FRENCH REVOLUTION

Copyright 2003, by Lloyd Krassner. All rights reserved.

INTRODUCTION
Card game for 2+ players.
Simulation of the French Revolution (starting 1789).

VICTORY
The first player to accumulate 10 Reform points is able to consolidate the Revolution and wins the game.

THE DECK
Players share a common deck.

SETUP
The most ‘French’ player begins as the Leader of the Revolution.

TURN SEQUENCE
Each turn has 4 phases:

Unrest Phase
Revolution Phase
Reform Phase
Tactics Phase

In each Phase, play goes counterclockwise around the table once.

UNREST PHASE
Each player fills their hand to 10 cards.
If the deck runs out, shuffle the discard pile and draw from it.

REVOLUTION PHASE
The current Leader of the revolution may play Oppression cards. He cannot play Unrest or Tactics cards.
Other players may play Unrest cards and at least one Tactics card. A player cannot play an Unrest card without playing a Tactics card.
The player that plays the most Oppression or Unrest cards wins the turn and becomes the new Leader of the Revolution. In the case of a tie, the current Leader retains his position.

REFORM PHASE
The current Leader of the Revolution may play Reform cards.
This player gets 1 Reform Point for every Reform card played.
Other players may play Anti-Revolutionary cards to negate Reform cards on a one to one basis.

TACTICS PHASE
Players may discard any cards from their hand that they do not want.

Card List for FRENCH REVOLUTION

LINKS

French Revolution History
18th Century History
History of the French Revolution. from Infoplease
Internet Modern History Sourcebook: The French Revolution

Lloyd Krassner
Games in AGR:
CULTURE & CONQUEST by Lloyd Krassner. 2.2
DURABLE GOODS by Lloyd Krassner. 3.1
GUILD MASTER by Lloyd Krassner. 3.1

Other:
Using Guild Master by Aaron Dalton. 3.1
Review of Warp Spawn Games. 5.1
Warp Spawn Games


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