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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. 
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: 
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 
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 

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Rules document

  • 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