1. Paradise Revolution: How to Play
Game by: Andrew Nason
Welcome to the small island nation of Santa Maria. Once ruled by strongman
dictator Francisco de Martes, he was overthrown two years ago in the First
Revolution by the Socialist Party. However, with Santa Maria’s first ever
democratic election looming, the outbreak of conflict appears inevitable. The
Socialists are less popular than ever before, the Communists are threatening
to take to the streets, the Fascists remnants of the old regime are grasping at
power once more, and the wealthy Liberals in the East want to ensure their
investments aren’t threatened. Meanwhile, the great powers covertly support
their chosen allies, hoping that they can achieve supremacy in this tropical
paradise. When the Second Revolution comes, it’s up to you to decide which
faction emerges victorious.
Winning the Game
To win the game, you must control all urban states OR control four urban
states while having six or more cards in your hand. Urban states are states
with a resource value of five or more. For example, a state with is an urban
state, while a state with is considered non-urban.
Factions
Each player chooses a faction and a corresponding
leader card.
The Socialists take their turn first, then decide whether
the turns go clockwise or counter-clockwise. Place your
starting partisans in your states in any order (Socialists
start with 12, Communists with 8, Liberals and Fascists
with 7.) Players then take turns in regular order putting
their starting units onto their starting states on the board
in any combination. Players may not attack each other
during the first turn.
Taking your turn:
Step 0: Start of turn
Abilities that say “at the start of your turn” activate now.
2. Step 1: Collect foreign aid.
Each faction receives foreign backing every turn in the form of capital.
Communists gain five capital, while Liberals and Fascists each gain three,
and Socialists gain zero.
Step 2: Collect Resources or Build Units
Choose whether you want to collect your states’ resources or build units.
If you choose to collect, collect the combined values of all states you currently
control. For example, if you own a state with and a state with , collect
four capital and three manpower and add it to your Resource Pool.
If you choose to build instead of collect, you may use the manpower currently
in your resource pool to build new partisans. Each partisan costs three
manpower.
Step 3: Take actions
You may take up to three of the following actions in any combination and in
any order.
Invade:
Declare a number of partisans to invade an enemy state. You then engage in
combat. If victorious, you must move every remaining committed partisan
into the targeted state.
Move:
Move any number of partisans from one friendly state to another friendly
state.
Draw:
Draw an action card from the draw pile. You may do this once per turn. If
there are no more cards in the draw pile, shuffle the discard pile to make it
into the new draw pile.
Negotiate:
Create or break a truce with another player. You must wait one turn after
breaking a truce to attack that player. You may not create or accept a truce
offer from a player whose starting state you control, or a player who you have
previously had a truce at any point in the game.
Spy:
Pay 15 capital to take this action. Target player must show you their action
cards, then pick one and give it to you. Once a player has declared that
they’re spying, no action cards may be played as a response.
Unique Actions:
3. Certain leader cards possess unique actions. You may only use a unique
action once per turn.
Your turn ends after you take three actions or decide to end it.
Action Cards
Action Cards are powerful bonuses that you may play at any time, including
other player’s turns unless stated otherwise. Action Cards work retroactively,
meaning that cards’ abilities work as a response to an unresolved action in
the order in which they were played.
At the start of the game, shuffle all action cards into a draw pile. After an
action card has been played (or its duration has expired) put it in the discard
pile.
Combat
Combat occurs during an invasion and determines the winner.
Step 1: Declaring attackers
Declare any number of partisans in an adjacent state as attacking another
state.
Step 2: Roll dice
4. Each player rolls dice equal to the number of living partisans they have
committed to attacking or defending a state. This is a maximum of three dice
per roll for the attacker, two for the defender. Each side’s highest roll is
compared to the highest of the other side, the 2nd highest to the 2nd
highest, etc.
Step 3: Take losses
For every die roll lost, eliminate one of your partisans. Ties are won by the
defender.
Step 4: Retreat or Repeat
Combat repeats until one player either loses all their partisans in a state or
decides to retreat. To retreat, all committed partisans are moved to an
adjacent friendly state. The retreating player rolls a single die. If they roll a 2 or
lower, one of their retreating partisans is eliminated.
Game created by Andrew Nason
Leader Art by Fernanda Sarasola