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La Révolution Française: La Patrie En Danger 1791-1795 box art
Rich game profile

La Révolution Française: La Patrie En Danger 1791-1795

(from the rulebook:) The game starts in October 1791, when the Legislative Assembly is installed. It ends in September 1795. The game mechanics are mainly diplomacy and negotiations. Each player represents a "Political Current" (or simply a Current), because at this time, there w...

Players

4-6

Time

?-?

Age

10+

Weight

3.77

Rating

7.24

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct and strategic confrontation.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

La Révolution Française: La Patrie en Danger 1791-1795 has a high replayability score of 7.9. With its variability in the gameboard, expansions available, strategic depth, and scalability, players can expect fresh and engaging experiences each time they play. The game offers room for improvement in strategy and encourages player interaction. While it may not be the easiest game to learn, it offers a satisfying balance between ease of learning and depth of gameplay.

Luck profile

The final luck score for La Révolution Française: La Patrie en Danger 1791-1795 is 7, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

(from the rulebook:) The game starts in October 1791, when the Legislative Assembly is installed. It ends in September 1795. The game mechanics are mainly diplomacy and negotiations. Each player represents a "Political Current" (or simply a Current), because at this time, there was no permanent political party, but only shifting groups of politicians. Each Current acts to strengthen its position and increase its fame. The game uses also elements under no player's control, but which react to the players' actions. A game can end in several ways, depending on the current political regime, and depending on each player's victory points. In the real world, the end was the installation of the Directorate in September 1795. One interesting feature of the game is the strict seating arrangement: Players are seated from left to right depending on the political stance of their "Current" (Sans-Culottes on the left, Royalists on the right, and everyone else in between). One cannot leave the room to conduct negotiations, but one can whisper--thus it's easier to secretly negotiate with one's neighbor than with someone on the "other side of the aisle".

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