Watch “First look at 1795 The Thermidorians,” a how-to-play guide for 1795: The Thermidorians from St.Just74 on BoardGameVideo.
Description provided by St.Just74 on YouTube:
Upon request, an introductory video on how the Thermidorian expansion is different from the 1793 base game.
- The Thermidorian faction starts with a slight advantage and (like all factions) must try to remain in power until the Directory takes over (16 game rounds).
- The Royalist/Conservative factions must attempt to save the young Louis XVII before Prairial 1795 (10 year-old Louis XVII died in early June 1795).
- The Sans-culotte faction must attempt to gain power in the National Convention and activate the Law 'The Constitution of 1793' (motto: Bread and the Constitution of 93).
- Of course the game ends for everyone - except for the Royalists - if Paris falls in the hands of the Coalition armies.
- There can only be a maximum of 5 Laws in play throughout the game (Let's scale down the terror!).
- The less Laws, the more difficult it becomes to control the Paris board!
- Laws can either be activated or deactivated by the Convention Nationale.
- The Muscadin pawn moves from area to area at the start of each round, preventing the Jacobins and sans-culottes from altering that area.
- The Prussians, the Dutch and Spanish can be forced to make peace with France.
- The British can now invade by sea by the Western provinces containing a Royalist influence (the Quiberon bay expedition).
- Most of the Leader cards from the base game have been guillotined and are replaced by new ones: Barras, Gracchus Babeuf, Mme Tallien, Lazare Carnot...
In other words: a totally different historical experience ;-)