|Players:||3-6 (best with 3-4 players)|
|Play time:||90-120 minutes|
110 cards, (sets A and B)
Faction blocks, (24 white, 28 blue, and 30 red)
Player control tokens, (6 colours, 20 per player)
Turn and Election markers, (2 black, 1 red, 1 white, and 1 blue marker)
Player Aid Cards, (English, French, and German)
|Game target:||- The game always ends after four turns. The player with the
most victory points is the winner.
- A successful Royalist counter-revolution will occur immediately if seven or more provinces marked CR are controlled by white faction blocks. Then the winner is determined by players adding together the number of white points they have. The player with the most such points wins the game. VPs count for nothing.
- If at the end of an election the radical red faction gained 17 votes or more, i.e. they go off the end of the Election Track, then the game ends with a radical landslide. The winner of the game is determined by players adding together the number of red points they have. The player with the most such points wins the game. VPs count for nothing.
|Rules:||Rules in English|
|Comments:||My edition is from 2001. The designer is Martin Wallace.
The turn sequence is as follows.
Each phase should be completed by all players before proceeding to the next
This site is created and maintained by: Carl-Gustaf Samuelsson