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American Revolution
Complete Game Rules - Page 4


Turn Phases:

Phase 1: Movement & Attack:

Now is the time for all units to move and attack. In order for one person to initiate combat that person must move his units into the same territory that an enemy unit(s) occupies. All units move one except ships of the line, Cavalry and Dragoons which can move two territories. A land unit that has 2 movement may only move two spaces if the first territory they move into is either friendly occupied or enemy owned by the other side but has no units in it. Loading or unloading units from a Transport ship is considered 1 move for both the Transport and the units being loaded. Conduct all movements first prior to handling combat resolution.

Pirate Actions:
Once per turn per coastal city the United States player may attempt a “Pirate Action”. What this is, is a ship that looks like a cargo vessel to anyone who looks at it. What it is in reality is filled with people ready to take a warship that decides to try to board her. This was done several times in the Revolution and gained the United States at least 2 ships. This may only be attempted once per turn per city and ONLY if the British have a Naval Blockade in progress. In other words, if you have a city and there is currently a naval blockade going on you can do this once every turn so long as you pay 2 production per Pirate Action. When this is tried, it has a 1 in 10 chance of succeeding if there is a ship that is attempting a blockade of America. When a ship has been taken in this manner it sails back to the harbor and is now an America vessel. The cost of each attempt is 2 production. If the American player wishes when he or she takes over the ship of the line that ship may immediately attack any other ship in that sea territory and receive a plus 1 to its attack. But this may only be done on the same turn as the ship has become American. Only ships of the line may be taken in this matter.

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Combat

Phase 1 - All units may move

Phase 1.2 - Apply Combat Modifiers
If you have any special generals that give modifers to your troops, apply those now. If you have any troops landing from tranports or crossing rivers, apply those penalties. Remember that no attack level can drop below 1.

Phase 1.3 - Generals distribute bonus points
Any generals you have in your force may now distribute their bonus points to select units within your force. Points may be divided any way you want, but remember, the bonus points given can not raise a single unit's combat (attack if for attacking units, defense if for defending units) rating above 9.

Phase 1.4 - All units may attack, that can
To make your attack rolls, roll 1D10 for each unit you have attacking. Each unit must roll equal to or under its stated Attack Value to score a "hit". Keep track of the number of "hits" that you roll.

Phase 1.5 - All units defend, that can
To make your defense rolls, roll 1D10 for each unit you have defending. Each unit must roll equal to or under its stated Defense Value to score a "hit". Keep track of the number of "hits" that you roll.

Phase 1.6 - Players distribute damage to their units & remove destroyed units
Each player must select of its units to remove for each "hit" the only player scored.

Phase 1.7 Repeat phases 1.4, 1.5 and 1.6 until one side has been eliminated.

Naval combats are conducted in the same fashion, excepting they have no combat modiers. If a transport ship is selected as a "loss", any units that transport was carrying are also lost, but do not count as a loss for player distribution of damage.

Phase 2: Collect Resources:

Now is the time for America to add up the resource value of all the territories they currently control. They automatically collect resources from any territory not currently occupied by the British or Indians and which have not been Slash and Burned (see special rules below). Add to this number any resources left over from last turn, plus if no Naval Bloackade (see special rules) is in place, the bonus 10 resources from France and 5 resources from Spain.

Britain begins play with 200 production points to start the game and the British player collects 200 every turn until France gets into the war. When France enters the war Britain will only have 100 production points to give to the war effort in the Americas. This amount will not change until the game is over. Britain never collects any resources from territories held in the colonies.

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