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13: The Colonies in Revolt
Page 1 of the Official Erratum, Addendum, and Variant for 13 the Colonies in Revolt
Page 2 of the  Official Erratum, Addendum, and Variant for 13 the Colonies in Revolt
13 Colonies In Revolt better quality counters

13: The Colonies in Revolt (1985)

Players
2
Best: 2
Playing time
360–360 min
Age
12+
6.01
Average rating
98
Ratings
3.33/5
Weight
#19666
BGG rank
Outside top 5,000
Designer:Richard H. Berg
Artist:Dave LaForce, Doug Chaffee
Publisher:Tactical Studies Rules (TSR)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 6.7, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity6.7
Theme5.0

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

NauticalWargameAmerican Revolutionary WarAction PointsHexagon GridSimulationDice RollingGrid MovementMovement Points

Overview

13: The Colonies in Revolt, a strategic level board-wargame published in "Strategy & Tactics" issue #104 (1985), is a simulation of the American Revolutionary War from late 1775 (the siege of Boston and the two Canadian expeditions) through the end of 1781. The British player must try to stop the revolt by trying to control half a continent.

Counters are divided into: Combat units: foot (infantry), horse (cavalry and dragoon), and Indian units. Support units (noncombat pieces that aid in movement and combat): commander, supply, artillery, fleet, and bateaux units. Informational markers: fort, entrenchment, operations points, destroyed

The British player wins in one of two ways. If the year is 1775 or 1776, the British player requires control of a limited number of objectives (Canada, Boston, New York, Philadelphia, Charleston, and one area of operations). If the game continues to 1781, the British player must control New England, the Middle Colonies, the South, and either Canada or the Western Territories. If the British do not attain these objectives, the American player wins.

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