"Red Flag Over Paris", the spiritual successor to Mark Herman's Fort Sumter, is a short, yet challenging, two-player card-driven wargame depicting the two months of intense confrontation between the Communards and the government in Versailles during the 1871 Paris Commune. You will play as one of these factions and fight for control over Paris. But, you will also need to win the hearts and minds of the French population, as the board is divided into two areas–military and political–themselves divided into several dimensions (Political Institutions, Public Opinion, Paris neighborhoods, and the forts on the outskirts of the city). The game forces players to make tough decisions like when to focus on political influence or military dominance and how to optimize limited resources.
On top of controlling the military and political spaces and fulfilling your objectives to score Victory Points, you will have to manage your momentum. Versailles needs to collaborate with the Prussian invader to build up an army that will restore order in the Capital. On the other hand, the Commune needs to build a robust revolutionary momentum to ensure that the population stays mobilized after months of siege and food shortages.
Each card represents either a critical personality or a significant event of the Paris commune. You may use a card for its event, for its operational value (which allows you to place or remove influence cubes in any given area), to buy an event discarded by your opponent, or build your momentum. After up to three rounds, Red Flag Over Paris culminates in a Final Crisis where each player will have to play all the cards they left aside earlier in the game as the last opportunity to place influence before determining the winner.
—description from the publisher
- tight two-player experience; quick and tense
- distinct thematic split (military vs political)
- interesting endgame via final crisis and discard interactions
- steep learning curve for new players
- must track card colors and discard rules
- political versus military power; urban insurrection
- Paris, 1871; Versailles vs Paris Commune
- asymmetric, card-driven conflict
- Fort Sumter
Mechanics (from transcript analysis)
- area/zone control — centered zones; adjacency and tiered areas affect moves
- asymmetric factions — Versailles government vs Paris Commune with distinct win conditions
- card-driven discard/activate — cards supply events and influence optional activations
Video topics + discussion points
Quotes (from this video)
- Should video games have an easy mode
- it's simple but you know…
- I would want every game to have an easy mode, but I don't think every publisher should include one
References (from this video)
- maintains narrative integrity across a series game
- offers players control over diverse factions
- bots had to be adapted to diverse adjacency and victory conditions
- agency and power within wartime politics
- WWII era, collaboration and resistance dynamics
- narrative-driven Euro-style political game
- Bell of Treason
- Fort Sumpter
Mechanics (from transcript analysis)
- coherence with series mechanics — mechanisms align with the final crisis series’ coherence
Video topics + discussion points
Quotes (from this video)
- necessity is the mother of invention
- the whole point is to get six people around a table and have them argue about this
- bot design is data structures it's all data structures
- rough edges are fine in our games at GMT we like rough edges
- the bot turns are to be as non-intrusive as possible