From 0f63bc3abb6734d713f1a5a7f96232a7c53bce7f Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Wed, 17 May 2023 23:44:24 +0200 Subject: Clean up rulebook and remove solo rules. --- info/rules.html | 1751 ++++++++++++++++++++++++------------------------------- 1 file changed, 758 insertions(+), 993 deletions(-) (limited to 'info/rules.html') diff --git a/info/rules.html b/info/rules.html index 37df082..7bea023 100644 --- a/info/rules.html +++ b/info/rules.html @@ -11,1017 +11,782 @@ p{font-size:11pt}
-

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

+

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

+

© 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.

+

© 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.

+

© 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

+

© 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.

+

© 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).

+

© 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

+

© 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.

+
-

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.

+

© 2021 GMT Games, LLC

+

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.

+

© 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.

+ -- cgit v1.2.3