1793 Patriots & Traitors Stories: Part 2 – What did I want to bring to the (dinner) table?

Hello fellow gamers!

Liberty, Equality and Fraternity, the French Revolution! It shaped the world we live in today, but it was certainly not a ‘walk in the park’! It came at an enormous price: uprisings in the provinces, political infighting in the Convention and foreign invasion. Pressure from the sans culottes, intrigue from the Royalists…

1793: Patriots & Traitors let’s you relive this important historical event as no other game has done before. As a radical, a moderate or conservative, you’re going to attempt to lead the revolution…If you fail, Mme. guillotine awaits!

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What did I want to bring to the (dinner) table?

With 1793: Patriots & Traitors I wanted to design THE French Revolution game. There are only a very few French Revolution games out there and these focus mainly on the military aspect – such as Levée en Masse – OR they skim the political aspect of that period – such a Liberté. It is true: the French Revolution is a complex matter…. 

Armed with an extensive knowledge of the period, I took a much challenging approach by attempting to combine all the aspects of the French Revolution in a single game: the military, the political, the counter-revolutionary issues, the Paris mob, the political aspect, the laws…can this be done?      

First things first: you can’t make a French Revolution game without the main political factions! This is what the entire revolution was about – like Saturn, the revolution devoured its own children. In 1793: Patriots & Traitors the players have the possibility to play one of the 5 political factions that existed in 1792 – 1794. Each will have their own specific objective. Politics HAD to be involved but it was essential that it was not too heavy, dry and stuffy. Politics & games usually do not combine well…it’s a lousy marriage. I was determined to keep the politics light – the political aspect had to be an added value, not a load of bricks that the players had to carry along for the full 90 minutes.  The opportunity to negotiate, to interact, to make deals was a logical consequence of the political aspect of the game. That is also what games are about in my opinion: to be able to sit around the table with friends and family and to communicate, discuss and have fun. My most optimistic scenario was that players would to hold speeches like they did in the National Convention in those days – of course not a prerequisite! Arguing and discussing the various political cards – or laws – is certainly a major part of the game, especially since they have the ability to change the game rules. How revolutionary is that?! The cerebral part of the entire game is to find out how YOU can benefit the most from each law that is passed…  

Next to the political aspect, there was a second ingredient that HAD to be included : the Paris mob – those wild and grumpy sans-culottes that dictated the flow of the revolution. The players need to feel the pressure of the Paris mob on their shoulders – except of course the Ultra-Radical Red faction, the faction that leads those sans-culottes! On the other side, I also wanted the players to feel the pressure from the right: the Conservative Yellow faction, aghast at the extreme laws that the other factions wish to dictate and afraid for the safety of the monarchy. 

When, in a 5 player game, the Royalist faction also becomes active, even more pressure will be heaped upon the players because the Royalist player will be conniving to crush the Revolution altogether. It is a very fun but also unthankful role to play 😉 Don’t expect much cooperation from your rivals around the table… 

Like the real revolutionaries, the players need to be under constant pressure from both the left and the right…but also from the invading armies from the crowned heads of Europe! 

This brings us directly to the military aspect: a French Revolution game also needs to focus on war, but it MUST not take possession of the entire game… In 1793: Patriots & Traitors it will indeed be important to quickly build up a strong – and large? – army as historically, those million ‘citizen’ soldiers were not available to the government in 1792. Problem will be that the less united the Republic is, the stronger the Austrian, Prussian armies will become…    

In the game, you will have the opportunity to lead armies and you can even get the young Napoleon on your side. There are a few other great revolutionary generals which history has forgotten, so I ‘ve taken the liberty to add them to the game too: who still remembers Pichegru or Hoche? Combat in 1793 is rather logical and straightforward. 

As mentioned in my earlier blog: the French Revolution recreated the society. In 1793: Patriots & Traitors the players will be doing the same. The political cards will allow the players to change the game rules or even alter the board.  Needless to say that the replayability value is therefore very high. Here is also where the historical authenticity of the game shines. The 16 available political cards represent the various laws that were on the table during the French Revolution and I’ve done my very best to integrate their consequences and benefits to the game…and I must say, it has been done very nicely. For instance, if the former king Louis Capet is executed, the players will be confronted by revolts in the provinces…

If the Law of Suspects is passed, the majority in the Nation Convention will be allowed to take a cube from the board and add it to the Conciergerie.           

In short, the game is a true feast for those interested in history and unless you are able to travel in time, you will not get any closer to the French Revolution than with 1793: Patriots & Traitors!

Bon appétit! 

Take care and thanks for your interest in our games! See you in the next blog post,
your Uwe Walentin.

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