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The year is 1775. The American colonies are outraged over new taxes imposed upon them by Great Britain. They begin to stockpile arms and organize militia. On April 19th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. 273 British soldiers are killed or wounded before they reach safety in Boston.
The American Revolution has begun!
Now you and your friends command the armies of the British Redcoats, English Loyalists, German Hessians, American Regulars, Patriots, French Regulars and Native Americans to decide the fate of the Americas. Players from each faction cooperate to gain control of key towns and forts. Share the fun in this light and fast paced multi-player game!
The map-board represents the original 13 Colonies plus Maine, Nova Scotia, and Quebec. Each Colony is further subdivided into areas over which factions will struggle for control. A faction holds control of a Colony when only units of its side are present in the areas of a Colony.
Army units are represented by wooden cubes for each side. Blue for Continental Army, White for American Militia, Red for British Regulars, and Yellow for Loyalist Militia. Purple and Orange cubes represent Allied French and Allied Hessian factions which are controlled by American and British forces respectively and are brought into the game by event cards playable by each faction.
Each game is played over a maximum of eight rounds. Victory conditions are checked for each side starting on round three and each game ends automatically on round eight if no one has won before then. Each round is subdivided into four turns, one for each side, which happen in an order determined by the random draw of the turn marker for each faction. It is entirely possible for a faction to go last in a previous round only to go first in the next!
All six faction, including Allies, have their own faction combat dice. For each “Hit” result rolled, an opponent loses one unit. For each “Flee” result rolled, you lose one of your units to the Fled Units box where it will return later as a reinforcement. For each blank face rolled, you have a “Command Decision” and may use that to retreat a unit in the battle to an adjacent area.
All faction units participate in a battle whether is is their turn or not! Each faction has different faces to their dice. Dice are specific to each faction and represent the martial capabilities, command, and resolve of each of the six factions. For example, American Continental Army are much less likely to Flee, and have a higher hit percentage, but only have two dice per battle round. British Regulars have no Flee results and hit on on a high percentage, but will have no fleeing units added to their reinforcements each turn. Militia on both sides have three dice but higher Flee results. Knowing the strengths and weaknesses of your units is key to victory!
Each faction deck contains Event cards, Movement cards, and one Truce card. Every turn, each faction will play a movement card to maneuver their troops and zero, one, or two event cards. When both factions of a side (British or American) have played their truce cards, the game will end on that round! Each deck has a specific number of movement cards in it and managing them is an important part of the game.
Each faction has a Truce card which serves not only as a timer for the game but as a powerful Movement card. However, a game may end prematurely if both factions of a side are forced to play their Truce cards early in the game!
Battle across the Colonies with large armies or small. So long as each army group contains a unit of your faction, you may move Allied units with you from area to area. In a four player game, each faction must strategize with their partner to reach their full command potential!