Chapter 6: Seventy-Two Days 1871
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.
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The chapter's rules
Governing the city
Every district starts with 70 Services. At the end of every turn, the Revolution pays for each district it holds, the most neglected first: 5 each.
Where a Council Delegate sits, a district costs only 2.
A district paid for gains 5 Services. One it cannot pay loses 15 Services and gains 10 Unrest, and for each such district the faubourgs loses 10 loyalty toward the Revolution, 20 at most a turn.
Districts nobody holds drift toward 50 Services, by 3 a turn at most.
With “Bombard the ramparts”, “Shell the quarter” and “Sabotage supplies”, a district loses Services: 10 or 15.
With “Bread convoy”, a district gains Services: 20.
Upgrades that change this rule: “Bakers' Decree”.
No quarter
Once Gendarmerie falls below 40 loyalty, the Law gives no quarter for the rest of the level.
With “No Quarter”, it gives no quarter at once.
From then on, each district the Law takes adds 30 Violence to the Law, and each of the Revolution's people still there is shot with a 60% chance. The executions are remembered.
The last stand
With “Last Stand”, a side swears to hold a district. While the oath lasts, no assault can take it, its holder keeps at least 62 influence there and the other side at most 38.
The hostages
The Revolution takes hostages with “Take hostages”.
While it holds them, Versailles loses 3 loyalty at the end of every turn, but never below 35.
If the loyalty of Federation falls below 20 while the hostages are held, the hostages are killed: the Revolution gains 25 Violence and Opinion moves 10 toward the Law. No player decides it.
Rules of single levels
Rules a level adds, or the part of a chapter rule it changes.
The Cannons of Montmartre
Fraternising
At the end of every turn, each Faubourg Crowd or Women's Union Ambulance of the Revolution has a 25% chance to win over one Line infantry of the Law in its district, who comes over, revealed, as Federal Battalion.
The Western Gate
Reinforcements: Versailles Regiment
Every 2 turns, 1 × Versailles Regiment arrive for the Law at West edge.
The Bloody Week
Reinforcements: Versailles Regiment
Every 2 turns, 2 × Versailles Regiment arrive for the Law at West edge.
Every turn, when the level's conditions call for them, 2 × Versailles Regiment arrive for the Law at West edge.
Every 3 turns, when the level's conditions call for them, 1 × Versailles Regiment arrive for the Law at Saint-Denis edge.
Occupying the streets
At the end of every turn, in each district where the Law has military units and the Revolution has none, the Law gains 20 influence and the Revolution loses as much, on top of the usual shift.
Landmarks
What holding each landmark gives, in the game's words.
- LouvreThe Tuileries: the empty palace, defence +4
- CitéThe Palais de Justice and the Prefecture, where prisoners are held
- Saint-GermainThe Palais Bourbon and the ministries of the left bank
- MaraisThe Hôtel de Ville, seat of the Commune: +10 income per turn for the holder, defence +3
- Les HallesLes Halles: Services cost 1 less everywhere while the Revolution holds them
- Latin QuarterThe print shops: +1 Opinion per turn toward the Revolution when it holds the Latin Quarter
- Palais-RoyalThe Place Vendôme and the Emperor's column
- MontmartreThe cannons of the Butte, paid for by the National Guard
- Saint-AntoinePlace de la Bastille and the July Column
- CharonnePère-Lachaise and its eastern wall
On Hard
What changes in this chapter when it is played on Hard, on top of what Hard changes everywhere.
- Heat falls by 3 a turn instead of 4.
- When you play the Revolution, the Law starts every level with “Fortress Guns” and “Moles in the Council”.
- Foreign Powers starts with 20 loyalty toward the Revolution.
- Each district governed costs 7.
- For the Law, the order “The Open Door” is open.