Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
13: The Colonies in Revolt has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers a fresh experience each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, and the game adapts well to different player counts without compromising its appeal or balance. While the game may take some time to learn, it offers a good balance between easiness and depth.
The final luck score for 13: The Colonies in Revolt is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
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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