Indians:
The Indians also had a little role in the American Revolution. The British would appease the Indians by giving them their prisoners of War, where they would be tortured and killed. The Indians would also raid into the United States on behalf of the British who paid them. This would set up the hatred that would not be satisfied until Wounded Knee some 120 years later. If any army goes through Indian Country any territory marked with a red square the Indians become a player for the side that didn’t go through their territory. The Indians produce 15 production points a turn. All Indian units must be built in the territories with the red squares. The Indian player is out of the game when all the red square territories are occupied.
If there is an active Indian player, the Indian player has several ways to get involved with the war. They automatically go to war if either side attempts to enter a territory with an Indian settlement (territories with a red dot). Britain may spend 10 resources on a turn to attempt to bribe the Indians into action. Roll 1D10 and any roll of a 7-10 will enable the Indians to go to war against America. If there is no existing state of war between the Indians and America, the Indian player may move into any territory in play, but with a force no greater than half of the total units the Indians have in play. On any turn the Indians capture a fort or a city, they may collect an extra 5 resources that turn, representing loot and plunder. The extra resources can only be gained once per city, at least until a later turn after that city has been occupied by at least American troop (in the case of American territories) or by at least British troop (in the case of Fort Detroit).