TABLE OF CONTENTS
RULES OF PLAY
GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
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.