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American Revolution
Complete Game Rules - Page 3


Political Rules:

France Enters the War:

Historically France already had people on the ground in the American Revolutionary War as advisors. France and Britain hated each other and France was ready to help the Americans because it hurt the British. France entering will have NO effect on the production given to the US by Spain and France (see Phase 2: Collect Resources). France and Spain will continue to give production to the US as long as there is a US to give it too and a France to give it. When France enters the war they bring down British production by half, representing the expense of fighting the worlds other superpower in the European theatre at that time. However, France will have 30 production and 10 Ships of the Line and 10 Transports in France that will be dedicated to the American fight. All other production for France is considered to be tied up fighting the British in Europe and all over the rest of the globe. It is up to the player who plays France to get them over to America. France's starting units and any of its newly built units begin on the "France Begins Here" off map sea zone adjacent to the British Isles offmap zone.

Spain Enters the War:

Historically Spain did little but a few skirmishes and provide money. Spain will continue to give money to the United States as long as there is a United States to give money too and a Spain that can give it. Once Spain enters the War they have 4 production points to spend in Florida on Infantry. If Florida is taken so is Spain's ability to be active in the war. Spain will still provide the 5 production points to America every turn. Spain gets into the war the same turn as France. Spain does still give its 5 production points even as they produce 4 for their own troop production in Florida.

British can get France/Spain in Early If the British player attacks Florida that will automatically bring Spain and France in on the side of the US.

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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).

Winning the Game:

For America:
America wins when all the British Units are out of the America Colonies (this can only be after turn 10) or France/America has taken Montreal and Quebec.

For British:
Britain wins the game if all American cities have been taken and held for five turns (Slashed and burnt cities count toward this and don’t need to be held). Plus all American units are gone (no longer on the map) for two turns.

Playing the Game:
For the propose of keeping track of how your war compares to the real thing each turn will represent one season and four turns will make 1 year. A single game turn is broken down into phases.

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