Revolution is a blind bidding game with an area control mechanic in which players are trying to garner as much political Support as possible in order to gain control of the town depicted on the board. They can use three kinds of bribery on various town individuals in order to accomplish this goal, and they are, Force, as in physical force, Black Mail, and Gold. One Force token will beat any number of Black Mail and/or Gold tokens, and one Black Mail token will beat any number of Gold tokens. Even though Gold is the weakest form of bribery, it still has its uses, and is the easiest to come by. I’ve seen many times in the few games I’ve played that a single Gold token is used to bribe a character that everyone else ignored that round. So, don’t underestimate the power of Gold. Any combination of bribery tokens can be used on the individual characters with some restrictions. Some of the characters can only be bribed with certain kinds of bribery tokens. For example, the General and the Captain, which give a player Influence in the Fortress or Harbor respectively, cannot be bribed with Force, only Black Mail and Gold will work on them. On the other hand, Force and Gold are your only choices for the Inn Keeper and the Magistrate, which give you Influence in the Tavern and Town Hall respectively. There are also some individuals that can be bribed by any means, and others that can only be bribed with Gold.
Concerning game play, there are no individual player turns in Revolution. Instead, all play is simultaneously carried out in rounds. Each round consists of firstly showing everyone the kinds of bribery you have at your disposal, as it will change depending on how well or bad your bribe attempts turned out in the previous round. Secondly, each player takes their character board behind their shield, and places their bids on the characters of their choice. Thirdly, once all players have finished placing their bids, the shields are removed, and each winning bribe is carried out in order from the top left character (the General) to the bottom right character (the Mercenary). The player whose bid won takes the character’s positive effects, which can be anything from gaining more Support (points), placing an Influence cube in one of the buildings in town, or gaining more bribery tokens. Some characters grant a combination of these effects, with some granting all three, while others grant only one. Then, the round ends and the next round begins, following the same format, and play continues in this fashion until all the Influence spots in all the buildings have been filled. Influencing a building with more cubes than any other player can provide a lot of Support, as each building has an amount of Support that it grants to the player who has the most Influence cubes in it at the end of the game.
Now, I don’t necessarily like blind bidding, and I truly hate blind bidding in which all bids are lost even if they don’t win. The basic rules of Revolution use this hateful mechanic (IMO), but gratefully, the advanced rules do provide a caveat that only winning bids are lost, along with a couple other minor rule-change options. This does open the door for a "the rich get richer" problem with which some games have trouble , but I have not found that to be a problem as long as the other players spread out their bids and pay close attention to what kinds of bribery the other players have at their disposal each round.
In conclusion, I think that Revolution deserves more than a fair shake in today’s gaming community. My only reservation with the game is that, in my opinion, you don’t get $40 dollars of components in the box. But I will say that I think the replay-ability of the game, delightfully various choices to make, and bluffing chances one has throughout each game will ultimately make up for its initial sticker shock. Don’t get me wrong, though, it does have quality components, much better than previous Steve Jackson games that I’ve played, just not many of them. The mounted board is cunningly simple, yet aesthetically pleasing. The bribery tokens and Support markers are made of a durable and strong card stock, and you also get a good number of wooden Influence cubes. Revolution is a short game with even your first game clocking in at just around an hour, and experienced games taking less than an hour. The game can be explained in less than ten minutes, and game play is intuitive and flowing with little downtime, as a result of the simultaneous actions. In all, I give Revolution a strong rating of 4 out of 5 stars, with its price being the only detractor.
Until Next Time...Sam.





































































