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1775: Rebellion box art
2013 Ranked #529

1775: Rebellion

Historical area-control wargame where revolutionary and British forces move armies to secure the American colonies. Faction decks and swift dice battles shape each campaign, while control of entire regions raises the flags that decide victory.

Wargames American Indian Wars American Revolutionary War Area Majority / Influence Area Movement

Players

2-4

Play time

60-120 min

Age

10+

Complexity

2.31/5

Rating

7.64

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 4.0/5

High replayability

Interaction 3.6/5

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?

The Birth of America series continues with The American Revolution. In 1775: Rebellion, players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The Birth of America series continues with The American Revolution. In 1775: Rebellion, players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists. Each side tries to control the colonies, provinces and territories. They call on the aid of Native Americans, as well as the German Hessians and French Army in order to successfully birth a revolution or quell the rebellion. The four factions each use their own deck of cards to move their units into positions. Battles are resolved quickly with custom dice. If you can control an entire colony, province or territory you raise a flag. When the game ends with the signing of the Treaty of Paris, the side with the most flag markers is the winner. 1775: Rebellion uses the same basic mechanisms as 1812: The Invasion of Canada, but to a different end result. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately. There are a few core rules that changed in order to better portray the goals of the war. The game also comes with an advanced scenario, "The Siege of Quebec". We recommend this for players comfortable with the basic rules. Winner of BGG "Golden Geek 2013" Award for "Best Wargame."

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
60–120 min
Age
10+
Complexity
2.3/5
Credits and catalog connections

Credits

Designers

2
Beau Beckett Jeph Stahl

Artists

2
Jarek Noco? Steve Paschal

Publishers

1
Academy Games, Inc.

Linked items

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