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Revolution

4.7 out of 5 stars 31 customer reviews

Price: $31.44 & FREE Shipping on orders over $49. Details
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  • For 3-4 player game
  • About an hour to play
  • Simultaneous bidding and area control game
  • Attractive board game and quality components
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$31.44 & FREE Shipping on orders over $49. Details Only 3 left in stock. Sold by Cellar_Door_Books and Fulfilled by Amazon. Gift-wrap available.

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Product Description

Product Description

Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution!

Secretly bid against your opponents to gain the support of the people, win territory . . . and collect more Gold, Blackmail, and Force for the next round of bidding! Will you try to control the tavern or the fortress? The harbor or the plantation? Knowing where to push for support - and where to back away and let your opponents fight - is the key to victory. It's a game of bluff, counter-bluff, and surprise.

Bidding tokens have different shapes and colors for easy identification. Colorful cardstock shields keep your bids private, and provide a handy rules reference during the auction. Traditional wooden blocks allow players to see, at a glance, who controls which territories.

Revolution! is for three or four players. The rules can be taught in minutes, and a complete game takes less than an hour. Each new game lets players find new strategies and tactics.

Get ready for Revolution!

From the Manufacturer

Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution! Secretly bid against your opponents to win the support of the people, control territory . . . and gather more gold, blackmail, and force for the next round of bidding! The revolutionary with the most support wins the game, but each location grants bonus points. The tavern or the fortress? The harbor or the plantation? Knowing which areas to hold – and which to let your opponents fight over – is the key to victory. But are your opponents bidding on the same location, or are they bluffing? Are you bluffing? Bidding tokens have different shapes (and colors) for easy identification, even across the table. Colorful cardstock shields keep your bids private, and provide a handy rules reference while you’re deliberating during the auction. Traditional wooden blocks allows players to see, at a glance, who controls what. The rules can be taught in minutes, and plays with three or four players. A complete game takes less than an hour, even for the first time. Each new game lets players discover new strategies and tactics. Get ready for Revolution!

Product Information

Product Dimensions 11.8 x 3 x 11.8 inches
Item Weight 2.9 pounds
Shipping Weight 3.1 pounds (View shipping rates and policies)
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item can be shipped to select countries outside of the U.S. Learn More
ASIN 1556347936
Item model number 1902SJG
Manufacturer recommended age 12 years and up
Best Sellers Rank #166,433 in Toys & Games (See Top 100 in Toys & Games)
#2,018 in Toys & Games > Games > Card Games
Customer Reviews
4.7 out of 5 stars 31 customer reviews

4.7 out of 5 stars

Warranty & Support

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Customer Reviews

Top Customer Reviews

By Christopher K. Halbower on November 12, 2009
For decades, SJG (Steve Jackson Games) has been published tongue-in-cheek games like "Munchkin" and "Illimunati: New World Order". Most serious board gamers looked passed SJG for their gaming needs. Then, in 2009, Steve Jackson did something that he hasn't done before: publish a high strategy game with elegant mechanics and high quality bits. The result: REVOLUTION! And boy is it good game!

Players are trying to drum up the highest support total (read: victory points). In order to get support, you need to influence the 12 advisors (General, Captain, Magistrate, etc). Each advisor gives you some reward. For example: the General gives you 1 force token, 1 support point and you may place one of your player cubes in the "fortress".

In order to influence an advisor, players make silent bids. Screens are provided all players. Players influence the advisors with force, blackmail or gold. 1 Force beats any amount of blackmail or gold. 1 blackmail beats any amount of gold. The player who offered the most influence on any given advisor obtains those benefits from the advisor.

You score points by influencing certain advisors (the Printer gives you 10!). But you also score points by controlling the spaces on the board. The player with the plurality on any building gets those points. The fortress is the most valuable at 50 points. The game ends when all the spaces on the board are claimed.

The bits in this game are quite nice. The tokens are high quality and should stand up to lots of playing. The art work is a bit cartoonish but it works. The theme of the game is decent but not real strong: you are levying support for the colonists during the American Revolution.

The only downside of this game is that it's easy to fall behind and not recover.
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Confessions
I admit it, I am lousy at this game. Not to say that I haven’t won, I beat a 10 year old who had never played before, Yes, I mercilessly defeat children. And yet, I bought it, and I keep playing it. Maybe it’s the whole idea of being able to say, I blackmailed a priest, or I bribed the magistrate- ok, in this day and age, neither of these things are novel- except for me personally. Please don’t use this an excuse to think about how you have used force, blackmail or bribery to get what you want. I’m sure my wife thinks me confessing that I’m lousy at something is very good for me.

Worst of all, I have no one to blame but myself and the people who always beat me. There’s no luck in the game, just my manipulative wits against theirs. I will take some solace in the fact that this game points out that I’m clearly a poor manipulator. And please ignore that case where I out manipulated a naïve 10 year old.

Game Play
You’ve got a beautiful board with a bird’s eye view of an ancient town- well a bird with x-ray vision that sees right through the thatched or tiled roofs of several buildings. Each building has varying amounts of influence spaces. At the end of the game, whoever has the most influence- even if they are tied, gets the points (support) associated with each building. You can also get support throughout the game in smaller increments by coercing various figures in the town.

“Tell me more about this… coercing,” I hear you say.

Well, everyone applies there coercion by bidding with any combination of Gold, Black Mail, and Force- the tree symbols you see on the box. They do this on a functional and handsomely illustrated board behind a screen of secrecy. When everyone is ready, the bids are revealed and resolved.
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Verified Purchase
I have had this game for about 2 years now and have to say it is one of our families favorites provided a couple of things are in play: 1) a house rule on tie bids and 2) an expansion needed (see below). Therefore, for the base game I am going to give it 4 stars, but can easily be a 5 star rating.

The game mechanic, theme, and artwork is great in that everyone is blind bidding at the same time in order to Bribe, Blackmail, or Force an entity for control/influence. The entities are fictional non-players such as the General, the Priest, the innkeeper, the Captain, etc... and if you win the blind bid (by character) then you receive whatever that fictional non-player character gives such as some support (points), more tokens to bid with (Gold, Force, Blackmail), or influence on the board where you put a cube of your color on the board in the place the fictional non-player controls (such as the General allows you to place one of your cubes in the Fortress, the Captain in the Harbor, the Priest in the Cathedral). Each character gives you something and sometimes more than one thing - like the General allows you to get 1 support point, plus 1 force token, plus 1 influence token in the fortress. How cool is that! However, some characters cannot be bribed and/or have force used on them during the bidding process (like you cannot use force on the General or Captain, or you can't blackmail the Magistrate or the Innkeeper). The game ends when all of the influence spots in the various locations on the board are all gone. Then if you control by majority any of the locations then you get the points for that location (printed on the game board) added to all the support points you picked up during all the bidding phases.
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