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"Revolution! Progress Report #2" Topic


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678 hits since 22 Mar 2017
©1994-2017 Bill Armintrout
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vexillia22 Mar 2017 7:43 a.m. PST

The first email newsletter for this new card game was posted earlier today. It featured not only an update but a draft copy of the rules.

Here's a taster:

Revolution represents the problems facing the French State between 1789 and 1796. It is a game of intrigue which aims to recreate the politics of the Revolution from the reactionary Monarchists, through the Girondins, to the radical and ultra radical Jacobins. At the end of the game the French Revolution will have settled on a dictatorial pattern of leadership: the very environment that resulted in Napoleon's assumption of power.

The game takes place in the French National Assembly building. Players represent one of three political factions each composed of a group of famous characters. They must find solutions to the problems of state raised by this turbulent period whilst wrestling one another for political control.

Each political faction, and character, has their own agenda to promulgate whilst simultaneously denying their opponents power. Like all forms of politics power is exercised by a series of votes. Players may use debate, bribery, bullying and scurrilous accusation to win these votes and to win this game you must be prepared to engage in all of these activities at some point.

A game consists of a fixed number of turns. Each turn features one of thirteen crises drawn at random from those faced by the Revolution. The response to each crisis is decided by vote. In each turn the player's aim is to gain influence points by winning the vote in the Assembly and to send their opponents to the guillotine!

The game continues until all the crises have been faced. The winner is the player who has a character that has established political control of France. That is they are still alive at the end of turn thirteen and have the most influence points.

The game is not designed to make it difficult for the players to know what to do. Rather it creates a framework within which players can "negotiate" with each other to ensure they get the right result from each vote to further their personal and factional interests.

Players can use a variety of strategies but, as we have seen in our own time, negative campaigning can be very effective and even if you don't have a solution why should someone else have all the glory?

If you'd like to receive a personal copy subscribe to the newsletter.

--
Martin Stephenson
Vexillia: Wargames Miniatures & Accessories
Shop | Rules & Games | Twitter

vexillia15 May 2017 11:24 a.m. PST

Neal Reid, the author of THACE and the Somme Series, was recently interviewed (May 2017) by Neil Shuck of Meeples & Miniatures fame.

In episode 209 of the podcast Neal talks in detail about the Somme Series, THACE and Revolution! our soon to be released game of intrigue set during the French Revolution.

If you'd like an insight in to how these card games came about, download the podcast, grab a cup of coffee, sit back and enjoy.

Podcast link – link

--
Martin Stephenson
Vexillia: Wargames Miniatures & Accessories
Shop | Rules & Games | Twitter

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