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İhtilâl

İhtilâl Rulebook

Table of Contents

Table of Contents

  • How to Win
  • Game Contents
    • 1. The Game Board
    • 2. Breaking Tokens ("Pul Kırma", dice)
    • 3. The Organizations
    • Background: Six Arrows and Iron Steed
    • 4. The Cards
  • Setup
  • Steps of the Game
    • 1. Event
    • 2. Parliament
    • 3. Police
    • 4. Army
    • 5. Universities
    • 6. Capital
    • 7. Expansion
    • 8. Organization
    • 9. Current Deficit (Cari Açık)
  • Elections
    • Nationalist Front Coalition
    • American Embargo
  • Example Opening Hand
  • Advanced Rules
    • 1946 Setup
    • Party Leaders ("Genel Başkanlar")
    • Dynamic Current Balance ("Dinamik Cari Denge")
    • Winner-Takes-All List System ("Liste Usulü Çoğunluk Sistemi")
    • Proportional System ("Nispî Sistem")
    • Unsolved Murders ("Failİ Meçhuller")
    • Terror ("Terör")
  • Designer's Note

How to Win

Decisive victory in İhtilâl is possible only when one side wipes the other from the political arena. At the start of any hand, after the "Event" step has been played, if one of the players has no tokens left on the board, that player loses the game and the opponent achieves a decisive victory.

If neither side manages to wipe the other from the board, at the end of the hand in which the last event card is played, both players count their tokens on the game board; whoever has more wins. In case of a tie, the player who won the last election wins.

If "communism" or "sharia" comes to the country (that is, at the end of any hand the number of tokens of either the Left Organizations or Political Islam on the table is 8 or more), both sides lose. However, the player with the most tokens on the table is considered to have finished the game as leader.

Game Contents

  • Game board
  • 54 Event cards
  • 18 Coup (İhtilal) cards
  • 169 Organization tokens
  • 7 Marker tokens
  • 2 Dice

1. The Game Board

The game board consists of two parts: the Field (Saha) and the Institutions (Kurumlar). Each part contains a certain number of token slots. These show the maximum number of tokens that can be placed in that area.

Field: The part with the map of Turkey. This map consists of 14 regions. City names that appear in some events do not mean a single token slot, but any one of the token slots in that region.

Institutions: The part at the bottom of the game board where the Parliament, Police, Army, Universities and Capital are located.

To hold any institution in the Police, Universities or Capital Groups, one must control more than half of the number of token slots in that institution. However, for the government player to control an institution, having a majority there is enough.

For example: to be able to play the At Bankası (Horse Bank), one must own 3 of the 4 token slots next to it. However, the government player can play this institution even if they have only 1 token there (provided that this gives a majority).

2. Breaking Tokens ("Pul Kırma", dice)

If all token slots in a region are full, a "token-breaking" roll is made in order to place a token there. The player who wants to place their token rolls a die. If a 4 or higher (4+) is rolled, they remove any token they wish from the region and put one of their own tokens in its place. If unsuccessful, they lose their token.

On token-breaking rolls made for the Army, a Coup Card is drawn regardless of the result of the roll (see page 16, the Army step).

3. The Organizations

There are seven organizations in the game, two of which are run by the players. The players run the Six Arrows and Steed organizations. The other organizations come into the game through cards.

Six Arrows (Altı Ok): CHP's ideology, Kemalism, in other words the Six Principles (Populism, Republicanism, Revolutionism, Nationalism, Secularism and Statism), was first determined at the 2nd Congress in 1931; the party's symbol, the Six Arrows, was designed in 1933 and is still in CHP's logo today. In the 1980-1992 period when CHP was closed, the Six Arrows was used first by the Populist Party (HP) and, after the merger with SODEP, by the Social Democratic Populist Party (SHP).

Steed (Kırat): The story of the Iron Steed (Demir Kırat) is a little more "improvised". Demir Kırat symbolizes conservatism and the free economy in Turkey. In fact, when the Democrat Party first entered elections, its logo consisted of interlocked letters "D" and "P". But this new party, because its name contained a word that was foreign for those times, had some difficulty introducing itself, and the name "Demokrat" was soon pronounced "Demir Kırat" by the people of Anatolia. The DP members and their successors, the Justice Party members, held tightly to this nickname, and the "Kırat" became first the logo of AP and, after 1980, of the True Path Party.

Political Islam (Siyasal İslâm): The Millî Görüş movement was at first received as a political current expected to split the right in Turkey, but in return it carried the Turkish right to a very different point, especially after 12 September. Groups demanding Sharia rule had in fact existed long before the Republic, but the multi-national, multi-faith structure of the empire made it impossible. Said Nursî, who was against the 2nd Constitutional Era from the start, reappeared under DP rule after the one-party period in which he had been banned, and became an important actor in the struggle against communism in Eastern Anatolia. The Political Islam movement started by Necmettin Erbakan with the National Order Party, although it shares a common denominator with the radical religious elements before it, gave Millî Görüş a distinctive political identity with the economic programme it put forward.

Necmettin Erbakan played a key role in the establishment of the Nationalist Front against the left that grew in the 70s. For this reason the Steed player counts the Political Islam tokens together with their own tokens when "Elections" are played. However, MSP also threatens AP with respect to its voter base; if there are 4 or more Political Islam tokens on the field when "Elections" are played, then if the Steed player is the Government, MSP will be a coalition partner and the Steed player will be able to make only 2 moves instead of 3 in the Parliament step. But since these organizations at the same time constitute a "Sharia threat" in the country, if at the end of any hand there are 8 or more Political Islam tokens on the Game Board, the game ends and the player with the most tokens wins the game.

Left Organizations (Sol Örgütler): With the years of the Second World War, communism ceased to be perceived merely as a Bolshevik threat from the North and began to organize in many areas, especially in the village institutes and universities. Tan Newspaper, which appeared in the 1940s and was closed by the one-party regime, became the first publication organ of the Turkish left. In the multi-party regime and in the later years of the Cold War, the Left organizations grew and strengthened, and, also under the influence of the De-Stalinization movement in the Soviet Union, split into factions among themselves. The period in which the left raised its flag in Turkey is the period after the 1965 elections, when the Workers' Party of Turkey (TİP) entered parliament, in which socialists organized, especially in the universities, under the leadership of DEV-GENÇ.

In the period covered by İhtilâl, the Turkish left includes both thinkers such as Zekeriya Sertel and Behice Boran, and radical organizations such as Dev-Yol, Dev-Sol and TİKKO. Although a significant part of these organizations boycotted the ballot box, the current they provided brought CHP to victory in the 70s. In the game, the Six Arrows player counts the Left Organization tokens together with their own tokens when "Elections" are played. However, because the growing political influence of these organizations forced CHP to produce policy along a left line, if there are 4 or more Left Organization tokens on the field when "Elections" are played, then if the Six Arrows player is the Government, the USA will impose an embargo and the Six Arrows player will have to remove 2 extra tokens from the table in each Current Deficit (Cari Açık) step. But since these organizations at the same time constitute a "communist threat" in the country, if at the end of any hand there are 8 or more Left Organization tokens on the Game Board, the game ends and the player with the most tokens wins the game.

Trade Unions (Sendikalar): Although workers' organization in Turkey goes back to the imperial period, union rights and the organization of unions became possible with the freedoms brought by the 1961 Constitution. The entry of the Workers' Party of Turkey into parliament with a socialist programme turned the union movement into a serious political actor with the 60s. In the years when the Turkish left rose, the Confederation of Revolutionary Workers' Unions (DİSK) took the workers' movement to an important point, and the general strikes the unions carried out relying on the 1961 Constitution formed a serious threat to the capitalist class of Turkey. For this reason, Capital groups cannot make a move in a region where Trade Unions are located.

Idealists (Ülkücüler): Turkish nationalism emerged at the end of the 19th century and established its foundations by developing in the political life of the Committee of Union and Progress. After the proclamation of the Republic, Turkish nationalism remained for a time the official ideology of the state, as determined at the first CHP congress in 1927. However, as a result of CHP adopting Kemalism in 1931, nationalism became, with the multi-party period, an area of contention between conservatives and Kemalists. The first standard-bearer of nationalism, which stood on the right of the political spectrum, was Osman Bölükbaşı and his Republican Peasants' Nation Party. In İhtilâl the organizations of this current are called "Ülkücüler" (Idealists), as Alparslan Türkeş's MHP named them. The Ülkücü movement formed the real practical figure of the struggle against communism in Turkey, one of the countries where the Cold War was harshest. Although it was always the junior partner in the Nationalist Front governments, MHP, together with Ecevit, fought the greatest struggle in the public squares against the left that had gained courage. The Police cannot make a move in a region where Idealists are located.

PKK: The Kurdistan Workers' Party (PKK) is an example in Southeastern Anatolia of the left that radicalized towards the end of the 70s. However, the PKK, which raised the banner of revolt in the Eastern provinces after the 12 September Coup, in time formed the armed wing of the Kurdish Political Movement and sat at the center of the "Eastern Question", unresolved to this day. The PKK continued its activity in Southeastern and Eastern Anatolia and found a wide area of organization for itself in regions left empty by the state.

Background: Six Arrows and Iron Steed

(Printed as a sidebar essay on page 8.) Six Arrows and Demir Kırat, who were the two strongest political wings in Turkey and are generally defined by political scientists as "center-left" and "center-right", have a story that, if not through their symbols then through their ideas, goes back somewhat before the Republic.

According to Sina Akşin, the Modern Era of Turkey begins with the proclamation of the 2nd Constitutional Era in 1908. This polarization emerged at the 1st Young Turk Congress in 1902, in the process that prepared the 1908 Revolution, and roughly steered Turkey throughout the 20th century. At this congress, the intellectuals who had come together within the empire for the aim of constitutionalism gathered under the roof of the Ottoman Committee of Union and Progress, but the congress split into two poles between Ahmet Rıza, who stood out with his statist and centralist ideas, and Prince Sabahattin, who defended decentralization (autonomy) and the free market. A third, but smaller, group was the Armenian Revolutionary Federation, or Dashnaktsutyun, and the Dashnaks acted with Ahmet Rıza's team after this congress.

At this congress the center-left (Ahmet Rıza) and center-right (Prince Sabahattin) were definitively divided into poles; after the proclamation of the Constitutional Era in 1908, Prince Sabahattin's team left the Union and Progress Party and founded first the Ahrar Party and then the Freedom and Accord Party.

When on 9 September 1923 the Defence of Rights Society of Anatolia and Rumelia reorganized itself as the People's Party, it contained the cadres of Union and Progress. İsmet İnönü, Celal Bayar, Fethi Okyar, Yusuf Kemal Tengirşenk and Şemsettin Günaltay are among the best known both as Unionists and as politicians of the first years of the Republic. Moreover, in many fields the Republican People's Party preserved its organic link with the Union and Progress Party of which it was the successor. For example, Hüseyin Cahit Yalçın, the editor-in-chief of Tanin, the publication organ of the CUP, also served as editor-in-chief of Ulus, the publication organ of CHP, after the proclamation of the Republic, and even continued this duty under DP rule. Another example is that the Turkish Hearths, in which the CUP organized and conveyed its ideology of Turkish nationalism, were restructured in 1932 as People's Houses with the new regime and the new ideology (Kemalism). The CHP of the one-party period can in a sense be likened to the CUP before the split: although both groups stayed together, they were in very deep contention. At the moment Turkey moved to the adventure of multi-party democracy, just as at the proclamation of the Constitutional Era, this togetherness was broken, and the "center-right" within CHP founded the Democrat Party and made the lines even more distinct.

4. The Cards

There are 2 separate decks in the game: Event Cards and Coup (İhtilal) Cards.

Event Cards: The Event card deck steers the table. Every hand in the game begins with the playing of a card drawn from this deck.

The game consists of 3 separate periods: Lefter, Metin Oktay, Metin-Ali-Feyyaz. On every card is written which phase of the game the Event belongs to (see page 14). The Event cards also contain the event name, card number, game text, informational text about the event, and place and date information.

Card layout (as labelled in the rulebook): Date; Place; Card Number; Event name; Game phase (period); Game text; Informational text.

Some of the text written in red on certain cards indicates in which situations the card is valid.

After the Barajlar Kralı (King of the Dams), ODTÜ, DİSK, Karaoğlan and PKK cards are opened, they remain valid for the rest of the game. These cards have token slots bearing the names of the institutions they affect. After the cards are opened, marker tokens are placed on these slots.

The 24 Ocak (24 January) card, although it belongs to the Metin Oktay phase, is shuffled into the deck later. The place where the card is to be added is indicated on the time track.

Coup (İhtilal) Cards: The cards in the Coup deck are kept in a separate place from the Event cards. When a card is drawn from this deck, what is written on it must be played immediately. These cards may end the turn before the rest of the turn is played.

In the Army, any player rolling a token-breaking die, or a player playing the Army step rolling a 1, causes a Coup Card to be drawn.

Setup

At the start of the game:

  1. Only the Lefter Period cards are shuffled and placed as the Event Deck.

  2. The Time and Election tokens are placed on the boxes at the very beginning (that is, at the left) of the tracks at the top of the Field.

  3. The token distribution on the Field is as follows.

The Steed player has 16 tokens on the Field. Their distribution is: İstanbul 3, Ankara 2, İzmir 3, Eskişehir 1, Samsun 1, Konya 1, Adana 1, Antalya 1, Trabzon 1, Kayseri 1, Sivas 1.

The Six Arrows player has 11 tokens on the Field. Their distribution is: İstanbul 1, Ankara 2, İzmir 1, Adana 1, Kayseri 1, Sivas 1, Trabzon 1, Antep 1, Van 2.

Apart from these, there is one Left Organization token in İstanbul.

The distribution in the Institutions is as follows: There are Six Arrows tokens in Harbiye and in the 1st Army. In addition, there is one Six Arrows token each in Ankara University, İstanbul University and At Bankası (Horse Bank).

Steps of the Game

Every hand of İhtilâl proceeds in the following order:

  1. Event
  2. Parliament
  3. Police
  4. Army
  5. Universities
  6. Capital
  7. Expansion
  8. Organization
  9. Current Deficit

1. Event

In the game every hand begins with the opening of an event card and doing what is written on it.

There are three different periods in the game. In the Lefter Period 1 card is drawn and played; in the Metin Oktay and Metin-Ali-Feyyaz Periods 2 cards are drawn and played.

At the start of the game, there are only Lefter Period cards in the Event Deck. After the players play the "Elections" step for the 3rd time, the Metin Oktay Period cards, except the "24 Ocak Kararları" (24 January Decisions) card, are also added to the deck and the deck is shuffled again. When the "Elections" step is played for the 5th time in the game, the "24 Ocak Kararları" card is also added to the deck and the deck is shuffled again. When, in any "Event" step, the "24 Ocak Kararları" card is opened, this time the Metin-Ali-Feyyaz Period cards are also added to the deck and the deck is shuffled again. A card that has been opened once in the game can never return to the deck; therefore at every change of period, the cards newly entering the game are shuffled with cards that have not yet been opened in the game.

The Periods of the Game: In İhtilâl the game is divided into 3 separate periods: the Lefter Period (1950-60), the Metin Oktay Period (1960-80) and the Metin-Ali-Feyyaz Period (1980-). Those who gave their names to these periods are athletes who left their mark on Turkish football in those years and were embraced by society, and they were chosen in order to look at the years in which the game is set not only from an "academic" eye but also from the framework of popular culture. What determines the historical limits of these periods and separates them from each other is simply the constitutions that were valid on the dates the events took place. The first period covers events that took place on dates when the 1924 constitution, the middle period the 1961 constitution, and the last period the 1982 constitution was valid. However, since the events in the period İhtilâl covers have a transitivity and unity among themselves, the game mechanics also allow cards of different periods to be present together.

2. Parliament

In Parliament both players play as long as the game continues. The player directing the governing party has 3 moves, the player directing the opposition party has 2 moves. The Government player starts first. The players make their moves alternately.

Both players may play any of the Propaganda, Appointment or Investment moves. The same move can be played more than once.

The player playing the Propaganda move gains 2 tokens from their own organization tokens. In order to do the Appointment or Investment moves, one must first gain tokens.

When Appointment is played, the player may place one of the tokens in hand in the Police, in the Universities, or in one of the Capital groups.

Tokens that are not appointed or turned into investment in the Parliament turn are moved to the Expansion step.

3. Police

The player who owns more than half of the token slots in the Police holds the Police. For the Government player a majority is enough. If the organization holding the Police does not belong to a player, or if the token slots are empty, the Police does not play that turn.

The Police chooses any token from the Field and rolls a die: if a 4 or higher (4+) is rolled, it removes the chosen token. Then it chooses another token from the Field and rolls again. To remove this one it needs to roll a 5 or higher (5+). If it is successful again, it needs to roll a 6 to continue removing the tokens it chooses on the Field. The Police may continue removing opposing tokens on the Field until it fails.

The Police cannot play in a region where there is an Idealist (Ülkücü) token.

4. Army

Every unit in the Army is in a different region and has the right to move only in its own region. Each unit makes a single move.

The players choose an opposing token in the regions where the units they control are located and roll a die. If a 2 or higher (2+) is rolled, that token is removed. If a 1 is rolled, a Coup Card is drawn and played.

Entry to the Army is made from Harbiye. To enter any unit in the Army, the player moves the token they have in Harbiye to that unit's token slot. Apart from Harbiye, a token placed in any unit cannot be moved to another unit. Entry to Harbiye is done by moving a token from the region of the Field where Ankara is located to Harbiye. Token-moving actions take place in the Organization step.

If a player wants to enter a unit where another organization's token is located, they roll a capture die. If a 4 or higher (4+) is rolled, they capture the unit. Whatever the result of the roll, a Coup Card is drawn and played.

In the Capital step, after the moves made for the Army, a Coup Card is not drawn.

5. Universities

Universities can be played if they are run by the organization of one of the players. For a player to hold one of the universities, they must have placed tokens on more than half of the number of token slots that university has. For the Government player a majority in that university is enough.

There are two different kinds of moves in the Universities step. The player playing any university may place a token in the region of the Field where the university is located.

The other move they can make is to move a token located on the university to any region they wish on the Field.

6. Capital

Capital groups can be played if they are run by the organization of one of the players. To hold a capital group, one must have placed tokens on more than half of the number of token slots that group has. For the Government player to play, a majority in that group is enough.

Every capital group has one move.

The player playing a capital group may change any token on the table (except Capital) for their own token by rolling a die. This is done as follows: the player chooses a token on the table and rolls a die. The number rolled is added to the number of tokens on the Capital Group being played (the number of tokens of whichever player is playing). To buy a token on the Field the result must be 7 or higher, and to buy a token in the institutions the result must be 8 or higher. Otherwise that capital group has failed this hand.

7. Expansion

The Opposition player starts first and the players make their moves alternately.

The players place, one by one, onto the Field the tokens remaining in their hands because they were not appointed or turned into investment in the Parliament step.

8. Organization

The players have one move each. The Opposition player starts.

The players may move one of their tokens on the Field to a neighbouring region. A token in Ankara may be moved to Harbiye.

9. Current Deficit (Cari Açık)

At the end of every hand the Government player removes from the Field:

  • 2 tokens in the Lefter Period,
  • 3 tokens in the Metin Oktay Period,
  • 4 tokens in the Metin-Ali-Feyyaz Period.

Elections

Elections are held once every 4 hands in the game, after the Current Deficit step of the last hand has been played. Each player counts their tokens on the Field. The player who has obtained numerical superiority forms the new government.

Nationalist Front Coalition

The Steed player counts the Political Islam tokens together with their own tokens when "Elections" are played. However, MSP also threatens AP with respect to its voter base; if there are 4 or more Political Islam tokens on the field when "Elections" are played, then if the Steed player is the Government, MSP will be a coalition partner and the Steed player will be able to make only 2 moves instead of 3 in the Parliament step. But since these organizations at the same time constitute a "Sharia threat" in the country, if at the end of any hand there are 8 or more Political Islam tokens on the Game Board, the game ends and the player with the most tokens wins the game.

American Embargo

The Six Arrows player counts the Left Organization tokens together with their own tokens when "Elections" are played. However, because the growing political influence of these organizations forced CHP to produce policy along a left line, if there are 4 or more Left Organization tokens on the field when "Elections" are played, then if the Six Arrows player is the Government, the USA will impose an embargo and the Six Arrows player will have to remove 2 extra tokens from the table in each Current Deficit step. But since these organizations at the same time constitute a "communist threat" in the country, if at the end of any hand there are 8 or more Left Organization tokens on the Game Board, the game ends and the player with the most tokens wins the game.

Example: There are 14 Steed and 12 Six Arrows tokens on the Field. However, when the Political Islam and Left Organization tokens are also added, Six Arrows wins the election 17-16. Since there are more than 4 Left Organization tokens on the table, the Embargo rule is applied.

Example Opening Hand

  1. The event card of the first hand is opened: "Halkevleri hazineye devredildi" (The People's Houses were transferred to the treasury). The Six Arrows player removes their tokens in Adana and Maraş.

  2. Government (Steed) move 1: Propaganda is played, 2 tokens are gained. Opposition (Six Arrows) move 1: Propaganda is played, 2 tokens are gained. Government (Steed) move 2: 1 token is appointed to the Police. Opposition (Six Arrows) move 2: 1 token is appointed to Ankara University. Government (Steed) move 3: Investment is played, 1 token is placed on Sabuncu.

  3. Police: No player holds more than half of the token slots in the Police; however, since the Steed player is in government and has a majority, they run the Police. First they choose a Six Arrows token in Ankara and roll a die: 5!! The Police arrested the chosen Six Arrows token. The token is removed from the table. Since the Police was successful, the Steed player chooses the other Six Arrows token in Ankara and rolls a die: 3. It failed; the Police step ends. The remaining Six Arrows token is moved to the Expansion step.

  4. The Six Arrows player runs Harbiye and the 1st Army. First Harbiye plays; it chooses a Steed token in Ankara and rolls the die: 3!! The chosen Steed token is removed. Then it is the 1st Army's turn. A Steed token in İstanbul is chosen and the die is rolled: 4!! This chosen token is also removed.

  5. In Ankara University the Six Arrows player holds more than half of the token slots. In this case they play Ankara University and place a Six Arrows token in Ankara.

  6. In Capital, no player controls more than half of the token slots in any of the groups. However, since the Steed player is in government and has a majority in Sabuncu, they play this group. Sabuncu chooses a Six Arrows token in the Aegean and rolls the die: 6. 1 (number of tokens) + 6 (die) = 7!!! Sabuncu bought the chosen Six Arrows token and converted it into a Steed token.

  7. In Expansion there is only a Six Arrows token. The Six Arrows player places this token in Samsun.

  8. In the Organization step the Six Arrows player, who is in opposition, plays first and moves their token in Ankara to the "1.Filo" (1st Fleet, as printed; presumably the 1st Army). It is then the Steed player's turn, and they move one of their tokens in Ankara to Harbiye.

Advanced Rules

1946 Setup

This setup was designed for playing the period after the first transition to the multi-party system. To show the influence of Fevzi Çakmak in the Army, Idealist tokens were placed in Harbiye and in the 1st, 2nd and 3rd Armies. The reason for this is the nationalist line Fevzi Çakmak followed in the years that followed. To show the Celâl Bayar influence still continuing at the At Bankası, 2 Steed tokens were placed there.

As can be seen, on the map there is not yet a completed organization and there is a Democrat Party that is influential in the West. In the 1946 setup the Six Arrows player starts the game as the government. Some important events of this period that could be written on cards are: the 1946 Soviet note, the Truman Doctrine, the death of Fevzi Çakmak, the founding of NATO.

The token distribution on the Field is as follows:

The Steed player has 10 tokens on the Field; İstanbul 1, Ankara 1, İzmir 4, Eskişehir 2, Samsun 2.

The Six Arrows player has 13 tokens on the Field; İstanbul 1, Ankara 3, Eskişehir 1, Adana 1, Kayseri 1, Sivas 2, Trabzon 1, Antep 1, Van 2.

Apart from these, there is one Left Organization token and one Idealist token in İstanbul.

The distribution in the Institutions is as follows: There are Idealist tokens in Harbiye and in the 1st, 2nd and 3rd Armies. There is one Six Arrows token each in Ankara and İstanbul University, and there are 2 Steed tokens in At Bankası.

Party Leaders ("Genel Başkanlar")

Undoubtedly the role of leaders in Turkish political history is very great. However, in İhtilâl the effects of these persons are generally distributed on event cards. To play İhtilâl with the "Party Leaders" rule, remove the cards "İsmet Paşa", "Yeter Söz Milletindir", "Barajlar Kralı" and "Karaoğlan" from the Event Deck.

In this case the Six Arrows player will start the game with İsmet İnönü, and as long as İnönü is party leader, the Six Arrows tokens will break opposing tokens on 3+ instead of 4+. If the Six Arrows player decides on "Kurultay" (Congress) at the start of any hand, the new party leader will be Bülent Ecevit and the "Karaoğlan" card will be counted as opened.

Similarly the Steed player will start the game with Adnan Menderes and Celal Bayar, and as long as Celal Bayar is party leader, the Steed player will start every hand in the Parliament step with 1 Steed token. If the Steed player decides on "Kongre" (Congress), the new party leader will be Süleyman Demirel and the "Barajlar Kralı" card will be counted as opened.

Dynamic Current Balance ("Dinamik Cari Denge")

When played with this rule, every time the Current Deficit step is reached, the Government player removes 3 tokens from the Field in the Lefter Period, 4 in the Metin Oktay Period, and 5 in the Metin-Ali-Feyyaz Period. However, they remove 1 fewer token for every 3 tokens placed on the Capital groups (it does not matter which organization's tokens they are) (e.g. in the Metin Oktay Period, if there are 7 tokens in total on the capital groups, the Government removes 2 tokens instead of 4 in Current Deficit). 3 tokens: -1, 6 tokens: -2, 9 tokens: -3, etc.

This rule was added to combine the Current Deficit balance in the game with governments' Investment moves and to let players experience a more realistic political economy. It was also present in the alpha tests; it was removed because it complicated the game.

Winner-Takes-All List System ("Liste Usulü Çoğunluk Sistemi")

The "Winner-Takes-All List System" is the election system that remained in force between 1946 and 1960. When you include this rule in the game, when Elections are played, the player with the most tokens in a region is counted as having elected all the members of parliament of that region, that is, as if they had as many tokens as there are token slots in that region (e.g. in İstanbul there are 4 Steed, 1 Six Arrows and 1 Political Islam token; in this case the Steed is accepted as having 7 tokens (because İstanbul has 7 token slots)). In games where this rule is played, the Left Organization and Political Islam tokens are not counted in the Elections.

Proportional System ("Nispî Sistem")

The "Proportional System" is the election system in force from 1965 to the present and its universal name is the D'Hondt System. When this rule is added to the game, in a region each player elects as many members of parliament as they have tokens, and the player with the most tokens in that region is counted as having elected the remaining members of parliament as well. For example: in Ankara let there be 3 Steed and 1 Six Arrows token. When Elections are played, since the player with the most tokens in Ankara is the Steed, the Steed will have also elected the 5th member of parliament of Ankara, that is, the Steed will have elected 4 and the Six Arrows 1 member of parliament. In this case, if only a single player's token is in a region, all the members of parliament of that region will be counted as that player's. In games where this rule is played, the Left Organization and Political Islam tokens are also counted in the Elections.

Unsolved Murders ("Failİ Meçhuller")

In games where this rule applies, Left Organization and Idealist tokens break each other on 3+ instead of 4+.

Terror ("Terör")

In games where this rule applies, PKK tokens break all opposing tokens on 3+.

Designer's Note

İhtilâl has the distinction of being the first board game in its field in Turkey, and since it takes its story from Turkish political history, its theme has a unity with this feature. The visual and verbal language of the game was carefully designed to make the player live the somewhat dim, somewhat dark and definitely distinctive personality of the period. The cards were arranged inspired by the newspaper headlines of that day, places and dates were researched, and the informational texts were carefully written. We also took care to make a board that could convey the theme as we wanted; we drew this country, caught between the American Mediterranean Fleet (6th Fleet) and the Soviet Union, inspired by the history atlases we read in middle and high school. We named the Capital groups ourselves since they are private companies.

When İhtilâl was first put on the table, it contained everything politics touched even at its edges. The alpha game had 3 separate game boards and 11 kinds of tokens. But we soon realized that such a game was not playable and made adjustments. We threw out one of the boards and 4 kinds of tokens altogether, and produced a single integrated board from the remaining boards. We added token slots to the game to provide a more understandable interface. Rules that seemed complicated were thrown out or moved to the advanced rules. In addition, an extra 1946 setup was prepared so that players can play İhtilâl again and again without getting bored, and blank cards were included in the Event and Coup decks so that players can include in the game, as they wish, events that took place in Turkish political history but are not in İhtilâl's event deck. We tried to colour the game with advanced rules. We hope it will be an enjoyable experience for all our players.

  • Since the Steed player is in government, they lose tokens in the Current Deficit step. They remove one token each from Eskişehir and Konya.