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Revolution's Edge
Face the monarchy alone. The King draws Royal Decree cards each round instead of rolling dice. Drain his Legitimacy to zero — or seize enough systems before Twilight — to win the revolution.
Each player secretly places their tile to set a system's tipping point.
Waiting for the first player to place their tile…
Threshold placed. Waiting for other players…
Your secret agenda has been dealt. Read it carefully — do not reveal it to other players.
Agenda noted. Waiting for other players…
Receiving your secret agenda…
Your Stability (8+) lets you draw 2 cards — discard 1 to keep 1.
Adjust the King's die roll by ±1 before it is resolved.
Space 1 = Despotic (most powerful king). Space 6 = Powerless.
It is Paris, 1789. The Monarchy is cracking. Seven systems hold French society together: Public Sentiment, Bread, Army Loyalty, King's Authority, Aristocratic Privilege, Treasury, and Int'l Support. All seven are under simultaneous pressure from factions who each want something different from the coming chaos. You are one of those factions, fighting to shape which way it falls and who benefits when it does.
The King is trying to hold the system together. You are trying to seize pieces of it before your rivals do, or before it collapses in a way that benefits no one.
Instant victory: Be the first faction to simultaneously control enough systems (default: 3–4 depending on player count). You control a system by having strictly more cubes there than any single rival at the moment it tips.
Twilight scoring: If no one achieves instant victory, the game ends when the board destabilises (4 Volatility Markers placed). The player with the most VP wins: 3 VP per controlled system, +1 per volatile system, plus your faction's secret agenda bonus.
Placing cubes adds pressure to a system — and pressure is how systems tip, which is the only way to seize control. But if a system tips with no dominant player, or with only Mob cubes, it collapses and is lost to everyone permanently.
Push too hard and the system you wanted to control falls into chaos. Push too gently and a rival gets there first. Every cube you place is a bet on timing.
Jacobins, Round 2. Public Sentiment is at 4 pressure. Its hidden threshold is 6.
King's Phase: The die rolls 4 — Indecisive. No effect this round.
Marie's turn (Jacobins): She places 2 cubes on Public Sentiment (+2 pressure → now 6). That hits the threshold — the system tips immediately. Marie has 3 cubes there; the Royalists have 1. Marie has the most, so the Jacobins seize control of Public Sentiment. Pressure resets to 1.
Cascade: The cascade die rolls 1. Marie steers that +1 pressure hit to Army Loyalty.
Then: The Royalists take their turn, placing a cube on Army Loyalty. A Volatility Marker goes on Public Sentiment. End of round — a new King's Phase begins.
One system down for the Jacobins, two to go for instant victory.
Variants (set in lobby): Secret Agendas, Faction Abilities, Systems to Win, Turn Timer, Betrayal & Bluff expansion.
Threshold Tiles are hidden, but a system's danger is partially revealed as pressure grows. When a system's pressure first reaches 5, its proximity is revealed publicly:
Once revealed, a system's Near/Far status is visible to all players for the rest of the game.
The monarchy is not a passive obstacle. It is actively fighting to preserve the order you are trying to reshape. At the start of each round, the King's position shifts based on a die roll, and each position has a concrete effect on the board: removing cubes, hardening systems, or creating opportunities. When the King's grip weakens (position 6), the board opens up. When he panics (position 1), he lashes out indiscriminately.
If the Royalists are in the game, they may adjust the die roll by ±1 before it resolves. Then a die is rolled. If the result is higher than the King Marker's position it moves up one space; if lower, it moves down one space; if equal, it stays. Each position has an effect:
King's Wrath: While the King is at position 1 (Despotic Panic), no player may place cubes on King's Authority or Aristocratic Privilege.
Extreme Position Escalation: If the King Marker is already at position 1 or 6 and the die roll cannot move it, that round's King effect resolves twice.
King Phase Tipping: If the King's Phase effect causes a system to reach its threshold, it resolves as a tipping point before player turns begin.
Starting with the First Player, each player takes 2 actions per turn:
At the end of your turn, draw 1 card, then pass to the next player.
After all players have taken their turns, a new round begins with the King's Phase. Turn order is fixed. The same player always goes first each round.
When a system's pressure reaches or exceeds its hidden threshold, it tips. Steps resolve in this order:
Collapse: A collapsed system is crossed out on the board. It cannot receive cubes, cascade hits, or be controlled. All cubes on it are lost to the owner's mourning pool and they discard 1 card.
You control a system if you have strictly more cubes there than any other single player. Royal cubes (grey) and Mob cubes (red) add pressure but belong to no player and never compete for control.
When control changes, the losing player receives a Control Token back. The gaining player spends one.
Instant Control Victory: Win immediately by controlling this many systems simultaneously (adjustable in lobby):
The game enters the Twilight Round when 4 or more Volatility Markers have been placed. Each remaining player takes one final turn, then the game ends and scores are tallied.
Highest total VP wins. Ties are broken by most controlled systems, then most Volatility Tokens held.
Solo Mode: The King wins if he seizes 3+ systems (Absolutism), or if all systems collapse. The player wins by draining the King's Legitimacy to 0 or controlling the required number of systems. Collapses drain Legitimacy; the King seizing a system gains Legitimacy.
Int'l Support represents the eyes of Europe watching Paris. Austria, Britain, Prussia, and the Papal States each have a stake in whether France stabilises or explodes. The faction that controls this system gains their backing.
Strategically: Int'l Support connects to Public Sentiment, Bread, and Army Loyalty. A cascade from this system can ripple pressure into three of the most contested systems on the board simultaneously, making it a powerful pivot point to trigger or steer.
Control bonus: When you seize Int'l Support, foreign powers share their intelligence. You draw 2 cards and the hidden threshold of the most-pressured non-revealed system is publicly revealed. Everyone learns something, but you move first with that knowledge.
Note: the system's threshold is hidden like all others. It can tip at any time, and a cascade from it is unusually dangerous given how many systems it touches.
When the Faction Abilities variant is enabled, each faction has a passive ability (triggers automatically each round after the qualifying action) and an active ability (once per game, costs 1 action). Secret Agendas are separate and also optional.
You start with 3 cards and draw 1 card at the end of each of your turns (hand limit: 5). Playing a card costs 1 action. Each card shows its effect in your hand.
Counter-Propaganda is a reaction card that can be played out of turn the instant an opponent plays a card. You have 8 seconds to react. It negates the opponent's card entirely.
When enabled, each player gains a Political Stability track (0–10, starting at 5), a hidden Sabotage Hand, and three Influence Slots. A new Sabotage Phase runs each round.
Stability represents your faction's social standing. Effects:
Each player has three named slots — Allies, Public Image, and Resources — each starting filled (1). Spending a slot empties it; refill by spending 1 Stability.
After all player turns, before the round ends, a Sabotage Phase runs: