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Revolution! Board Game


Price: £29.99 & FREE Delivery in the UK. Details
In stock.
Dispatched from and sold by Amazon. Gift-wrap available.
13 new from £21.33 1 used from £47.33
  • Age range: 10 and up / Number of players: 3 to 4 / Play time: 60
  • Manufacturer: Steve Jackson Games
  • 100 cubes, Gameboard, Counters, 4 Screens, 4 Bidding Boards, Rules
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£29.99 & FREE Delivery in the UK. Details In stock. Dispatched from and sold by Amazon. Gift-wrap available.

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Revolution! Board Game + Steve Jackson Games Revolution! Anarchy Board Game
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Product Information

Technical Details
Item Weight1.3 Kg
Product Dimensions29.8 x 7.6 x 29.8 cm
Manufacturer recommended age:1 month and up
Item model number1902SJG
Main Language(s)English published, English manual, English original, English
Number of Game Players4
Batteries Required?No
  
Additional Information
ASIN1556347936
Best Sellers Rank 45,355 in Toys & Games (See top 100)
Shipping Weight1.3 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available26 Aug. 2009
  
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Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 36 months
  • Warning: Only for domestic use
  • Warning: Protective equipment should be worn. Not to be used in traffic
  • Warning: This toy does not provide protection

Product Description

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 allow 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.

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2 of 2 people found the following review helpful By kb on 12 Mar. 2013
Verified Purchase
I've enjoyed playing this game with several different groups of people. It has enough strategy to keep serious boardgame players entertained but is also quick to learn and with an element of chance that makes the game fun for younger players and people who're just playing for the first time. Nice quality board and pieces.
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1 of 1 people found the following review helpful By Mat Kemp on 28 Dec. 2014
Verified Purchase
A great game that keeps the whole family (2 girls 11 & 16 and 2 boys 13) entertained.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 23 reviews
12 of 13 people found the following review helpful
Best Steve Jackson game on the market--very Euro in its design 12 Nov. 2009
By Christopher K. Halbower - Published on Amazon.com
Durability:    Educational:    Fun:   
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. If you and an opponent tie each other in your efforts to influence an advisor, you both get nothing. In a four player game (the most players that REVOLUTION! will accomodate), it's quite easy (and quite likely) that one player will fall behind on the first turn.

Aside from that one gripe, I give REVOLUTION! and Steve Jackson a solid 4**** rating. Kudos to the new direction at SJG!
2 of 2 people found the following review helpful
Review of "Revolution" 1 Dec. 2013
By StienF9 - Published on Amazon.com
The first time I played this game it was thanks to a friend of mine. Ever since then I have picked up the game, and the two player expansion. I've played the game quite a bit.

I've even played the game with my Fiance's six year old son. He plays the game a bit differently then most. Instead of trying to influence the people of the town, he watches other players bid, and tries to match then exactly so NO ONE GETS IT! It makes him so happy when he succeeds. Personally, I love it, and think it's even more important to read people then win a game, so I don't stop him. He picks up good skills for life.

Everyone starts the game with one force, one blackmail and three gold. No amount of gold equals blackmail, and no amount of blackmail equals force. However a force and a blackmail is worth more then just one force.

Areas with black backgrounds (matching the color of the token) can not be blackmailed. Areas with a red background (again, matching the color of the token) can not be forced. If the area has both colors divided by a line, then only gold can be used to influence these spaces.

Players make their bids, and then reveal their bidding boards. people go through each spot and deal with each towns member individually. If a person has the highest score they gain the benefits of the person. Benefits can be influencing an area of the town with an influence cube, money, blackmail or someone to force people. One of the most unsung benefits though, is victory points.

The whole score is being tracked by the exterior of the board. Some people influenced net instant rewards, while most players must wait till the end of the game to get points for influenced sections of the town.

If the highest bid is tied with another player, no one gets the benefit of that person.

At the end of the round, if players have won no tokens, they are given five gold tokens to bid with in the next round. If they are given any blackmails or forces, then their hand is replenished with gold coins until they hold five tokens. If they have acquired more then five tokens in the prior round (completely possible) then they receive no additional gold tokens.

Once all squares are filled with influence cubes, the game is immediately over. Be warned though until that time, your influence around town can be effected by the spy (replacing your cube with the players cube), and apothecary (swapping two cubes on the board).

Players with the most influence cubes add the areas score to their victory points. If they completely control the area, they get an extra ten points. However, if players tie for influence cubes in an area, neither get the victory points for the area.

Additional force or blackmail earned in the last round give minor points to your victory count.

WHAT DID I LIKE ABOUT THE GAME:

I love the simplicity of this game. One of my favorite things though is an optional rule, that I wish wasn't optional.

The optional rule is that once a person has complete control of an area, it can not be effected by the spy or the apothecary. For me this make the game more concrete. You start to effect people's control on areas of the town a lot faster. It's rather enjoyable.

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike the length the game can sometimes take. Not that it's specifically a horrible length, but sometimes it feels like it can go on for a bit to long.

WHO IS THIS GAME DESIGNED FOR?

Do you like risk, but hate having to roll all those dice? Do you like roulette, and aren't Russian? Cause I want play roulette with a Russian again... This game is fun, simple and easy to teach. I highly suggest it.

RATING!
7.0 out of 8. The game is fun, but can on occasion go long. Especially if people just keep waring over the printer. Stupid printer.
2 of 2 people found the following review helpful
Excellent family game 14 Dec. 2012
By Harms - Published on Amazon.com
Durability:    Educational:    Fun:   
This board game is awesome. The game typically lasts 20-30 minutes which means there's not a huge time-commitment to playing it. Also, there's not to much drama associated with the actual playing of the game. Since you are essentially betting against one another people can't make deals or trades that often leads to hurt feelings in most board games. On top of that it's fast paced, every one is playing each turn together so you don't have to wait around for your turn. It's easy to learn and fun to play. I would recommend this game to anyone, which is why I'll be buying the extension set for my dad for x-mas.
1 of 1 people found the following review helpful
Enjoy a game I'm no good at 27 Aug. 2014
By K. Garfield - Published on Amazon.com
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. Ties result in no tangible result, only rage and despair. The winners take their spoils which may including more coercive tools for the next rounds. Losers, fear not: after the good stuff is taken, everyone’ll gets their insulting handicap of gold till you at least have five items with which to bid the next round. All is not lost, some of the figures you try to influence are immune to certain types of coercion. Like the General who can’t be forced. Are you kidding? He’d have you on the ground before you pulled your fist back. The mercenary in only interested in one thing: Gold… and who can blame him?

I hate to tell you what to do -especially since I suck at this game- but…
Following these pointers I give you the edge over children- at least those like the one I played:

The priest gets ignored because he’s immune to manipulation- no- it’s because he doesn’t help you get manipulative ammunition for the next round. Something about ministerial confidences, I guess. But you can get generally uncontested influence and support.

Speaking of uncontested support, don’t let someone get the printer every round, that quickly adds up to the spoils of a building or two by the end of the game.

It is an undesirable situation to be in to have nothing but gold with which to bid- I know because I’m often there. So do your best to win those types of things that give you beefy bidding tools- read: license to ignore the priest and printer.

Watch out for vulnerable holdings. If someone can use the spy and/or the apothecary to take control of a building from you, that probably will- I know I would. So don’t roll over and let them ruin you.

Theme
Hmmm… could you strip the theme out and put in a new one? Sure. Let’s say you wanted to make it about Ancient Japanese warriors, only you’d need a cooler name like Samurai. And then you change the influence within buildings to military units around cities on a couple of islands in Japan. Of course you’d make different kinds of military units, but whoever has the strongest force around a city would win it’s points. I don’t care which came first, Rio Grand’s Samurai or Steve Jackson’s, I don’t even think that they copied each other. But what I read about the mechanics of Samurai sounds very familiar.

That said, do I feel sucked into the world of bribery, blackmail, and having goons use brass knuckles on the innkeeper? Not really. With the money, maybe, but happily there are no gruesome details on either the blackmail and the force is a red fist. I guess you could imagine those things if you like, and the stage of your mind would do a much better job at that sort of detail than a graphics artist ever could, but I digress.

Balance
Someone can run away with this, it seems the folk who keep getting the Blackmail and Force get more of the same and the poor guys who only have gold look forward to being doled out 5 gold for each round. But there are figures that succumb to neither force and blackmail, so there is some hope. You’ve just got to bid more gold than the other guy who receives his welfare check each turn too. It’s especially gloomy when those two people tie and don’t get anything. On the bright side, there are several figures to bid on, and the “rich” have a limit on the number of figures they can bid on, so there is that feel of being able to claw your way for second place.

Interaction
Interaction is high because you are always grumping at the person who beat you or shrugging your shoulders toward the person who didn’t bid enough. Then there’s the constant cries, “Kyle, You’re killing me!” There’s also the subtle and not so subtle urging that occurs when someone has one the Apothecary and hasn’t decided which opponent they are going to upset.

Learning Curve
Shallow, The manual is small. The vast majority of the rules were explained above and the card you place your bids on reminds you what spoils are if you win each figure. The most painful lesson you learn is when you put force down on something that is immune to it. What!? I wasted my force? It’s a tragic thing, really.

Downtime
Downtime is nominal since everyone is doing something at the same time. While the rules say to resolve each in a certain order- and that’s important when you get to the spy and the apothecary- you can quickly look around the table and see which you won and which you didn’t. The only trouble is the bidding phase, if someone is a slow bidder, you have too much time and second guess your bids- or I do.

What’s not to Like?
Some of the pieces with which I bid the sticker started to come off. Otherwise, the board is nice, the pieces are sturdy cardboard. Would I change anything? Yes I would, I’d want more players! Lo, there is an expansion for that. I’d also like x-ray glasses that let me see what other people are bidding on because I’m going to keep losing if I can’t cheat.

Collateral Endorsements
Because my family gatherings have lots of wee ones, we try to play games that go quickly, and for a Euro Game this does the trick getting done within an hour. I’ve played this with my 5 and 3 year old, where we just place one influence piece at a time in buildings. But they haven’t called for it again- maybe that’s because we didn’t pull out the red fists.
Outstanding board game of blind bidding and CONTROL! 15 Jan. 2015
By KDI - Published on Amazon.com
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.

We always have a good laugh when playing the game because someone is always calls it "punching" (forcing) the printer, etc... Plus the game gets really intense during the bidding phases because you want to outsmart your opponents, but then they are trying to do the same to you so when the bid reveals happen some people are naturally all happy and cheering and some people are dejected. Which leads me to why I did not give this (the base game) 5 stars. There are times when a player can simply lose, lose, lose, and lose again in the bidding phase because they just cannot manage to win bids on characters that give you more than just a few gold and some points.... basically when you as a player are continually stuck with just the minimum of 5 gold to bid with while all your opponents are getting Force and Blackmail tokens which are more powerful. When in that situation you really feel like you are in a deep hole and it is hard to pull out of it as you see your opponents getting points on the board and placing their influence cubes all over the place turn after turn. It can be difficult to build up to where you have more than just the minimum 5 gold to start with during the blind bid phases. To help remedy this type of situation you can use a house rule which allows players to keep any bids that were lost in a "tie" while the rules say if you lose in a tie bid, both players lose those bids (they get thrown back in the box). I recommend using that house rule especially if you are just using the base game. Which now leads me to my final reason why I only gave 4 stars to the base game - You really need The Palace 5-6 player expansion. And not necessarily for the 5th and 6th player, but for the new character bid cards and location (The Palace, with Guard House). The Palace expansion adds a few more characters to bid on so it reduces the probability of people getting into ties and gives a better chance for a player to dig themselves out of an only 5 gold to bid with hole. Plus some of the new characters in The Palace expansion allow influence space cube swapping and replacing which adds a whole new dimension.

So, my conclusion is that this is easily a 4-5 star game. I think it is a 4 star game if you are just using the base game. You should use the house rule that any tie bids are returned to the bidders. I think it is a 5 star game if you use that house rule about tie bids AND get and use The Palace expansion for the additional location and characters. This game is great and I highly recommend it!
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