Watch “Prelude to Rebellion (defective),” a gameplay video for Prelude to Rebellion: Mobilization & Unrest in Lower Canada 1834-1837 on BoardGameVideo.
Description provided by calandale on YouTube:
Some notes from the designer - and why I need to start over:
I wanted to point out a few things, some of them pretty important. 😉
When you attempt to create an organization, you have to decide beforehand the number of APs you will dedicate to the roll. And if you roll higher than the target number, you have to spend Opportunity Points to bring the result back to the target number. This is what makes this decision especially excruciating as sometimes, you want to push your luck by spending only 2 APs and aim for a riskier target number (Like 9 or less in a few of your examples), knowing you might have to burn precious opportunity points you could otherwise use for buying cards from the opportunity pool.
Even if the Patriote player plays a Loyal Activities card, the Loyal still picks the scoring die to be rolled. At the beginning of the game, it sounded as if you took the call with the "Patriote hat" (Granted, it can get weird to play a 2-handed game solo). Typically, in a F2F game, the Loyal would go "Here, roll this one!"
Double-checking the RC track is a good habit before scoring it. Some people are better at reconciling it (I LOL'ed when I heard you coming up with three different numbers for three different counts!), I personally am very careful everytime a county changes hands and it's usually good enough.
The Fear of Reprisal is a die roll with a DRM that changes depending on the Rebellious Spirit value. The first time the RC track scored, you just looked up the table and didn't roll a die. When things are still quiet (0-4), there is a -2 DRM so if the Loyal player rolls a 5 or a 6, he still gets to remove 2 cubes before the track actually scores.
Always, always, always roll a scoring die after each card play (It can be easy to miss but in a F2F game, one player is usually favored on each track so you can bet he'll double-check his opponent).
"Gugy enrages Papineau" was played for the event outside of a Parliamentary session (It has a "Parliamentary" prerequisite).
But the most important thing is that at some point, you started to put every opposing card into the Opportunity Pool after they were played, that's why it became so crowded and the Loyal was swimming in Opportunity Points. Everytime you play your opponent's card from your hand, if the card's prerequisites are met or if the card has no prerequisites (Which is approximately 90% of the cases), the event triggers, your opponent gets to implement it and the card is discarded without giving Opportunity Points. That's what makes hand management such a puzzle.
In that sense, the game follows Twilight Struggle, Labyrinth, Europe in Turmoil, etc. I only wanted to give a player a "consolation prize" when one of his cards is played by his opponent and the prerequisites are not met. At least he gets Opportunity Points and maybe the chance to put the prerequisites in place to play the event himself later on.