
- BGG rank
- BGG #3,649
- BGG rating
- 7.4
Pax Emancipation
- 1–3 players
- 60–120 min
- Complexity 4.7/5
- 2018

Rules assistance for 1791: A New Dawn
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
1791: A New Dawn is an expansion for 1793: Patriots & Traitors released in 2026 for 1–5 players, 30–90 minutes per game, and ages 12 and up. It was designed by Jason St.Just and its main mechanics are Hand Management, Ownership, and Area Movement.
1791: A New Dawn is the second expansion for 1793: Patriots & Traitors. It takes place during the liberal phase of the French Revolution. Although the liberal nobles of the Assemblée Nationale begin with a strong advantage, their influence is far from secure. Their authority is challenged by the Royalists who are secretly plotting to see the Royal Family escape France on the one side, and the growing disapproval of the people in the streets on the other. Furthermore, they have drafted a brand-new constitution that will pave the way for elections to the Legislative Assembly. But how certain can they be of victory? Luckily, France is not at war and although a new dawn rises over France, the guillotine does not yet cast its threatening shadow... Will France eventually be guided by the republicans or will the monarchy be restored to full power? The fate of the Revolution will be decided by the 17th game round...and you can be a part of it all! This second expansion is played with the 1793:Patriots & Traitors base game. —description from the publisher
1791: A New Dawn supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for 1791: A New Dawn is 30–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 1791: A New Dawn for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
1791: A New Dawn has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
1791: A New Dawn belongs to these categories: Card Game, Political, and Negotiation. Its main mechanics are Hand Management, Ownership, and Area Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 1791: A New Dawn are: Jason St.Just. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 1791: A New Dawn as an expansion for 1793: Patriots & Traitors. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need 1793: Patriots & Traitors to use it. Check that your edition of 1793: Patriots & Traitors is compatible, as some expansions were revised between editions.