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The American Revolution 1775-1783 box art
1972 Ranked #14,062

The American Revolution 1775-1783

An area-movement wargame has British forces seek control of high-value regions while Colonials pursue major battle victories or prolong the war. Militia behavior and scenario-specific victory thresholds make territorial expansion a continuing challenge.

Wargames American Revolutionary War Wargame Area Movement Scenario / Mission / Campaign Game

Players

2

Play time

Not listed

Age

12+

Complexity

2.36/5

Rating

6.32

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 3.9/5

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?

SPI area-movement simulation of The American Revolution 1775-1783. 9-page rules folder, 255 counters, unmounted 17" x 22" paper map.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

SPI area-movement simulation of The American Revolution 1775-1783. 9-page rules folder, 255 counters, unmounted 17" x 22" paper map. Regions on the map consist of multiple movement areas, with terrain-dependent movement cost to enter an area. Counters are multiples of strength points, each strength point being equal to 500 men. No combat distinction between infantry and cavalry or between militia and regulars. Colonial militia appears at full force in a region whenever a British force enters it but can never leave the region. Tory militia appears once per region the first time British regulars enter, and they can be converted to regulars and leave the region, but will never reappear in that region once they've left. The British player wins by controlling regions whose victory point total exceeds the scenario requirement. Colonials win by winning three major battles, by winning two major battles while limiting the British player to less than half of the scenario victory point total, or by lasting to the end of 1783 without the British player winning. Multiple "what-if" situations are provided, with each one adjusting the British victory point level required to win. Many of these can be used in combination, resulting in moderate replay value.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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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
180 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Jim Dunnigan

Artists

2
Alonzo Chappel Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

Linked items

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