they have one or more pieces (cubes, Forti-

+

fications/Barricades) there. Presence is assessed once

+

before conducting all Remove operations and again

+

before conducting all Place operations.

+

Note: The Commune is always present in Père

+

Lachaise and Social Movements, and Versailles is

+

always present in Royalists—even without cubes

+

there.

+

Strategy Cards ~ A deck of cards, each listing Opera-

+

tions Points, a title with a color background (blue, red,

+

or gray), event text, and flavor text. A Strategy Card

+

can be played for its event, for operations, to use a

+

discarded event, or to advance Player Momentum. A

+

Strategy Card can only be played for its event if the

+

event’s colored background matches that player’s

+

color (Red: Commune, Blue: Versailles) or is neutral

+

(Gray).

+

Versailles ~ This player represents the French govern-

+

ment in Versailles trying to find a diplomatic end to

+

the 1870 war and take back military control of Paris.

+

Versailles is represented by blue components.

+

Victory Point (VP) Track ~ VPs are scored using an

+

orange Political VP marker and a purple Military VP

+

marker. Both factions fight for Political and Military

+

VPs, meaning only one side can have a positive

+

Victory Point total at a time (e.g., 1 Military VP for

+

Versailles is –1 Military VP for the Commune). Each

+

Victory Point type cannot exceed 5 VPs.

+
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