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American Revolution
Complete Game Rules



Forward

Updated and Revised. Dec, 13, 07.

The American Revolution can be summed up in a few words, “The folly of King George”. Neglected for too long, the colonists thought of themselves as Americans for many years before the start of the Revolution. By the time King George finally came to his senses, it was way too late, as both sides had enough of each other and there was too much bad blood. The English never thought it would come to a war and even if it did they didn’t think the Americans would put up any kind of a fight; the English thought of Americans nothing but whores and cowards. The Americans thought of the English as arrogant and hate filled. During the War the English would destroy entire towns to "punish" collaborators, serving only solidify American citizens against them and seal the fate of the English Colonies once and for all. At the start of the war only 30% of the people were in favor of the war, at the end, nearly 100% were. France entered the war for American Independence to hurt the Brits in their ongoing struggle for dominance in Europe. The Spanish were just along to get what they could. Once France and Spain had declared war it might as well have been called a World War as there were clashes all over the world.

The Players:

If 2 Players:
1: The British
2: The Americans & French/Spanish

If 3 Players:
1: The British
2: The Americans
3: French & Spanish

If 4 Players:
1: The British
2: The Americans
3: The French & Spanish
4: The Indians

If 5 Players
1: The British
2: The Americans
3: The French
4: The Indians
5: The Spanish

If there are more than five players you could break off the Hessians into there own player, though there isn’t really enough there for the Hessians to be there own player. Also for more than two players the turns go in the order that is listed above. For instance, for a three player game, then the British go first, then and Americans and then the French/Spanish go last. This of course doesn’t count the first two turns where the Americans set up and attack (read below), then follow the order listed above. If the Indians are not their own player and they should happen to join your side, then simply let the player on your side with the less active nation play them.

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About the Game Maps:

The game map comes as four 11"x 17" sheets of paper. These four are combined together to create the game board. Notice on the map several unique map features which are explained below.

Forts:
Forts are places where the British army stored cannon and gunpowder. The first army to reach either Fort Ticonderoga or Detroit will receive 4 cannon units. And yes, for the first turn the American player can chose start a unit IN Fort Ticonderoga. Forts provide +1 defense against all attacks.

Red Squares:
The red squares on the map represent Indian settlements. Any army going through a territory with a red square will have to fight 3 Indian Infantry and 1 Indian Cavalry. Treat the Indian forces as the "defender" of the territory. If there is an Indian player, these red squares represent the Indian's cities and the “country”. If there is an active Indian player, Indian territories do NOT get the free 3 infantry and 1 cavalry as listed above whenever a territory with a red square is attacked.

Yellow Squares:
The Yellow Squares on the map in the water represent all the places that the British MUST place their ships in order to have a blockade of the US. They must have at least 1 ship in each square for a full turn for the blockade to be in effect.

Forts:
Forts are presented on the map with a big F within a square. There are only two forts on the map. Fort Ticonderoga and Fort Detroit. The first player to reach either fort will receive 4 cannon for their army, with the cannon units being placed at the location of that fort.

Rivers:
Ships of the line and Transports can move into rivers. And land units (Dragoons, Cannon, Militia and infantry) when attacking across a river are -2 to hit on the attack. You do not need Transports to have land units attack across a river. The area between New York Island and the Mainland is considered a river even though it isn’t a line. You can tell a river on the map as a blue line.

Resources Points:
Resource Points are marked on the map by block circles with a number within them. Only the American territories have resources marked in this fashion, as only America draws resources by collecting them from the map. All other nations have set resource incomes from their European territories (explained further below).

Off Map Sea Zones: Getting Troops from Europe:
The only way to get troops from Britain or France is to ship them over. A Transport can carry 5 infantry units or 2 Cannon or 1 Dragoon. For this purpose start all ships in the British isles home territory (or the sea zone next to it for French ships and troops) and follow up one move a turn till you get to the end. Then start again on the main map where it says “British Starts Here” or "France Starts Here". The British will also have the option of building some troops directly in the colonies, but at 3 times the normal cost (see building new units).

Naval Movements & Rivers:

Amphibious Landings:
All units may attack from their transports when they disembark onto land. However, when attacking from a transport to land all units attacking this way are -2 to attack. Remember, no unit can ever be below 1 for a hit. (see land combat).

Ships traveling up rivers:
Ships may travel up the rivers (blues lines that separate territories). They can go as far up or down the river as they wish. Entering the river is one movement, traveling the river is one movement, leaving the river is one movement. Dropping off units is one movement.

Ships traveling into the Great lakes area: For ships to reach the Detroit fort they must travel to the St Lawrence Seaway from the Britain Begins Here sea zone. Then one movement to Lake Ontario and one movement in the river between Lake Ontario and Lake Erie. Then one movement to Lake Erie and finally one movement to the Detroit River. So from the Britain Begins Here sea zone it is 5 movements.

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