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13: The Colonies In Revolt box art
1985 Ranked #16,784

13: The Colonies In Revolt

A strategic historical wargame has British forces try to suppress a revolt by controlling required regions and objectives. The victory requirements change over the campaign, forcing the British to secure an expanding territorial hold.

Wargames American Indian Wars American Revolutionary War Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

3.42/5

Rating

6.00

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

13: The Colonies in Revolt, a Strategic level board-wargame published in 1985 by TSR in their wargaming magazine "Strategy & Tactics" issue#104, is a simulation of the American Revolutionary War from late 1775 (the siege of Boston and the two Canadian expeditions) through the end of 1781. The British player must try to stop the revolt by trying to control half a continent.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

13: The Colonies in Revolt, a Strategic level board-wargame published in 1985 by TSR in their wargaming magazine "Strategy & Tactics" issue#104, is a simulation of the American Revolutionary War from late 1775 (the siege of Boston and the two Canadian expeditions) through the end of 1781. The British player must try to stop the revolt by trying to control half a continent. Included are a 16 page rulebook, 22"x34" map, 200 counters, and various player charts and tables. The British player wins in one of two ways. If the year is 1775 or 1776, the British player requires control of a limited number of objectives (Canada, Boston, New York, Philadelphia, Charleston, and one area of operations). If the game continues to 1781, the British player must control New England, the Middle Colonies, the South, and either Canada or the Western Territories. If the British do not attain these objectives, the American player wins.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1
Play time
360 min
Age
12+
Complexity
3.4/5
Credits and catalog connections

Credits

Designers

1
Richard H. Berg

Artists

2
Doug Chaffee Dave LaForce

Publishers

1
Tactical Studies Rules (TSR)

Linked items

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