Rules
Unrest, riots and barricades
Every district has its Unrest, from zero to a hundred. It is what riots are made of.
Unrest
Orders, events and units raise and lower a district's Unrest. At the end of every turn, each district cools by 1, unless its chapter says it cools faster or slower. A district at 90 or more does not cool: it riots.
A riot
A riot ordered by a side takes 20 influence from the other side, unless the riot order gives a figure of its own, and the Radicals' perk makes it more. When the Revolution riots, it also gains 25% of that. In a district where riots are kept down (some units and landmarks do it), a riot does 50% of its harm.
After a riot, the district's Unrest falls by 15. Blocks burn and lamps are smashed, and the city keeps the scars. The side that rioted gains 3 Violence, unless its own people organised the district, and its factions take it as a violent act: see Factions in depth.
A riot that breaks out on its own takes 15 influence from the Law and gives the Revolution 25% of that. It adds to nobody's Violence.
Each chapter's riot order says how high Unrest must be before a riot can be started; see the chapter's orders in Lore. A mass riot starts a riot in every district at 50 Unrest or more at once, unless the order gives its own threshold.
Barricades
A barricade order adds levels to a district's barricade, 1 unless an upgrade adds more, up to 3; a boulevard is too wide to close with more than a token barricade. Against an assault by the Law, each level adds 2 to the defence, and each neighbouring district with a barricade adds 1 more. Units that come by air ignore barricades.
An assault the Law wins knocks down 2 levels. The assault itself is on Arrests, raids and assaults.