Who was Louis Riel and what did he do?
Louis Riel (1844–1885) was born in St. Boniface, in the Red River Settlement (present-day Manitoba), to a prominent Métis family of French and Chipewyan descent.
Canada’s westward expansion was very different than that of the United States. In the US, conflict in the westward movement was between the White Man and the Native Indian, and a common language united US settlers. Language, however, has divided Canada ever since General Wolfe united the country by arms at the Plains of Abraham.
Canada’s settlers pushed westward, led by fur-traders and trappers who were predominately French Catholic. These pioneers intermarried with the Native Indians, producing a new race and a new culture – the Métis.
When the Canadian government made treaties with Native Indians, the Métis, being neither Native nor White, did not receive any comparable consideration. Wanting to protect their rights against the remote Anglo-Protestant government in eastern Canada, resentment grew into rebellion in Manitoba's Red River Valley in 1869. Louis Riel led this resistance and forced the government into compromise, resulting in the Manitoba Act.
Due to his participation in the rebellion and in the execution of English Protestant, Thomas Scott, Riel himself was forced to flee to the United States. While residing there, Riel obtained American citizenship.
When trouble between the Métis and the government occurred further west, in Saskatchewan, the Métis recalled their former saviour to lead them. Louis Riel and Gabriel Dumont, a local Métis leader, initially worked toward a peaceful solution for their grievances. However, this movement eventually grew into a resistance, known as the North West Resistance. The Conservative government in Ottawa amassed a military force to crush it, and finally did at the Battle of Batoche, 9 – 12 May, 1885. While Gabriel Dumont fled to the United States after the battle; Louis Riel was tried and hanged for High Treason in Canada.
There are many reasons why the first Riel resistance succeeded and the second failed. The westward expansion of the railroad allowed the federal government to deploy superior forces rapidly to the field. Riel himself embraced unorthodox religious views – views that alienated the Catholic Church and its devout supporters who were the key to his first resistance’s success.
So, what does each player do in the game?

One player acts for the prosecution, the other for the defence (so it's best suited for 2 players). Louis Riel's neck is on the line! Thomas's best outcome is an Insanity verdict which is what the defence is aiming for. Players make decisions guided by cards drawn.
Decisions generally entail strategising your argument (whichever way) and swaying the jury toward your desired outcome. You move and manipulate markers on the game board often in response to the cards drawn but have some freedom to do it your own way. This flexibility means no two games are the same and that the game doesn't play itself and you're just along for the ride. It is card driven, but you do the steering. I would compare it to Ottoman Sunset, Hapsburg Eclipse, Mound Builders (which by no coincidence are also Victory Point Games titles) in these terms. Yes, the theme is totally different, and High Treason has very different game mechanics to the forementioned titles, the principle of card driven but not totally card determined remains. In simpler terms, the cards push you through the game, but you steer it and can try loads of different strategies as either player. You're not just drawing cards, doing what they say, and moving on. You have options, and that's where the fun and replayability comes into it.
How long does a game last?
30mins when you're familiar with the rules, maybe double that on your first few plays.
What's the rulebook like?
Clear and concise (in usual Victory Point Games style I must say). What I really, REALLY like about High Treason (as I do with various other VPG titles) is that yes, you need to read the rulebook, but on-board and on-card guides reduce the need for rule-checking from the rulebook. I’ve played so many fantastic games, mainly of the war variety, but fun and flow of the game is broken up by long periods of scouring a rulebook. Not so with High Treason, enhancing its accessibility massively.
What’re the components like?
Excellent. Mounted board and quality cards as well as the other components. There have been 3 editions of High Treason but all are superb (though the first is a bit more bare bones, with a paper mat). Everything mentioned in this review applies to all editions, but with nicer components in the most recent 2 editions.
Is there any die rolling?
No, it’s card driven and no application of die rolls.






