Lead the uprising together.
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Share the room code with your comrades, or start alone to play Solo.
Your movement has 12 rounds to bring down the regime. Build up your strength, keep the secret police off your back, and choose the right moment to rise up.
Win by launching an uprising that succeeds. From round 5 you can vote to rise up. The success odds are shown live in the Council panel and come from your meters and strongholds. If the roll succeeds, the regime falls. If it fails, it's over.
You lose if Heat reaches 100, Unity falls to 0, or an uprising fails. If nobody calls one, round 12 forces a final uprising whatever the odds.
| Meter | What it means | Watch out |
|---|---|---|
| Support | How many ordinary people back you. A big factor in uprising odds. | Smear campaigns and botched attacks lower it. |
| Funding | Money for operations. Many actions cost Funding. | If you can't pay, the action fails. Upkeep drains it every round. |
| Heat | How hard the secret police are hunting you. It lowers uprising odds. | At 100 you lose. At 60+, the army sets up checkpoints. |
| Militancy | Your organized strength to actually seize power. A big factor in uprising odds. | Building it usually raises Heat. |
| Unity | How well the movement holds together. | At 0 you lose. Rumors, infighting and bad purges lower it. |
Each revolution type renames these to fit its flavor. For example, Heat becomes "Occupier Pressure" in a War of National Liberation. They work the same way.
The Republic has seven regions. The number on each region is your Influence there, meaning how much of that region backs your movement, from 0 to 100. Darker shading means more Influence.
Hover over a region, or select it, to see its exact Influence, how much more it needs, and its perk.
Events are the big news of each round. Some just happen, and others make you vote on a response.
Flashpoints are small events that fire automatically when meters cross thresholds. For example, Militancy 40+ and Heat 50+ starts a Skirmish, and Funding 5 or less means Unpaid Comrades. Under the map, "Flashpoints brewing" lists the ones whose conditions are met right now, so you can steer into good ones or away from bad ones. Hover over one to see its trigger.
Party (3–6 players): one player is secretly the regime's informant. They win if the revolution fails. Each round they can secretly sabotage: tip off the police, skim money, spread rumors, or make someone's operation fail. Sabotage appears in the report as anonymous incidents, but plain bad luck causes identical incidents, so an incident is never proof. Fight back with:
Only you see your own intel. Whether the others believe you is up to them.
Solo and Duo: there's no informant. Instead the regime plants moles in your network (up to 3, shown as diamonds in the Council panel). Each mole causes an incident every round, and high Heat brings more. Use Root Out a Mole or Sweep for Bugs to remove them.
| Game type | Players | What's different |
|---|---|---|
| Solo | 1 | All five roles are yours. 3 orders a round, each in its own region. Moles instead of an informant. 2-minute rounds. |
| Duo | 2 | Two roles each. Moles. Split votes on events are a deadlock: a coin flip decides and Unity drops. Both of you must agree to rise up. |
| Party | 3–6 | One role each. One player is secretly the informant. Majority votes decide. |
The revolution type (picked by the host) changes meter names, strengthens some actions, adds its own events, shifts what counts toward the uprising, and comes with a drawback. The lobby lists each type's details.