Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Description from the publisher: Welcome to 1776. It is July 4th.
Core mechanisms
Key systems that shape the decisions players make.
Player Elimination
Players can be removed from contention before the game ends.
Secret Unit Deployment
Place or assign units secretly before their positions are revealed.
Team-Based Game
Players compete in fixed teams and coordinate toward a shared team result.
Voting
Players collectively approve, reject, or select an outcome through votes.
Take That
Direct negative effects at selected opponents.
Read the full game description
Description from the publisher: Welcome to 1776. It is July 4th. The ink of a feathered quill pen begins to dry from last of the fifty-six men. It is done, the final signature on the Declaration of Independence. Are these signers on the verge of forming a great nation, or did they just seal their fate on a hangman's noose? Only time will tell. In America’s thirteen colonies, these patriots will defy a king, a kingdom, and the world. But defiance is only the first part of the story. Fighting a war against the greatest military in the world is quite something else…. In Patriots and Redcoats, the players take on the roles of the Americans fighting to win independence and the British fighting to stop the rebellion. Players are secretly assigned to the Patriots team or the Redcoats team. A team wins by locating and assassinating the opposing Leader or by winning four Victories on the Battlefield. Watch out—there are spies and turncoats among you, and war by its nature can take on a character all its own in this bluffing, take-that, hidden-identity card game about the Revolutionary War.