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Supply Lines Of The American Revolution: The Northern Theater, 1775-1777 box art

Supply Lines Of The American Revolution: The Northern Theater, 1775-1777

Players

2

Time

150-180

Age

?+

Weight

2.71

Rating

7.43

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation compared to other aspects of interaction.

Replay value

The game offers a high degree of variability with its gameboard and strategic depth, allowing for different experiences and room for improvement in each playthrough. The presence of expansions adds to the replay value. The game scales well with different player counts and has a moderate learning curve.

Luck profile

The final luck score for Supply Lines of the American Revolution: The Northern Theater, 1775-1777 is 7, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

"Supply Lines of the American Revolution: The Northern Theater, 1775-1777" is a two-player game of supply, logistics, and deceit set during the first three years of the American Revolutionary War. One player, called the Patriot Player, controls the forces and destiny of the rebellious Americans; the other, the Crown Player, seeks to bring the rebels to their senses. The exact Victory Conditions of the game may vary depending on which historical events the players choose to re-enact. Many aspects of warfare have been abstracted to focus squarely on issues of supply: protecting, moving, capturing, and effectively using it to further your goals and frustrate those of your opponent. Supplies come in two flavors, and are represented on-board by wooden cubes. Food Supply is expended to move your units, and War Supply to fight. There is no hidden information, other than what your opponent intends to do, but flexible movement rules allow for considerable bluffing and misdirection. The game rewards boldness but also punishes the slightest error-- that is, if your opponent is clever enough to capitalize on it.

Editions

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Credits

Designers

1
Amabel Holland

Artists

2
Alexander Krumwiede Ania B. Ziolkowska

Publishers

1
Hollandspiele