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Chapter 3: The Eagle's Shadow 1799 to 1815

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 3: The Eagle's ShadowSealed so it does not spoil the story for you.Break the seal

The chapter's rules

Imperial Glory

Imperial Glory runs from 0 to 100 and starts at 55, unless a level or Hard says otherwise.

At the end of every turn while it is above 60: Legitimacy +1. At the end of every turn while it is below 40: Legitimacy −1.

The levy

The Law raises conscripts with “Conscription”.

Each levy adds 10 Unrest in every district where workers live, unless an upgrade spares them.

Each levy also has a 30% chance that conscripts desert to the Revolution: a hidden Deserter Band appears in a district where workers or the poor live.

The Revolution can raise these units only once a levy has been made: Deserter Band.

Upgrades that change this rule: “Hidden Draftees” and “Popular Draft”.

A split movement

Royalists and Old Jacobins are rivals: whenever an order, an answer or a piece of news raises the loyalty of one of them, the other loses 5.

The law of the land

For the Revolution, presses and papers cost ×1.5 to recruit.

Disguises

With Disguises, a side's revealed units stay in sight for the turn that follows, then melt back into the crowd and are hidden again. Buildings and named people do not.

Upgrades that change this rule: “Disguises”.

Rules of single levels

Rules a level adds, or the part of a chapter rule it changes.

Fog of Brumaire

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 (Liberals, Old Jacobins and Imperial Court), 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: Opinion +3; Liberals loyalty +4.

When the Law wins a sitting: Legitimacy +4; Imperial Glory +3.

With “Motion of outlawry” and “Buy deputies”, a side buys votes for the next sitting: 20 or 25.

The Infernal Machine

The charge on the route

A hidden charge, laid with “Plant the machine”, goes off when The First Consul comes into its district, at the start of a turn: Violence +25; Fire in this district; Opinion −10.

With “Sweep the route”, it can be defused where it lies.

Armies at the Gate

The assembly

The assembly sits every 4 turns, the first time on turn 4. Each side's votes are the power of its factions that have seats (Liberals, Old Jacobins and Imperial Court), 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: Opinion +3.

When the Law wins a sitting: Legitimacy +4; Foreign Powers +3 toward you.

A Hundred Days

The battle far away

A battle is fought off the map. It is won with a chance equal to Imperial Glory times 0.85 out of a hundred, never under 5% nor over 95%.

If it is won, as the Law sees it: Opinion +15; Legitimacy +10; Command +10.

If it is lost, as the Law sees it: Opinion −15; Legitimacy −15; Grande Armée loyalty −20.

Landmarks

What holding each landmark gives, in the game's words.

  • LouvreTuileries: the Consul's, then the Emperor's, palace
  • CitéPrefecture of Police: Commissioners cost 10 less for the Law
  • Saint-GermainField of Mars and the Invalides: parades raise Glory while the Law holds it
  • MaraisHôtel de Ville: +8 income per turn for the holder
  • Les HallesCentral Market
  • Latin QuarterPrinting houses: +1 Opinion per turn toward the holder
  • Palais-RoyalPalais-Royal: the gambling dens, where every spy listens (Law reveals +5%)
  • MontmartreMontmartre and the customs wall: the heights over the city

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 “The Prefecture” and “Old Guard Drill”.
  • Imperial Glory +15
  • For the Law, Informant network cost −10 to recruit.
  • Royalists starts every level with 40 loyalty.
  • Old Jacobins starts every level with 40 loyalty.