Chapter 8: The Grey Years 1940 to 1944
Orders
Every order both sides can give in this chapter: its base cost, how many of the turn's actions it takes, what it aims at, and what it does by the game's own definition. Low Legitimacy makes the Law's orders dearer, and upgrades change some of them.
Chapter 8: The Grey YearsSealed so it does not spoil the story for you.Break the seal
The Revolution
Lie low
Heat −8, but your units do nothing this turn.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- nothing on the map
Each time it is givenHeat −8
Attack
Your Fighters attack the district. Violence +3.
- Cost (Influence)
- 10
- Actions
- 1
- Aims at
- a district
Each time it is givenViolence +3Opinion −1
Barricade
Fighters raise the barricade here by one level (three at most).
- Cost (Influence)
- 20
- Actions
- 1
- Aims at
- a district
Sabotage
A saboteur in a railway district: the line is cut and the Directorate blames the Prefecture (Patience −10). On a radio target, supplies +40 and Allies +5. Heat +6.
- Cost (Influence)
- 20
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +6
Receive the drop
A radio operator at the drop zone named by the radio: +100 and Allies +5. The operator is found twice as easily this turn. Heat +4.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +4
The Call
Once per level: Opinion +15 and the Parisians +15 toward you.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- nothing on the map
What it doesOpinion +15Parisians +15 toward you
- Once per level
- Comes with the upgrade “The Call”
Network Reborn
Once per level: three lost cells come back where they were taken.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- nothing on the map
- Once per level
- Comes with the upgrade “Network Reborn”
Rising Signal
Once, in the finale: every Resistance Cell becomes Fighters.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- nothing on the map
What it doesEvery Resistance Cell becomes a Fighters
- Once per level
- Comes with the upgrade “Rising Signal”
Lose the registers
A cell or courier in a registered district: the lists go missing. Heat +4. Once per district per turn.
- Cost (Influence)
- 15
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +4
- Only in “The Empty City”
Print run
At the hidden press: two issues printed. Heat +3. Once per turn.
- Cost (Influence)
- 15
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +3
- Once per turn
- Only in “Ink and Paper”
Move the press to another cellar
The press is hidden again. Once per turn.
- Cost (Influence)
- 15
- Actions
- 1
- Aims at
- a district
What it doesYour people in this district go back into hiding
- Once per turn
- Only in “Ink and Paper”
Give out the paper
A courier or printer, with an issue printed: the paper reaches this district. Opinion +3. Heat +2.
- Cost (Influence)
- 10
- Actions
- 1
- Aims at
- a district
What it doesOpinion +3
Each time it is givenHeat +2
- Only in “Ink and Paper”
Check a cell's story
A cell here, a courier on the map: a clue about the mole. A clean cell is cleared 70% of the time; the mole looks suspicious 60% of the time. Heat +3. Once per turn.
- Cost (Influence)
- 20
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +3
- Once per turn
- Only in “The Mole”
Forge papers
A printer here: up to 8 draftees hidden. Heat +3. Once per district per turn.
- Cost (Influence)
- 15
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +3
- Only in “The Draft”
Safe house
A cell here: up to 6 draftees hidden. Heat +2. Once per district per turn.
- Cost (Influence)
- 10
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +2
- Only in “The Draft”
Escape route
A courier in a district near the edge of the city: up to 10 draftees get out to the woods. Heat +2. Once per district per turn.
- Cost (Influence)
- 20
- Actions
- 1
- Aims at
- a district
Each time it is givenHeat +2
- Only in “The Draft”
Cut the wires
A cell or Fighters on a wired bridge: the charges are removed. Once per district per turn.
- Cost (Influence)
- 10
- Actions
- 1
- Aims at
- a district
- Only in “Paris Rises”
The Law
Arrest
Your police arrest a revealed unit here.
- Cost (Treasury)
- 20
- Actions
- 1
- Aims at
- an enemy unit
Each time it is givenOpinion −1
Raid
Destroy a revealed building here.
- Cost (Treasury)
- 30
- Actions
- 1
- Aims at
- an enemy unit
Interrogation
With a Special Brigade on the map: an arrested member gives up a link in the chain, or a name from where the last cell was taken. Violence +10. Once per turn.
- Cost (Treasury)
- 10
- Actions
- 1
- Aims at
- nothing on the map
Each time it is givenViolence +10
- Once per turn
Request garrison support
Two companies of the Directorate's garrison arrive here. Patience +5, Opinion +10 toward the Revolution.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- a district
What it does2 free Directorate garrison in this districtpatience +5
Each time it is givenOpinion −10
- At most once every 2 turns
Clear the street
In the rising: your police attack the district. Violence +4, Opinion −5.
- Cost (Treasury)
- 20
- Actions
- 1
- Aims at
- a district
Each time it is givenViolence +4Opinion −5
Defiance
Once per level: the next demand refused costs no Patience.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- nothing on the map
- Once per level
- Comes with the upgrade “Defiance”
The Sweep
Once per level: every hidden unit here is revealed, and up to three next door. Violence +10.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- a district
What it doesReveal every hidden unit of the RevolutionReveal 3 hidden units of the Revolution
Each time it is givenViolence +10
- Once per level
- Comes with the upgrade “The Sweep”
Double Game
Once per level: Patience +20 and the Liberation committee +20; the consul's truce then needs one meeting less.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- nothing on the map
What it doespatience +20Liberation committee loyalty +20
- Once per level
- Comes with the upgrade “Double Game”
Restore services
Your police in a central district: water, gas and the town hall open again. Unrest −5.
- Cost (Treasury)
- 20
- Actions
- 1
- Aims at
- a district
What it doesUnrest −5 in this district
- Only in “The Empty City”
Register the population
A Police Brigade in a central district where services are back: everyone is on the Prefecture's lists.
- Cost (Treasury)
- 20
- Actions
- 1
- Aims at
- a district
- Only in “The Empty City”
Disperse
A Police Brigade sends one student group home, without taking names. Opinion −2. Once per district per turn.
- Cost (Treasury)
- 10
- Actions
- 1
- Aims at
- a district
What it does1 units of the Revolution removed
Each time it is givenOpinion −2
- Only in “Students at the Arch”
Ask the mole
The mole names a cell he knows, or one near him. Once per turn.
- Cost (Treasury)
- 10
- Actions
- 1
- Aims at
- nothing on the map
- Once per turn
- Only in “The Mole”
Round up draftees
A Police Brigade takes up to 12 draftees here for the Directorate's labour quota. Unrest +8, Opinion −2. Once per district per turn.
- Cost (Treasury)
- 15
- Actions
- 1
- Aims at
- a district
What it doesUnrest +8 in this district
Each time it is givenOpinion −2
- Only in “The Draft”
Refuse the quota
Once: no more round-ups. Patience −30, Patriots +20. The Prefecture wins if the Directorate's patience lasts to the end.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- nothing on the map
What it doespatience −30secret.law.patriots +20
- Once per level
- Only in “The Draft”
The police strike
Once, with Opinion +20 or more and the Patriots at 40: the Prefecture turns and its men fight beside the rising. Patience falls to 0, Legitimacy +15.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- nothing on the map
What it doespatience set to 0Legitimacy +15Liberation committee loyalty +10
- Once per level
- Only in “Paris Rises”
Countermand the order
With the Patriots at 30: a Police Brigade on a wired bridge removes the charges. Once per district per turn.
- Cost (Treasury)
- 10
- Actions
- 1
- Aims at
- a district
- Only in “Paris Rises”
Talks through the consul
The neutral consul goes between the Prefecture, the committee and the garrison. Three meetings (two after the Double Game) make a truce: no demolition, and three turns without attacks or riots. Once per turn.
- Cost (Treasury)
- 30
- Actions
- 1
- Aims at
- nothing on the map
- Once per turn
- Only in “Paris Rises”
Interlude 8
After the finale of chapter 8: The Grey YearsSealed so it does not spoil the story for you.Break the seal
Talk to the crowd
Claire in the square: anger −2. Once per district per turn.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- a district
Promise trials
A court for everyone accused: anger −1 in every square. Once every two turns.
- Cost (Influence)
- 10
- Actions
- 1
- Aims at
- nothing on the map
- At most once every 2 turns
Call the police
Once: the police clear the square. The anger there is gone, but this was force, not talk. Violence +5.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- a district
Each time it is givenViolence +5
- Once per level
Stir the crowd
A ringleader works on the crowd: anger +1. Once per turn.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- a district
- Once per turn
Sort the files
Claire at the archive: one more box sorted. Once per turn.
- Cost (Influence)
- 0
- Actions
- 1
- Aims at
- a district
- Once per turn
Guard the archive
Claire locks the archive for a day: nobody can steal from it this turn. Once every two turns.
- Cost (Influence)
- 10
- Actions
- 1
- Aims at
- a district
What it doesNo actions for the Law in this district for 1 turns
- At most once every 2 turns
Publish the files
Claire at the printers in the Latin Quarter, with five boxes sorted: the files are published.
- Cost (Influence)
- 0
- Actions
- 2
- Aims at
- a district
Seal the files
Claire at the ministry in Saint-Germain, with four boxes sorted: the files are sealed for the state.
- Cost (Influence)
- 0
- Actions
- 2
- Aims at
- a district
Steal a file
At the archive: one more file taken. Once per turn.
- Cost (Treasury)
- 0
- Actions
- 1
- Aims at
- a district
- Once per turn