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Amateurs To Arms! box art
2012 Ranked #5,517

Amateurs To Arms!

A card-driven historical wargame has American and British commanders fight across every theater of the War of 1812. Events push both publics toward peace, making military gains compete with the urgency of negotiation.

Wargames American Indian Wars Wargame Area Movement Campaign / Battle Card Driven

Players

2

Play time

Not listed

Age

12+

Complexity

3.24/5

Rating

7.86

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 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

Amateurs to Arms! is a historical simulation game of the War of 1812.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Amateurs to Arms! is a historical simulation game of the War of 1812. One player assumes the role of the British (including Canadian) forces, and the other plays the Americans. This often-overlooked conflict ended in a draw historically, but this was not the only possible outcome. The Americans clearly wished to annex Canada to their young nation, while the British wanted to teach their former colonies a lesson. The game includes all of the theaters of battle from the war: the US/ Canadian border and the Great Lakes (of course) but also the wilderness of the old Northwest, the Atlantic coast of the US, the Civilized Indians of the south, and the site of the final conflict at New Orleans. Each turn represents a few months of time (depending on the season). A typical turn consists of dealing out to each player the number of cards indicated on the turn track. The winter and spring turns require a few special tasks. The Americans will have more resources to commit to the war- until Napoleon is defeated in Europe, and the English player can focus more resources on their efforts in North America. Each card can be played for the event described on the card, or for the card’s Operations Points, to move Expeditions, build ships and fortifications, or raise troops. Events on the cards and on the map will cause the markers on the Peace Track to move forward. This represents the war weariness of each side’s people: bad events will cause your people to demand peace. Most events push inexorably towards peace; only a few rally your people for a longer war. When the two markers meet on the Peace Track, the game proceeds to the negotiations at Ghent, and the winner is determined. Oh yes, and then each player plays one more card, while news of the peace travels across the Atlantic!

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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
1–2
Play time
150 min
Age
12+
Complexity
3.2/5
Credits and catalog connections

Credits

Designers

2
Kevin McPartland Jerry Shiles

Artists

1
Timothy Schleif

Publishers

1
Clash of Arms Games

Linked items

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