Chapter 4: Barricade Summers 1830 to 1848
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 4: Barricade SummersSealed so it does not spoil the story for you.Break the seal
The chapter's rules
Spreading: the sickness
At the end of every turn, each district reached by the sickness has a 40% chance to pass it on to one neighbouring district where the rich do not live.
In a district it has reached, units have 1 less Strength. Each side also loses up to 30% of its income, in proportion to the city's districts that are both reached and held by it.
A district made safe with “Sanitation” neither catches it nor passes it on while the measures last.
Interrogation
Whoever is arrested gives up one hidden comrade from the same district or a neighbouring one, who is revealed to the side that made the arrest. Buildings are never given up.
These units never talk: Secret Society Cell.
Rules of single levels
Rules a level adds, or the part of a chapter rule it changes.
The Blue Fear
Spreading: the sickness
It starts in Les Halles.
The Banquets
Gatherings
A gathering, started with “Hold a banquet”, is held once it has lasted 2 turns, counting the turn it starts, with units of the Revolution in its district at the end of each of them. If they all leave, it breaks up.
With “Ban the banquet”, it is broken up.
February Fire
Changing sides: National Guard
When Opinion is above 15, each National 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 15, it is the other way round.
In every such turn, National Guard gains 3 loyalty toward the side the city favours.
The June Days
The assembly
The assembly sits every 8 turns, the first time on turn 8. Each side's votes are the power of its factions that have seats (Liberals, Republicans and the Crown), 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 +3; The Crown loyalty +4.
With “The Charter”, the next sitting goes to the Law.
Landmarks
What holding each landmark gives, in the game's words.
- LouvreLouvre and Tuileries: the king's palace
- CitéPrefecture of Police: police agents cost 10 less for the Law
- Saint-GermainThe Chamber of Deputies, across the river
- MaraisHôtel de Ville, where revolutions are proclaimed: +8 income per turn for the holder
- Les HallesCentral Market
- Latin QuarterThe print shops and lithographers: +1 Opinion per turn toward the Revolution when it holds them
- Palais-RoyalPalais-Royal: the gambling houses, full of police informers (Law reveals +5%)
- MontmartreMontmartre and the customs wall
- Saint-AntoinePlace de la Bastille, where the July dead are buried: +1 Opinion per turn toward the Revolution when it holds it
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 “Street Columns” and “Guard Pay”.
- Line infantry never refuse to fire on the crowd.
- For the Revolution, “Barricade” costs +10.
- For the Revolution, “Raise the barricade” costs +10.
- For the Revolution, “Fortify the barricade” costs +10.
Spreading: the sickness
At the end of every turn, each district reached by the sickness has a 55% chance to pass it on to one neighbouring district where the rich do not live.