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France, 17th Century. You are a Noble vying for control in the French court. Revolution is in the air and unrest stirs the court. Gather your forces and call in favors as you plot your rise to power. Will you support the King or incite Rebellion? The key players include Generals, Musketeers, Lords, Clergy and even the Queen. Attract allies and eliminate enemies as you strive to increase your power and influence. Seek out Courtiers loyal to your cause. Protect Provinces or face Revolt! Use your Gold to bribe those whose help you'll need. Each turn you must reveal another of those who support you. Rebellion is in the air and when it strikes, the throne is up for grabs. So go forth and grab the reins of Power, but beware! Push too hard and you risk Excommunication, Imprisonment, or worse... the Executioner's axe!
This game requires playing a few hands before realizing the wonderful intrigue that can take place. The bishop, the executioner and the musketeers are some of the characters that can either protect the king or quietly work to dethrone his power! In this exciting game, each round provides delicious adventure insuring provacative moves that will keep all players riveted!
This is one classic game! I loved it, getting excommunicated, and what not. The genre is a classic setting, 17th century France. It's a great imaginative setting to play a game, especially with all the consequences that lie before you!
As has been mentioned before, there are some rules that need some major clarification, such as duels (can you duel without a noble?) and the order of events when a rebellion is played (is it still clockwise around the board, or do all other events happen first and then the rebellion takes place?).
All in all, this game has garnered praise from the Saturday group as being a right and proper pain in the shorts with great screw-thy-neighbor tactics. Often requested and played by many, it takes a little time to teach new players, but is worth the effort. I would still like to see a general clean-up on the rules and a re-issue of a great game.
Were there really so many scoundrels in turbulent 17th-century France, where this game takes place? Did the rogues really have so many weapons, including Blackmail, Bribery, and Uprising, so readily available? Did they duel and attack that much? Were they ill-mannered enough to interrupt others out of turn? Was the fear-or hope-of Rebellion always in the air? The object here is to enrich your Noble by acquiring Provinces protected by Musketeers, and controlling influential people (Courtiers). Gold also helps. Each player in turn places a card faceup on the table. Event cards take effect at once, after which players with the highest card played in each suit (Gold, Musketeers, Courtiers, and Provinces) capture all of them for their power structures. During turns, the rogue in you may emerge to harass and attack others. Certain cards can be played out of turn to earn bonus points.
This is an action-packed game where a lot happens very quickly. I think, therefore I fight.-JJMcC