Prelude to Rebellion
This is the sequence of play:
Action Round - Choose Between:
Play a card from your hand (You will have cards in your hand for your faction, neutral cards, and cards from the opposing faction).
1.If it is a card from your faction, choose between:
A. Play the cards Event. The card is then discarded unless the Event states otherwise.
B. Play the card for its AP (Action Points).The card is then discarded.
2. If a neutral card, choose between:
A. Play the cards Event. The card is then discarded.
B. Play the card for it's AP and place it in the Opportunity Pool.
3. If a card from the opposing faction:
A. Play the card for its AP and,
1. If the Event's prerequisite is met the Event happens(opponent makes all relevant decisions). The card is then discarded unless the Event states otherwise.
2. If the Event's prerequisite is not met, place the card in the Opportunity Pool and your opponent receives half the cards AP value in Opportunity points.
Play a card from the Opportunity Pool:
1. Spend x Opportunity Points to play the Event from a card of your faction or a neutral card worth x AP from the Opportunity Pool. The Event's prerequisite has to be met. The card is then discarded.
Pass - (only if you have no cards in hand)
Spending AP - You can split your AP between different actions:
Mobilization - Urban - 2 AP, Rural -1 AP
Creating Organizations:
Perform a Mobilization check. Target number = Targeted county's MV (Mobilization Value) + x AP spent (minimum 2) + Rural Organization bonus (1/2 if associated Urban County's MV is 6-10/11+)
Call for Composure:
Prevent the Rebellious Spirit from increasing at the end of the Turn.
Costs 2 AP in 1834, 4 AP in 1835-36 and 6 AP in 1837
Volunteer Corps Recruitment (Rebellious Spirit at 8+)
Perform a Mobilization Check:
Target number = Targeted County's Mobilization Value + AP spent (minimum 2).
La Tete a Papineau/Governor's Privileges:
Maximum once/Turn, each Special Action once/game - Spend the special Action cost in AP to perform it.
As you can see, the above is quite a mouthful, and I really just set out the outline.
I could regurgitate the game's play for you, but this blurb from the game does it much better than I could:
After building up a sufficient amount of support in a county, you will try to create organizations (a grouping of leaders) in them. The more cubes in the county and the more activity points you dedicate to this action, the greater your chance of success. A fixed amount of opportunity points per turn allow you to mitigate the whims of the dice but also allow you to purchase helpful events from the 'Opportunity pool', where a few cards as well as key events of the conflict are put into at the start of every turn. Spend too many points to 'shave' a die roll and you might not be able to purchase a helpful card from the pool. Likewise, spend all your points to purchase cards and your next die rolls will be all the more stressful."
Prelude to Rebellion link:
https://www.compassgames.com/prelude-to-rebellion-mobilization-unrest-in-lower-canada.html
Robert
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