Level 1 · 6 November 1799
Fog of Brumaire
- Turns
- 8 turns, a day each
- Map
- 12 districts
Chapter 3: The Eagle's ShadowSealed so it does not spoil the story for you.Break the seal
The Revolution
General Lamaury is back from Egypt and the councils have been moved out of the city for their own safety. Everyone knows what that means. Keep the deputies in their hall on the Cité, win two votes, and have the general declared an outlaw before his grenadiers arrive.
Objective
Hold the Cité and win 2 Assembly votes (votes every 2 turns)
Stars
- Win the level
- Win within 6 turns
- No units lost
The game's hint Keep the Cité full: salons, crowds and conspirators all count. Motions of outlawry help the vote; appeals to the soldiers wear down the army's loyalty, which the general needs above 60.
- Won
- The general is an outlaw
- Lost
- The Consulate
The Law
The Republic is tired, broke and frightened. You are its most famous general. Take the Cité and the Tuileries within five days, while the army is still with you, and the government is yours. Try to do it without a shot.
Objective
Take the Cité and the Louvre within 5 turns while Grande Armée loyalty stays above 60
Stars
- Win the level
- Win within 6 turns
- No shots fired (never clear a district by force)
The game's hint The Law cannot recruit inside the deputies' hall: march troops in from the Louvre and the Marais. Clearing the hall works from the second day; firing on the deputies works too, but costs the army's and the court's loyalty and the third star.
- Won
- The Consulate
- Lost
- The general is an outlaw
Events
News that reaches both sides during the level. Each side answers for itself.
The councils are moved
For fear of a Jacobin plot, the councils will meet outside the city. The deputies find soldiers in every corridor.
The Revolution
What happensUnrest +6 in Cité
The Law
What happensUnrest +6 in Cité
A sword at his brother's chest
The president of the council, the general's own brother, swears to the troops he would kill him with his own hand if he ever betrayed liberty. The grenadiers cheer.
The Revolution
What happensGrande Armée loyalty +6
The Law
What happensGrande Armée loyalty +6
After the level
After level 1 · 10 November 1799
Grenadiers in the Hall
The Revolution
The deputies went out of the windows into the gardens, their red togas catching on the hedges. Some went home. Some went to the provinces. Some went to the cafés to plot.
- Flee to the provincesHeat −20
- Stay and plotRoyalists loyalty +10
The Law
Your grenadiers cleared the hall, and the deputies who had switched sides came back that night to vote you the power. Someone must be thanked.
- Reward the troopsGrande Armée loyalty +15
- Reward the deputies who switchedImperial Court loyalty +15
This level's booklet page
I. Brumaire
On the eighteenth the councils were moved out of the city for their safety. On the nineteenth the general spoke to them badly, was jostled, and went pale.
If the Revolution won
The deputies declared him an outlaw while his brother stalled the troops. By evening he was a general without an army, and the Republic had survived one more fog.
Otherwise
By nightfall the grenadiers had cleared the hall with drums and bayonets, and a few dozen deputies found by candlelight voted the power to three consuls. Everyone knew which one counted.
If the Revolution chose “Flee to the provinces”
The beaten deputies scattered to the provinces and waited, as men wait out a fever.
If the Revolution chose “Stay and plot”
The beaten deputies stayed in the city and met in the back rooms of cafés. The royalists sat at the next table.
If the Law chose “Reward the troops”
The grenadiers were thanked with sabres of honour. The army remembered who had paid it.
Otherwise
The deputies who had changed sides were given seats in the new Senate and salaries to match.