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The American Revolution: Decision In North America box art
2011 Ranked #11,936

The American Revolution: Decision In North America

Strategic American Revolution game has British and American commanders manage forces, loyalties, alliances, and political progress. Military success alone is insufficient when supply, diplomacy, and colonial support shape victory.

Wargames American Revolutionary War Wargame Area Majority / Influence Movement Points

Players

2

Play time

Not listed

Age

?+

Complexity

2.75/5

Rating

7.08

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

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How it plays

How does it play?

The American Revolution: Decision in North America (AR), is a two-player wargame, designed by Joseph Miranda, in which you command the Americans or the British in the War of American Independence, 1775-82.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The American Revolution: Decision in North America (AR), is a two-player wargame, designed by Joseph Miranda, in which you command the Americans or the British in the War of American Independence, 1775-82. The American player may also control French and Spanish units if those nations enter the war. Instead of the full campaign game, players may also choose to play the shorter scenario that ends in 1779. Each inch on the area map, which covers all of North America from the Mississippi River east, including the Caribbean, equals 100 miles. Each brigade-sized unit represents two to four battalions (about 1,500 to 4,000 men). Each game turn represents one year. All the game’s charts and tables are printed on the mapsheet. The rules contain a total of 13,000 words, which works out to allow two experienced players to finish a game in four to five hours. The system can be fudged for solitaire play. Rules cover such things as: initiative, rabble rousing, revolutionary political progress, colonial loyalties, the European balance of power, mobilizing new units, forced march, supply and forage, enlistment expirations, leaders, fog of war, fleets, French and Spanish alliances, Hessians, Indian sovereignty, fortresses and sieges, partisans, militia, overrun, massacre, political vs. military victory, frontier warfare, honors of war, grenadiers, light troops, detachments, regulars, and much more. The turn sequence is as follows. Reprinted in Command Magazine Japan #128 in 2016 April.

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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

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
2
Play time
300 min
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

1
Joseph Miranda

Artists

2
Larry Hoffman Joe Youst

Publishers

2
Decision Games (I) Kokusai-Tsushin Co., Ltd. (?????)

Linked items

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