Revolutionist's Handbook:

(Thanks to John Adams, Benjamin Franklin,
Thomas Jefferson, Robert R. Livingston, and Roger Sherman)
When, in the course of human events, it becomes necessary
for one people to dissolve the political bonds which have
connected them with another, and to assume among the powers
of the earth, the separate
and equal station to which the laws of nature
and of nature's God entitle them, a decent respect to the
opinions of mankind requires that they should declare the
causes which impel them to the separation. We hold these
truths to be self-evident, that all men are created equal,
that they are endowed by their Creator with certain unalienable
rights, that among these are life, liberty and the pursuit
of happiness.
That to secure these rights, governments are
instituted among men,
deriving their just powers from the consent of
the governed. That whenever any form of government becomes
destructive to these ends, it is the right of the people to
alter or to abolish it, and to institute new government, laying
its foundation on such principles and organizing its
powers in such form, as to them shall seem most
likely to effect their
safety and happiness. Prudence, indeed,
will dictate that governments
long established should not be changed for light
and transient causes; and accordingly all experience hath
shown that mankind are more disposed to suffer, while evils
are sufferable, than to right themselves by abolishing the
forms to which they are accustomed. But when a long
train of abuses and usurpations, pursuing invariably the same
object evinces a design to reduce them under absolute despotism,
it is their right, it is their duty, to throw off such government,
and to provide new guards for their future security.
Such has been the patient sufferance of these colonies; and
such is now the necessity which constrains them to alter their
former systems of government.
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January 2003:
Viva La Revolution!
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Government, created to make our lives safer and more manageable,
sometimes fails. Power corrupts, and wealth finds itself in the
tight grip of the few, while many citizens go hungry.
It's time for a redistribution of power.
Are you clever enough to ride the shifting factions of social upheaval,
when laws turn upside down and trusted allies become backstabbing
opportunists? You'll need the wits to win both the favor of the
palace and the support of the unruly mob. The realms crying for
a leader range from medieval Spain to the French court, from imaginary
kingdoms to the heart of America.
Heed the call: come and take up arms for Game Night: Viva La Revolution!
Here's a sampling of what we played:
(for more info on a game, click
on the picture)
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In this delightful mockery of class systems and capital punishment,
players are executioners out to collect the best heads. Use
whatever tricks you can to manipulate the order of execution
so you grab the head of Marie Antoinette, while your foes
get stuck with the piss boy!
2-5 players.
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Medieval Spain is up for grabs: not with swords, but with
cunning. Spread your influence throughout the provinces, mindful
of the king's shifting position. A unique turn mechanism makes
each round a hard choice between acting first or recruiting
more supporters. Never forget the secret forces imprisoned
within the Castillo! Winner of the 1996 Spiel des Jahres Game
of the Year.
2-5 players.
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Complete the grandest city by assuming the role of one of
eight powerful figures. Will you be the destructive warlord?
The magician? The merchant? The thief? Each turn, the roles
shift, and any occupation you refuse is one your opponents
can choose. Second-guess your opponents and play defensively,
or you may make enemies of everyone.
2-7 players.
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In the Shadow of the Sun King, the court of King Louis XIV
is an arena for dukes vying for authority. Build your power
structure through intrigue, duels, and wealth. Be wary of
Cardinal Mazarin, and watch your gambling debts. Only one
duke can earn the favor of the king, and a player without
power is out of the game.
2-6 players.
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Oh, to be the Great Dalmuti instead of a lowly peon. Climb
the social ladder by getting rid of your cards first. Each
round the seating order changes with the pecking order, and
the Dalmuti gets the comfy chair. Defend your position through
clever card play, or you'll tumble all the way back to the
bottom.
4-8 players.
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You're a candidate: go get those votes! (What are you running
for? Who cares!) Capture the favor of special interest groups
like Lazy Guys, Big Business, and Old Folks. Enjoy the free
publicity of a scandal, and sabotage your opponent's campaigns
whenever you can. The game isn't over until the polls close--and
even then, you can always demand a recount!
2-4 players.
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Nights
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Connection, LLC. All rights Reserved.
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