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American Revolution
Complete Game Rules - Page 2


The Units:

Militia: These are troops that have no formal training in warfare and are just men and sometimes women who wish to fight for freedom. Only the United States player may purchase Militia. The American player may purchase and place these units outside of cities for double their price. All other land units can only be built in city territories.

Infantry: While the British had full time professional soldiers, the Americans had militia. However, both fought well on the field of battle. The French also had professional soldiers. Infantry are good on the defense and poor on the offense.

Cannon: Cannon provided the punch needed to break enemy armies. Cannon has a good attack and a poor defense.

Hessians: These were German Mercenaries working for the British. Hessians are cheap to purchase but lacking discipline for policing duties (they slash and burn when left on there own). (see Slash and Burn rules further below)

Dragoons: Dragoons provide a good attack and a good defense however, they are expensive. Dragoons have an ability that only one other unit has, they may move two land territories per turn and all other non cavalry units may move only one.

Cavalry: These units are only available to the Indians. The units have a high attack and low defense value and may move two territories per turn instead of one.

Dignitaries: This unit is a person (Benjamin Franklin) and is a unit for game play, but does not have nor need a game counter as he has not stats. He can be represented by a penny or any other small unique object. This unit must get to France in order for the French to enter the war. Without getting Benjamin Franklin to France, France will not join. In order to get Benjamin Franklin to France, the Blockade must be broken for only one turn If the blockade is broken the American player need simply say that Ben Franklin is now in France. The other option for getting Ben Franklin to France is to get him to Spanish Florida. From there he can go to France the next turn. Every turn Benjamin Franklin is in France he has a 1 in 10 chance of getting France into the war. After Benjamin Franklin is in France add up all the battles that have taken place that turn. If there are more wins for the American player add the number of those those wins (less the loses) to the die roll chance for getting France to join that turn. For instance, if the total wins 3 battle but lost 1 that would be a plus of 2 for that turn so a roll of 8, 9 or 10 would get France into the War. Benjamin Franklin can not attempt to go to France until the start of the 3rd American turn.

Ship of the Line: While there was more than one type of ship in the war, for simplicity sakes we are making only one type of warship. Ships of the line move two sea territories per turn.

Transport: These ships carry land units across large bodies of water. A Transport can carry 5 infantry units or 2 Cannon or 1 Dragoon. Hessians and militia count as infantry for these purposes.

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General: Generals represent the high-ranking field commanders that led the various nations. Generals are units which can be taken as casualties, however, cannot attack by themselves. Generals accompany units (infantry & ships) on attacks or stand with them in defense. They add their combat factors, divided any way the players chose among the troops they are with. Troops receiving the bonus cannot have their combat ability raised above 9. Once assigned for a combat, a general’s point cannot be reassigned for each new round within that combat. Some generals also have an extra ability. A General is represented with a flag and the generals name on the chit.

Extra General Abilities:
These are only the special generals that have “special” abilities. All other generals act as described above.

General Washington has 2 extra abilities; the first is that any units with General Washington may cross any river without any negative effects and without any transports. Also wherever General Washington is he can raise one extra infantry in the territory where he is and the American player does not have to pay for this free infantry. This extra infantry unit is raised during Phase 4: Place new units.

General Benedict Arnold has 2 extra abilities; the first is that all units defending in the same territory as Benedict Arnold receive +1 to their defensive roll. The other extra ability is more of a liability. The British can buy him off. If the British buy Benedict Arnold and General Washington is dead, then America loses half its units in play (to be chosen by the American player). If the British buy off General Arnold and Washington is NOT dead, then all Militia for the United States cost $1 less for the rest of the game. To buy off Benedict Arnold the British must pay $20 production points and do this prior to combat on any of their turns.

General Lafayette. This general when he enters the American side gives all US Infantry +1 to offense and +1 to defense and raises there cost by 1 point. If this general dies, so does the bonuses to all US Infantry everywhere. This is a French general though he comes out on the American side as a French "advisor" once Benjamin Franklin gets to France. This General may be purchased only after Benjamin Franklin has gone to France.

Starting Set Ups:

American Set Up and Special First Turn
American begins play with General Washington, General Arnold, Benjamin Franklin and 40 production points. Benjamin Franklin begins play on Philadelphia. The two generals may begin play on any American territory. The 40 production points may be spent on any combination of troops that America can usually purchase (see Phase 3: Build new troops) and placed on cities for no extra cost. Remember, American units don’t necessarily need to start in a city, though it does make them cost twice as much to start on a non city territory (and lets you get Fort Ticonderoga). After these placements are complete American then gets to take one full turn (Turn Phases below) where they may move troops, fight, build troops, etc. Once this special American first turn is complete the game starts its regular turns with the national turn order listed at the start of the rules.

British Starting Set Up

1 Infantry: Quebec
1 Infantry: Montreal
2 Infantry, 1 Dragoon: Boston
1 Infantry: Albany
1 Infantry: N.Y. Isl West
1 Infantry: N.J. North
1 Infantry: Trenton
1 Infantry: Philadelphia
1 Infantry: Richmond
1 Infantry: Charlestown
1 Infantry: Savannah
& 1 General (picked at random) to be place anywhere the British player wishes.
5 Ships of the Line: These may be placed anywhere on the board that the British player wishes (not on land though).

Spanish Starting Set Up

1 Infantry: Florida

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