How to play Liberté Official Rules

By: Dennis B. B. Taylor

Liberte Game Rules

Hey there! I want to talk to you about the awesome game called Liberte. Let’s dive right in and explore the rules together!

First things first, I’ll explain how the game is set up. You and your friends will each take on the role of a political party leader during the French Revolution. It’s an exciting time, filled with intrigue and power struggles! The game board represents France divided into different regions, and it’s your goal to gain influence and control over these regions.

Now let’s talk about how to play the game. It’s a combination of strategy, negotiation, and a little bit of luck. You’ll start with a set of action cards that you can use to perform various actions during your turn. These actions include things like recruiting new followers, inciting riots, or even assassinating your opponents’ leaders. It’s a cutthroat world out there!

To gain influence in a region, you’ll need to have the most followers in that area. You can recruit new followers by spending your action points wisely. The more followers you have, the more influence you’ll have over the region. But be careful, because your opponents can try to thwart your plans by taking control of your followers or inciting riots to decrease your influence.

Negotiation is a big part of Liberte. You can form alliances with other players, trading favors or making promises to help each other out. But remember, alliances can be fragile and temporary. It’s a game of shifting allegiances and political maneuvering.

As the game progresses, new events will occur that can change the balance of power. These events represent historical happenings during the French Revolution, such as the storming of the Bastille or the rise of Robespierre. Pay attention to these events and adapt your strategy accordingly!

The game continues until a certain number of rounds have been played or until a player reaches a predetermined victory condition. At the end of the game, the player with the most influence over France will be declared the winner. It’s a thrilling race to the finish line!

So there you have it – the rules of Liberte. It’s a game of strategy, negotiation, and political maneuvering set in a fascinating historical period. Get ready to step into the shoes of a political leader and make your mark on the French Revolution. Good luck, and may the best player win!

The cards come in two batches: A and B. The A cards favor the Moderates and Royalists, while the B cards favor the Radicals. These cards are grouped into three types:

1. Personality Cards: These cards showcase important people with oval portraits and a background color corresponding to a Region. They also have one to three Faction Blocks in different faction colors. These Faction Blocks can be placed on the board. Some Personality Cards have special symbols:

– Cannon: These cards allow you to place a Control Token in the Battle Box.

– Sans-Culottes: These cards let you add a fifth card to your personal display.

– General: Having these cards makes you eligible to win a Battle.

That’s the lowdown on the different features of the cards.

Let’s Talk About the Game Components

Hey there! Today, I want to tell you all about this awesome game called “Liberté.” It’s a really cool game with some interesting components that make it super fun to play. So, let’s get right into it!

  1. A-Set / B-Set

First, we have the A-Set and the B-Set. These are different sets of cards that players can choose from. Each set has its own unique abilities and characteristics, so you can pick the one that suits your playing style best.

  • Region
  • The game is set in a specific region, which adds to the overall theme and atmosphere. It’s really cool to see how different regions can have different strategies and dynamics.

  • Faction Blocks / Faction Color
  • Next up, we have faction blocks and faction colors. These represent the different factions in the game, each with their own goals and abilities. The faction colors make it easy to identify which faction a player belongs to.

  • Sans-Culottes
  • Ah, the Sans-Culottes. This is a special group of people in the game who have their own unique role and abilities. They can be quite powerful if used correctly!

  • General
  • Every army needs a general, right? Well, in Liberté, you can play as a general and lead your faction to victory. It’s a crucial role that requires careful planning and strategic thinking.

  • Cannon
  • Cannons are an essential part of any war game, and Liberté is no exception. These powerful weapons can turn the tide of battle and give you a major advantage.

  • Background Color
  • The background color of the cards adds a nice touch to the overall aesthetics of the game. It’s always fun to have visually pleasing components while playing.

  • Personality Portrait
  • The personality portrait on each card adds a unique touch to the game. It helps you connect with your character and get into the role-playing aspect.

  • Card ID#
  • Each card in the game has its own ID number. This helps keep track of the cards and ensures that everything is in order during gameplay.

  • Card Title
  • The title of each card gives you a hint about its purpose and abilities. It’s always exciting to see what new cards you’ll discover during the game.

  • Special Effect
  • Ah, special effects. These are the unexpected surprises that can really shake things up in the game. They add an element of unpredictability and keep you on your toes!

    Setting Up the Game

    Alright, now that we know all about the components, let’s talk about the setup process. It’s actually pretty simple!

    • Place the game board in the middle of the table.
    • Each player chooses a set of Control Tokens. If there are any sets left over, just put them back in the box.
    • Each player puts one Control Token on the 0-space of the Victory Point Track. This will keep track of your total Victory Points.

    And that’s it! You’re all set up and ready to begin your exciting journey in the world of Liberté. Have a blast!

    Alright, here’s the rewritten version:

    “`

  • First, we need to decide who goes first. We can do this by randomly choosing a start player who will place their Control Token on the first space of the Player Order Track. After that, we’ll go clockwise and each player will place their Control Token in the next available space.
  • Next, we’ll take the B-set cards, shuffle them up, and place the deck face-down next to the board.
  • Now, let’s shuffle the A-set cards and deal seven of them face-down to each player.
  • We’ll take the remaining A-set cards and place them on top of the B-set. Then, we’ll flip over the top three cards and put them face-up next to the deck.
  • For this step, we’ll separate the Faction Blocks by their color and create a supply for each color next to the board. We’ll take two blocks of each color and put them underneath the 2-space of the Turn Track. These blocks will be returned to the supply at the start of Turn 2.
  • “`

    Ok, let me break it down for you:

    • Start by placing the blue, white, and red Election Markers on the 0-space of the Election Track. Here’s what it looks like:
      #image.jpg
    • Next, put the Turn Marker on the 1-space of the Turn Track.
    • Now, grab the Province Marker and place it next to the Faction Block supplies.

    Let’s get into the game:

    We go through each turn in the following Phases:

    1. Determine Player Order – we skip this step on the first turn.
    2. Refresh Hand – we also skip this step on the first turn.
    3. Action Phase – players take turns going through a variable number of Action Rounds.
    4. Battle Phase – no battles happen on the first turn, so we skip this too.
    5. Election Phase

    Remember, each Phase is completed by all players, in order, before moving on to the next one.

    1st Phase: Determine Player Order

    Don’t worry about this one on the first turn. We’ve already figured out the player order during Set Up.

    When Turn 2 begins, I need to put back the six Faction Blocks on the Turn Track into their respective supplies.

    In Turns 2-4, the number of Victory Points (VPs) determines the order in which the players will take their turns. The player with the highest number of VPs becomes the new start player. After that, the player with the second-highest number of VPs goes next, followed by the players with the next highest number of VPs, and ending with the player in last place.

    If there is a tie in VPs, we will randomly decide among the players who are tied to determine who goes first. To indicate the new player order, we will arrange the Control Tokens on the Player Order Track.

    2. Refresh Hand

    During Turn 1, we don’t need to do anything in this phase because our hands were already dealt during Set Up.

    In Turns 2-4, we return any cards from our personal display back into our hand. There is no limit to the number of cards we can have in our hand.

    When it’s my turn, I can choose to get rid of any number of cards. After discarding or keeping my cards, I make sure I have seven cards in my hand (unless I already have seven or more cards). I can take cards from the ones that are face-up next to the deck or draw cards from the deck itself. If I take a face-up card, I have to replace it with the top card from the deck.

    3. Action Phase

    During each turn, we have a different number of Action Rounds. We finish one round when each player has taken an action. We keep going until one supply of Faction Blocks runs out and the last player takes the final action of the round.

    When it’s my turn, I get to take one action from the following three options:

    A. Action: Play Card(s)

    Play one Club card or one Personality Card
    a) Put Faction Blocks in the Provinces

    When I play a card in the game, I get to place a certain number of Faction Blocks on the board. The number of Blocks I can place is determined by the value and color of the card.

    1. If I play a Club Card, I can place one Block in any Province.
    2. If I play a Personality Card, I can place the Blocks in Provinces that match the background color of the card.
    3. When I place two or three Blocks, I have the option to put them in more than one Province within the same Region.
    Placement Rules
    1. A single stack can only have one to three Faction Blocks.
    2. All the Blocks in a stack must be the same color.
    3. A single Province can have up to three stacks.
    4. I can only control one stack in a Province.
    5. I can never add Blocks to another player’s stack.
    #image.jpg
    The Battle Box

    First, I’ll place 1 Control Token in the Battle Box.

    Next, I’ll play a 1-value Card. Here’s what I need to do:

    1. The first Card I played should have placed a Faction Block in a Province, not a Control Token in the Battle Box.

    2. Both Cards should have a value of 1.

    3. Both Cards should have the same background color, or one or both can be a wild Club Card. The faction color doesn’t matter.

    4. The second Faction Block I place must go in the same Region as the first Block.

    Lastly, I can play a 1 Special Card.

    When you’re playing the game, you have the option to play a Club/Personality Card or a Special Card. You can choose to play only a Special Card, but remember that you can’t play two Special Cards in the same round. The effect of the Special Card takes place right away, regardless of whether you played a Club/Personality Card before or after it. Even if you’re already playing two Club/Personality Cards, you’re still allowed to play a Special Card. The order in which you play the cards doesn’t matter.

    Clean-up

    When I play a card in the game, I have to discard it. Or, if I have a Club/Personality Card, I can save it in my own display. I can have up to four cards in my display, but if I have at least one card with the Sans-Culottes symbol, I can keep five cards in my display.

    Take Card(s) Action

    If I have 9 or more cards in my hand, I have to discard 2 of them.
    I can take 1 card.
    If there is a second card with a value of 1, I can take it too.

    Pass Action

    If I don’t want to take any actions, I can pass. But if it comes back to me during the same turn, I can still take actions.

    End of the Action Phase

    The Action Phase ends when all the Faction Blocks are used up. But we keep playing until the last player finishes their action in the current round. That means all players have the same number of actions in a turn.

    4. Get Ready to Fight

    I won’t be fighting anyone during Turn 1, though.

    During Turns 2-4, we engage in a Battle. To be eligible to lead the Revolutionary Army, you need to have at least one General Card in your personal display and at least one Control Token in the Battle Box. If you meet these requirements, the player with the most Control Tokens in the Battle Box becomes the Army’s leader and earns the Victory Points (VPs) specified under the Turn Track.

    In the event of a tie in the number of Control Tokens, each tied player can promote one General in player order. The player who promotes the General with the highest value becomes the Army’s leader and earns the VPs.

    If the tie remains unbroken, no one takes the lead and the Battle is deemed a Lost Battle. When this happens, place a white Faction Block over the Battle (if none are available, do so after resolving the elections). A Lost Battle is considered a controlled Counter-Revolutionary Province.

    If no General was promoted, no cards are discarded. All Control Tokens in the Battle Box are returned to their owners.

    For example: On Turn 2, we have the “Battle of Valmy”. I have 1 Control Token in the Battle Box and 1 General in my Personal Display. Joshua has 2 tokens and 1 General, while Max has 3 tokens but no General.

    Even though Max has the most control tokens, he can’t participate because he has no General. Between Joshua and me, Joshua has the most tokens and takes command of the army. Joshua scores 4 Victory Points and keeps his General as it was.

    5. Election Phase

    Elections are resolved in the following manner:

    A. Provincial Elections

    Hey there! Let’s dive into the world of government presence. Okay, so first things first, we need to take care of some administrative stuff. To kick things off, we’re going to remove all those Control Tokens from the Presence in Government Box. Next, let’s return those three Election Markers back to where they belong in the 0-space of the Election Track. Phew, almost there!

    Alrighty, now it’s time to tackle the elections themselves. We’re going to start with good ol’ 1-Normandie and work our way through all 27 provinces one by one. It’s important to keep track of the progress, so we’ll place a Province Marker on the province we’re currently resolving.

    Now, here’s how an election usually goes down. Each province will typically produce one vote for the faction with the highest single stack. Keep in mind, there’s one exception to this rule, and it’s the beautiful city of Paris. The faction in control of the highest stack there gets something even more special – a Faction Block. They get to hold onto that block until the end of the Election Phase.

    But wait, what about the rest of the Faction Blocks? Well, they stay put in the province they’re in. No moving around for them. Now, for the winning faction, their Election Marker gets to proudly advance one space on the Election Track. Gotta celebrate those victories, you know?

    When it comes to Faction Blocks, there is a limit of three you can stack. Because of this, ties are likely to happen. If there is a tie, each player who is tied can move one card. It’s important that the faction color of the card matches the contested Province, but the background color doesn’t matter.

    Whoever has the highest value card wins the Provincial election. They get to take one Faction Block from their stack and move that faction one space on the Election Track.

    If the tie isn’t broken, then no vote is counted.

    Whenever there is a tie, whether it’s broken or not, all the other Faction Blocks in that Province go back to the supply after the election is over. This includes the Faction Blocks of any player who wasn’t involved in the tie.

    In the city of Paris

      Instead of taking just one Faction Block, the winner of the election takes all of their Blocks from the stack. Each Block moves the faction one space on the Election Track (for example, Paris could receive up to three votes).

      If there is still a tie after the cards are moved, the process is repeated among the tied players until the tie is broken or players are unable or unwilling to advance a card. If the tie remains unbroken, no votes are counted. All remaining Faction Blocks are removed from the Province as usual.

      Some Provinces have a 1 VP or 2 VP icon. In Turns 3-4 only, the player who wins the election in these Provinces also gains the VPs. If no one wins the election, no VPs are awarded.

      For example: The election starts in 1-Normandie, where Christie has 3 red faction blocks, Joshua has 2 blue blocks, and Max also has 2 blue blocks. The red stack wins the election, even though there are a total of 4 blue blocks. Christie takes 1 of her red blocks and puts it aside. The red election marker moves up 1 space on the Election Track.

      Another example: The election moves on to 8-Île-de-France (Paris). Christie has 3 red faction blocks, Joshua has 3 red blocks, and Max has 1 white block. There is a tie, so cards can be advanced. Christie goes first and advances Jean-Paul Marat (#71), a red personality with a value of 3. Joshua decides not to advance a card. Christie wins and takes all 3 of her faction blocks. The red election marker moves up 3 spaces on the Election Track. Because there was a tie, all the remaining faction blocks, including the white block, are removed from the province and returned to the supply. Christie discards the advanced Marat.

      B. The New Government

      After all the Provincial Elections are finished, the group with the most votes will become the new government. If they are in the lead on the Election Track, their Election Marker will go in the Presence in Government Box. The group that came in second will be the opposition, and their Election Marker stays on the Election Track.

      Government Box Presence

      When there is a tie on the Election Track, each player gets the chance to move one card. The faction with the highest value, matching its own color, wins. Any other factions that are on the same level or lower on the Election Track move back by one space.

      If the tie is still not broken, we repeat the process. Players can choose to either advance a card or not. Only when the tie is broken or when players are unable or unwilling to advance a card, do we stop. If the tie remains unbroken, the Radicals come out on top, followed by the Moderates, and lastly, the Royalists.

      Victory Points

      When it comes to the game, it’s all about winning those Victory Points. The goal is to have the most votes in the same faction color as the new government, and that will earn you 5 VPs. If you have the second most votes in the new government, you’ll still get 2 VPs. But even if you’re in the opposition, don’t worry! If you have the most votes there, you’ll earn 3 VPs.

      But what happens if there’s a tie? Well, in that case, each tied player gets a chance to advance one card. The key is to advance the highest value card that matches the faction color of the government or opposition. Whoever does that will be the winner and earn the VPs.

      If the tie is still not broken, the process continues with the tied players until someone is unable or unwilling to advance a card. At that point, the tie may be broken or the players may decide to let it stay as it is.

      If the tie is broken for first place in the government, then the player who lost the tie will be the winner of the second place VPs.

      If the tie still remains unbroken, well, things get interesting. Let’s take a look at what happens next:

        In the world of government, players compete for positions of power. If multiple players tie for first place, they each earn 3 VPs, while the second place still gets some VPs. On the other hand, if players tie for second place, they each earn 1 VP. And if players tie for first place in opposition, they each earn 2 VPs.

        Those players who hold votes that match the faction color of the new government get to be part of that government. They place one of their unused Control Tokens in the Presence in Government Box. Being part of the government is necessary for playing certain Special Cards.

        Once the government is formed, all players return their votes to the supply. Faction Blocks on the board stay put. The Turn Marker moves forward, and a new Game Turn begins.

        Special Cards add another layer of strategy to the game. These cards can target any player, including the one who played the card. There are six types of Special Cards to explore.

        I wanted to share some information with you about bread shortages. Have you ever heard of them? They can be a tricky problem. Let me explain why.

        You see, sometimes there aren’t enough loaves of bread to go around. It’s like when you have a bunch of hungry people and not enough food to feed them all. This can happen for a few different reasons.

        Firstly, there might not be enough grain to make the bread. Grain is an important ingredient in bread, and if there isn’t enough of it, there won’t be enough bread either. That’s a big problem because lots of people rely on bread as a staple food.

        Another reason for bread shortages is when there aren’t enough bakers to make the bread. Bakers are the ones who take the grain and turn it into delicious loaves of bread. But if there aren’t enough bakers, then there won’t be enough bread.

        Finally, bread shortages can also happen when there isn’t enough transportation to get the bread from the bakery to the store. You see, bread needs to be delivered to the store so that people can buy it. But if there aren’t enough trucks or drivers to transport the bread, then it won’t make it to the store shelves.

        Bread shortages can cause a lot of problems. People might not be able to buy the bread they need to feed their families. And if there isn’t enough bread, the prices can go up, making it even harder for people to afford it.

        So, as you can see, bread shortages are a real issue. They happen when there isn’t enough grain, bakers, or transportation. This can make it difficult for people to find and buy the bread they need. It’s important to be aware of these issues and work towards finding solutions so that everyone can have access to this essential food.

        Hey there! Let’s talk about removing Faction Blocks in the game. It’s a pretty important thing to understand, so listen up!

        First things first, you have the power to remove any one Faction Block from any Province. How cool is that? But there’s a catch – you can only remove a Faction Block with the same color as the current government. So if the government is green, you can only remove green Faction Blocks. Makes sense, right?

        Now, here’s the interesting part. During Turn 1, you can remove any Faction Block you want. Yep, any one you desire. But don’t get too excited – this rule only applies to Turn 1. After that, the color of the government matters.

        When you remove a Faction Block, it goes back to the supply. So don’t worry, you’re not getting rid of it forever. Just think of it as a little vacation for that Block.

        Now let’s talk about Emigration (A-Set x2). Pay attention, because this is a bit tricky.

        So, here’s what you do: take a Royalist (white) Personality Card from someone’s display and move it to the discard pile. It’s as simple as that! Just make sure you remove it from their deck, including your own if you happen to be the one doing the removing.

        A Bit About Religious Problems (A-Set x2)

        Imagine a scenario where you have the power to alter the course of history. With a single move, you can remove an influential political group from a particular region. This action will have a profound impact on the province and its people.

        Introducing the Guillotine – a unique tool that gives you the ability to eliminate a Moderate or Radical Faction Block from any Province. This is a game-changer!

        Unleash the Guillotine!

        If you take a look at the game, you’ll notice that there’s a way to remove a Personality Card from a player’s personal display. This action is known as “Purge.” When a card is Purged, it is essentially “decapitated” and returned to the box. It’s like removing a piece from the game entirely. So, if you want to really shake things up and change the dynamics of the game, you might consider using the Purge action strategically. It’s a powerful move that can disrupt your opponents’ strategies and give you an advantage. Just keep in mind that it’s a double-edged sword – while it may help you, it can also regenerate a response from your opponents. So, use it wisely and be prepared for the consequences. Good luck!

        Purge (B-Set x4)

        Before we begin, you need to qualify: To participate in government, you must remove any one Club or Personality Card from your personal display, or from another player’s display. The Card that is removed will be placed on the discard pile.

        Terror (B-Set x6)

        Remember: Once the Action Phase comes to an end because one supply of Faction Blocks has been exhausted, the Phase cannot be extended, even if a Special Card has returned Blocks from the board to the supply.

        The Round will still end once the last player takes his or her Action.

        The Game’s End

        The game can end in one of three ways:

        After 4 turns

        With a Radical Electoral Landslide

        • All the red votes (Faction Blocks) you have from the elections,
        • All the red Faction Blocks you control on the board, and
        • In my hand and personal display, I have all the red Faction Blocks.

        Accrued VPs don’t matter. If there’s a tie, the player with the most combined Red Points on all the cards in their hand and personal display wins. If there’s still a tie, everyone who tied wins.

        Royalist Counter-revolution

        The winner is the player with the most White Points. To determine this, each player adds up:

        • All the white Faction Blocks they control on the board, and
        • All the white Faction Blocks shown on the cards in their hand and personal display.

        Accrued VPs don’t matter. If there’s a tie, the tied player with the most total White Points on all the cards in their hand and personal display wins. If there’s still a tie, everyone who tied wins.

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