Chapter 2: Year of Fire 1789 to 1794
Rules of the era
The rules that belong to this chapter on top of the game's own: what they do, with this chapter's numbers, the rules single levels add or change, its landmarks, and what Hard changes.
Chapter 2: Year of FireSealed so it does not spoil the story for you.Break the seal
The chapter's rules
The assembly
The assembly sits every 3 turns, the first time on turn 3. Each side's votes are the power of its factions that have seats (Moderates, Mountain and Government), plus 10 for each vote its buildings carry, plus the votes its orders bought for that sitting. The side with more votes wins the sitting; a tie goes to either, 50% each.
When the Revolution wins a sitting: Income of the Revolution ×1.2 for 3 turns; Opinion +3.
When the Law wins a sitting: Income of the Law ×1.15 for 3 turns; Legitimacy +4.
With “Royal Session”, a side wins the next sitting outright.
With “Royal Veto”, the next sitting goes to the Law.
Upgrades that change this rule: “The Mountain”.
Changing sides: Citizen Guard
When Opinion is above 30, each Citizen Guard on the Law's side has a 30% chance at the end of every turn to go over to the Revolution, and is revealed; when Opinion is below minus 30, it is the other way round.
In every such turn, Citizen Guard gains 3 loyalty toward the side the city favours.
Rules of single levels
Rules a level adds, or the part of a chapter rule it changes.
Field of Mars
Petition
At the end of every turn, each Orator, Sans-culottes Crowd or Club of the Revolution in Saint-Germain adds 3 to Petition.
The Blade
Terror
Terror runs from 0 to 100 and starts at 15, unless a level or Hard says otherwise.
The first time it is 80 or more: Government loyalty −30; Government leader killed; Legitimacy −10.
Landmarks
What holding each landmark gives, in the game's words.
- LouvreLouvre and Tuileries: the royal palace
- CitéPalace of Justice: the Conciergerie, then the Tribunal
- Saint-GermainField of Mars: where Paris gathers
- MaraisHôtel de Ville: +8 income per turn for the holder
- Les HallesCentral Market
- Latin QuarterPrinting houses: Orators cost 35 for the Revolution
- Palais-RoyalPalais-Royal: the cafés where the Revolution talks
- MontmartreThe customs wall: the Underworld warms to whoever takes it
- Saint-AntoineThe Bastille, Liberty Square once it falls: +2 Opinion per turn toward the holder
On Hard
What changes in this chapter when it is played on Hard, on top of what Hard changes everywhere.
- Heat falls by 2 a turn instead of 3.
- When you play the Revolution, the Law starts every level with “Moles in the Clubs” and “Discipline”.
- In “The Blade”, on Hard, when Terror is 70 or more: Government loyalty −30; Government leader killed; Legitimacy −10.
Changing sides: Citizen Guard
When Opinion is above 20, each Citizen Guard on the Law's side has a 30% chance at the end of every turn to go over to the Revolution, and is revealed; when Opinion is below minus 20, it is the other way round.
The assembly
The assembly sits every 2 turns, the first time on turn 2. Each side's votes are the power of its factions that have seats (Moderates, Mountain and Government), plus 10 for each vote its buildings carry, plus the votes its orders bought for that sitting. The side with more votes wins the sitting; a tie goes to either, 50% each.