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Lots of cannon's!
French and American troops advance on the outer defenses.
British defenses at the Siege of Savannah, Georgia in 1779.
Fierce fighting around Spring Hill Redoubt

Savannah (2005)

Players
2–3
Best: 2, 3
Playing time
240–240 min
Age
12+
6.97
Average rating
158
Ratings
2.85/5
Weight
#10150
BGG rank
Outside top 5,000
Designer:Mark Miklos
Artist:Rodger B. MacGowan, Mark Simonitch
Publisher:GMT Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 5.7, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity5.7
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameAmerican Revolutionary WarAmerican Indian WarsAge of ReasonCampaign / Battle Card DrivenHexagon GridDice Rolling

Overview

Volume IV in GMT's Battles of the American Revolution Series portrays the events from September 10th to October 9th, 1779, as the Franco-American Allies mount their first significant cooperative effort against the British in North America during the Revolutionary War.

Savannah is a departure from the other battles in the Revolutionary War Series from GMT in that it covers a span of up to four weeks. To accommodate this, as well as to depict salient features of an 18th century siege event, several new mechanics including an abstract siege and bombardment table, and a random events deck have been added to the core game system. Unlike previous games in the series, initial turns are strategic, reflecting troop movements over 1 and 2-day periods and allowing for the buidling of defenses by both sides. When the American/French player decides to assault the city, the game switches to the familiar tactical game turns reflecting a single hour of battle.

Random Events is one of ten new features and a deck of 55 Random Event cards is provided, most of which define historical events from the actual siege and assault. Players have a maximum of nine opportunities to draw from the deck, although players may use Momentum Chits to "purchase" extra card pulls. Some cards benefit only the Allied Player(s), others benefit only the British Player and some can benefit either player. The cards include both political cards, which may add or dismiss troops to the battle, and tactical cards which effect single combat turns or even single rolls.

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