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The Battle Of Bushy Run box art
2014 Ranked #18,702

The Battle Of Bushy Run

This hidden-movement wargame has British troops hold against concealed Indigenous forces and pursue one of several victory paths. Scouts reveal threats while random events alter an eight-turn relief operation.

Wargames Wargame Age of Reason Area Movement Area-Impulse

Players

2

Play time

90-150 min

Age

?+

Complexity

2/5

Rating

6.28

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

See all 4 specifications

How it plays

How does it play?

(from MMP website:) In July, 1763, Fort Pitt (now Pittsburgh) was under siege as part of Pontiac’s Rebellion. A relief column was sent out from Carlisle in order to try and break the siege.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

(from MMP website:) In July, 1763, Fort Pitt (now Pittsburgh) was under siege as part of Pontiac’s Rebellion. A relief column was sent out from Carlisle in order to try and break the siege. The column was under the command of Colonel Henry Bouquet and consisted of approximately 500 British soldiers of the 42nd Highlanders, 77th Highlanders, and 60th Royal Americans. On August 5th, several hundred Indian warriors of the Delaware, Shawnee, Mingo, and Huron tribes attacked the column east of Bushy Run Station. The British held out, and that night a redoubt was constructed from the supplies, and the wounded were treated inside this perimeter. The next day, the Indians attacked again, and a British counterattack broke the Indians. The British column was able to advance, and relieve Fort Pitt on August 10th. The Battle of Bushy Run game uses a simplified version of Iwo Jima: Rage Against the Marines (in Operations Special Magazine Issue #1). The American Indian units use a concealed map and have dummy units to help hide their movement. The British force is a mix of soldiers, grenadiers, and scouts (who can reveal hidden Indian units). To increase replayability there are random events each turn (8 turns, 10 event chits, so 2 are not played each game...their identify is not revealed). Both sides have multiple ways in which they can secure victory.

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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
90–150 min
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Nick Richardson

Artists

1
Nicolás Eskubi

Publishers

1
Multi-Man Publishing

Linked items

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