LanterneWiki

Lanterne is played on a computer

Chapter 5: Straight Lines 1851 to 1870

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 5: Straight LinesSealed so it does not spoil the story for you.Break the seal

The chapter's rules

The boulevards

The Law opens a boulevard site with “Cut a boulevard”. At the end of every turn, each of its Engineers on the site works a turn off the job, 2 at most at once; a site needs 3 turns of work.

With “Petition the works” and “Sabotage the works”, a site needs more work: 1 turn or 3 turns each time.

With “Stop the Wreckers”, a site is abandoned.

With “Grand Axis”, a boulevard is cut at once.

A finished boulevard holds barricades to level 1, gives the Law's units 1 more Move through it, silences the Revolution's printing there, turns its workers, the poor, artisans or tanners into bourgeois, and gives the Law 20 influence there. The people it drives out move to up to 2 districts of the outer ring (or, failing that, where workers and the poor live), whose Unrest rises by 15.

Upgrades that change this rule: “Petition Lawyers”, “Neighbourhood Committees” and “Sewers and Fountains”.

Strikes

With “Call a strike”, the Revolution puts a district on strike. A strike holds through the turn it is called and the 1 turn after, unless an upgrade makes it longer.

Each district on strike costs the Law 20 income at the end of every turn.

Upgrades that change this rule: “Strike Funds”.

Informers: International Section

With “Informers in the Workshops”, at the end of every turn the Law finds each hidden unit of International Section serving the Revolution with a 30% chance.

The register of faces

Only in a campaign where this happened: “Give the plates to the Prefecture” in the interlude of Chapter 4.

The police hold photographs of the movement's leaders. For each faction of the other side that has a leader, the first of its units revealed in a level is arrested by the Law at the end of that turn, wherever it stands. Buildings are spared.

Rules of single levels

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

Orsoni's Bombs

The charge on the route

A hidden charge, laid with “Lie in wait”, goes off when The emperor's carriage comes into its district, at the start of a turn: Violence +30; Fire in this district; Opinion −10.

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

The Exposition

Prestige

Prestige runs from 0 to 100 and starts at 20, unless a level or Hard says otherwise.

Sedan

Imperial Glory

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

After the finale of chapter 5: Straight LinesSealed so it does not spoil the story for you.Break the seal

Rules of the interlude

The Balloon Post

Lift

Shells

At the end of every turn there is a 50% chance that a shell falls on one of La Villette, Montmartre or Batignolles: its Unrest rises by 10, each unit there is wounded with a 50% chance, and blocks burn (2).

Where there are shelters, or everywhere once an upgrade has the sirens up, a hit does half: Unrest +5, a 25% chance of a wound, blocks burned: 1.

Gas

At the end of every turn, each Gasworks crew of the Revolution in La Villette adds 1 to Gas.

Landmarks

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

  • LouvreThe Tuileries: the emperor's palace
  • CitéPrefecture of Police and its cells, where prisoners are held: police spies cost 10 less for the Law
  • Saint-GermainThe Legislative Body, which votes what it is told
  • MaraisHôtel de Ville, where republics are proclaimed: +8 income per turn for the holder
  • Les HallesThe new iron pavilions of Les Halles
  • Latin QuarterThe print shops: +1 Opinion per turn toward the Revolution when it holds the Latin Quarter
  • Palais-RoyalThe Palais-Royal and the Opera, where the court shows itself: +1 Opinion per turn toward the Law when it holds
  • MontmartreMontmartre and the old customs wall
  • Saint-AntoinePlace de la Bastille and the July Column

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 “Haussier's Plan” and “Press Warnings”.
  • A boulevard site needs 2 turns of work.
  • For the Revolution, Bomb Cell cost 60 to recruit.
  • On Hard, “Plebiscite” also gives Legitimacy +20 when Opinion is 15 or less.