Boardgames

1775: Rebellion

Experience the thrill of the American Revolution through 1775: Rebellion! Strategize, battle, and control territories to win this award-winning wargame.

120
minutes

2 - 4
player(s)

Medium

About the game

The Birth of America series continues with The American Revolution. In 1775: Rebellion, players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists. Each side tries to control the colonies, provinces and territories. They call on the aid of Native Americans, as well as the German Hessians and French Army in order to successfully birth a revolution or quell the rebellion. The four factions each use their own deck of cards to move their units into positions. Battles are resolved quickly with custom dice. If you can control an entire colony, province or territory you raise a flag. When the game ends with the signing of the Treaty of Paris, the side with the most flag markers is the winner. 1775: Rebellion uses the same basic mechanisms as 1812: The Invasion of Canada, but to a different end result. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately. There are a few core rules that changed in order to better portray the goals of the war. The game also comes with an advanced scenario, "The Siege of Quebec". We recommend this for players comfortable with the basic rules. Winner of BGG "Golden Geek 2013" Award for "Best Wargame."

Setup and rules summary

Game components Unboxing the fun!

The ‘1775: Rebellion’ board game comes with a variety of components. Each of these components is integral to the gameplay and contributes to the overall experience. They are as follows:

1. The Game Board:

The game board represents the 13 American colonies and parts of Canada. It is divided into different territories that players will battle over to control. Each territory is also associated with either the British or American forces.

2. Command Decision Cards:

These are a set of cards that dictate the actions players can take during their turn. They include options like movement, reinforcement, and special actions. These cards are drawn at the start of each turn.

3. Faction Dice:

There are four sets of faction dice, each representing one of the factions in the game: the British Regulars, American Continental Army, British Loyalist Militia, and American Patriot Militia. These dice are used to resolve battles and each symbol on the dice represents a different possible outcome of the battle.

4. Faction Cubes:

These cubes represent the troops of each faction. Like the dice, there are four types of cubes each representing a different faction. The cubes are placed on the game board to show control of different territories.

5. Round Marker:

This marker is used to keep track of the current round of the game. It is moved forward at the end of each round.

6. Treaty of Paris Cards:

These cards are used to signal the end of the game. Once they are played, the game ends at the end of the round and the winner is determined by who controls the most colonies.

7. Truce Tokens:

These tokens are used to signal that a specific faction is ready for peace. When all factions of one side have offered truce, the game ends.

Game flow Round and round we go

1775: Rebellion is an immersive board game that allows players to participate in the events of the American Revolutionary War. The game is designed for 2-4 players, with each player controlling one or more factions. Let’s delve into the structure of the game.

The game is broken down into a series of turns, which are further divided into phases. Here is a detailed breakdown:

  1. Turn Order Phase: In this phase, players draw from the Turn Order Markers to determine the order of play. Each faction has a Turn Order Marker, and the player who draws the first one will be the first to play in the round.

  2. Reinforcement Phase: In the next phase, players add new troops to the board. The number of reinforcements depends on the number of controlled cities and colonies.

  3. Movement Phase: During this phase, players move their troops across the map. They can move a group of units from one colony to an adjacent colony, or they can use a special movement card to move units further.

  4. Battle Phase: If, during the movement phase, a player moves troops into a colony occupied by enemy troops, a battle ensues. Battles are resolved by rolling dice. The player with the most hits wins the battle and the losing troops are removed from the board.

  5. Draw Cards Phase: At the end of their turn, the player draws back up to three cards. If the draw deck is exhausted, the discard pile is reshuffled and becomes the new draw deck.

These phases repeat in order until the game ends. The end of the game is triggered when the Treaty of Paris card is drawn and played. The game then ends immediately if the British control more colonies than the Americans, or at the end of the round if the Americans control more colonies. The side that controls the most colonies at the end of the game is the winner.

End of the game All good games must come to an end

The game of ‘1775: Rebellion’ ends after the completion of the 1778 Round. This marks the conclusion of the game, after which the victory conditions are checked to determine the winner. It’s important to note that all actions of the 1778 Round must be completed before the game can officially end and the victory conditions can be checked.

Victory Conditions

  1. Control of Colonies: At the end of the game, the side (British or American) that controls the most colonies wins the game. A side is said to control a colony if they have more army units (Regulars and/or Militia) in the colony than the opponent.
  2. Tie Breakers: In the event of a tie, where both sides control the same number of colonies, the winner is determined by the following tie-breakers, in order:
    • The side that controls the most colony regions.
    • The side with the most units left on the game board.

It’s essential for players to ensure that all their actions, moves, and combat resolutions are completed before the final scoring, as these actions can affect the control of colonies and, consequently, the game’s outcome. For instance, a player may move units from one colony to another, potentially changing control of those colonies. Therefore, players must calculate their moves and strategies carefully, keeping the victory conditions in mind.

In summary, the game of ‘1775: Rebellion’ is a strategic and tactical board game that requires careful planning and execution of moves. The game ends after the 1778 Round, and the side controlling the most colonies emerges as the winner. If there is a tie, tie breakers are used to determine the winner.

Scoring Did you outsmart your rivals?

‘1775: Rebellion’ is a board game that simulates the American War of Independence. The game does not use a traditional point scoring system. Instead, it is based on controlling territories at the end of the game. However, the game has specific rules for determining the winner and resolving ties. Here is a detailed explanation:

Control of Colonies

At the end of the game, players count the number of colonies they control. A player controls a colony if their faction has more units (Regulars and Militia) in the cities and towns of that colony than any other faction.

  • The American factions (Continental Army and Patriot Militia) count their combined control of colonies.
  • The British factions (British Regulars and Loyalist Militia) also count their combined control of colonies.

Winning the Game

The game ends after the Treaty of Paris round (the 8th round), or it can end early if both factions on a side (American or British) have played their Treaty of Paris cards.

The side (American or British) that controls the most colonies at the end of the game wins.

Tie-Breaking Rules

If both sides control an equal number of colonies at the end of the game, the following tie-breaking rules are applied:

  1. The side that controls the most colonies that were initially neutral (not controlled by either side) at the beginning of the game wins.
  2. If a tie still remains, the side that controls the most colonies that were initially controlled by the opposing side at the beginning of the game wins.

If a tie still remains after applying these rules, the game ends in a draw.