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The American Revolution, 1775-1783
Map and pieces and instructions
Map detail of the Middle Colonies.
The American Revolution 1775-1783: quality scan of an unpunched original counter sheet.

The American Revolution 1775-1783 (1972)

Players
2
Best: 2
Playing time
180–180 min
Age
12+
6.43
Average rating
91
Ratings
2.18/5
Weight
#16468
BGG rank
Outside top 5,000
Alternate names:The American Revolution 1775-1783
Designer:Jim Dunnigan
Artist:Redmond Aksel Simonsen, Alonzo Chappel
Publisher:SPI (Simulations Publications, Inc.)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 4.4, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity4.4
Theme5.0

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

WargameAmerican Revolutionary WarAge of ReasonArea MovementSimulationDice RollingScenario / Mission / Campaign Game

Overview

SPI area-movement simulation of The American Revolution 1775-1783. 9-page rules folder, 255 counters, unmounted 17" x 22" paper map. Regions on the map consist of multiple movement areas, with terrain-dependent movement cost to enter an area.

Counters are multiples of strength points, each strength point being equal to 500 men. No combat distinction between infantry and cavalry or between militia and regulars. Colonial militia appears at full force in a region whenever a British force enters it but can never leave the region. Tory militia appears once per region the first time British regulars enter, and they can be converted to regulars and leave the region, but will never reappear in that region once they've left.

The British player wins by controlling regions whose victory point total exceeds the scenario requirement. Colonials win by winning three major battles, by winning two major battles while limiting the British player to less than half of the scenario victory point total, or by lasting to the end of 1783 without the British player winning.

Multiple "what-if" situations are provided, with each one adjusting the British victory point level required to win. Many of these can be used in combination, resulting in moderate replay value.

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