Boardgames of the French and Indian War – Part II

Battle of Fort William McHenry during French and Indian War

Quite some time ago, I wrote a round-up of my favorite boardgames of the French and Indian War. Since then I’ve been focusing pretty exclusively on the FIW using 28mm miniatures and Muskets & Tomahawks. I’ve also spent a lot of time over the past year reading about the period and visiting historic sites in New York, Pennsylvania, Virginia, Maryland and West Virginia that tell the story of the FIW.

Between travel, research, painting miniatures, building scenery and running through tabletop scenarios of the period, I’ve continued to build up my collection of FIW-themed boardgames. With that, I have a second list of more of my favorites from this empire-defining conflict in North America.

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Quebec 1759 (Columbia Games)

You can’t beat Columbia Games for their quick-playing and unique block games for which they are known. I have Liberty: The American Revolution 1775-83, their American Revolution game, on my shelf, and about a year ago I finally to picked up a copy of their FIW game Quebec 1759.

Released in 1972, Quebec 1759 was one of the first block wargames produced and has remained in print for 45 years as a game perfect for entry level players as well as those experienced in the hobby. I’ve been trying to track down a first printing of the game for a while for the embossed blocks, but I couldn’t pass up a great deal on a 1980s edition with 50 stickered blocks for $20 at a convention flea market a couple years back.

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Map and wooden blocks from Quebec 1759

Playable in about an hour or so, this classic abstractly captures the meeting of the British forces led by James Wolfe and the French defenders commanded by Louis-Joseph de Montcalm in September 1759. The decisive Battle of the Plains of Abraham outside Quebec City left both men dead and was the beginning of the end of French rule in North America.

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Typical stickered wooden blocks from a mid-1980s edition of Quebec 1759

My near perfect copy captures the charm of the original edition with its signature wooden blocks, 10″ x 32″ elongated heavy cardboard map and a mere four pages of rules. The game is played over 16 turns with each side — British and French — plotting their moves in advance on paper and then simultaneously revealing them. There are no spaces on the map. Instead ten road-connected land zones and a bisected St. Lawrence River.

The game has remained a classic for a reason, notably its fast play that rewards numerous replays and taking turns on either side.

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End of Empire: 1744-1782 (Compass Games)

Command was a bi-monthly magazine published between 1989 and 2001 which focused on military history, strategy and gaming. Issue 46 from December 1997 features articles on New France, the American Revolution, George Washington and his spy network, and famed traitor Benedict Arnold. The issue also contains a full hex and counter game called End of Empire which captures the grand sweep of North American history from the 1740s through early 1780s. The game was subsequently reprinted as a box game from Compass Games as End of Empire:1744-1782.

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My copy of Command #46 featuring End of Empire just prior to punching the counters

End of Empire covers a wide period from King George’s War, FIW and the American Revolution. Over a dozen scenarios allows play of specific conflicts or campaigns in a few hours, and a full game is playable over the whole period that will run to more than 15 hours for truly committed players. The game is regimental in scope with a huge hex map spanning the entire North American East Coast and contains hundreds of color counters representing British, French, Spanish, Indian and Colonial forces. For a real deep dive into nearly 40 years of colonial conflict, this is the game.

Wilderness Empires (Worthington Publishing)

I’m a big fan of Worthington Publishing’s games. I have three of their American Revolution games – New York 1776, Trenton 1776 and their latest, Saratoga 1777. The simple graphic maps and wooden blocks make Worthington’s games easy to grasp while also providing some great strategic play specific to the conditions of certain battles and campaigns.

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Map detail and wooden playing pieces from Wilderness Empires

With Wilderness Empires, most recently reprinted in 2016, Worthington captures the larger scope of the grand strategy of the FIW in a mix of point-to-point movement, blocks and cards. Designed by my pal Bill Molyneaux, a FIW reenactor and game designer, the game is steeped in real history while producing introductory level play of the period for 2-4 players.

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French (top) and British (bottom) cards from Wilderness Empire featuring original art by Don Troiani

The components are hefty 1″ wooden blocks with nicely rounded corners representing French, British and Indian forces. Indian towns, special wood dice, a large board and cards featuring beautiful original art by Don Troiani round out what’s in the box. Their artwork aside, the cards provide tactical play of reinforcements, leaders, campaign actions and specific play of historical units such as Rogers Rangers and Indian allies.

If you’re lucky, you can track down this recently out of print game in gift shops at various historical sites and forts in the northeast for a great intro to the period.

1759: The Siege of Quebec

1759: Siege of Quebec (Worthington Publishing)

Worthington has also produced a new spin on the famed siege of the era with 1759: Siege of Quebec. The game presents a bit like the classic Columbia game covering the same battle but with a unique 2-in-1 package that allows for both 2-player and solo play, a rarity for games of the period.

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The beautiful map for Worthington’s 1759: Siege of Quebec

This game is gorgeous. The area movement map is bisected with by the St. Lawrence River and has defined deployment areas for stickerless blue (French) and red (British) blocks. In the 2-player game, separate hands of Command Decision cards and Command Field Orders books allow each side to make selections on what they do each turn. Cards are revealed and resolved, with casualties and morale tracked toward victory. The solitaire game uses a separate set of cards but plays out in a similar way.

The game falls into the modern string of fast-play “lunchtime games” which typically run less than a half-hour, making 1759 a great modern spin on the often-covered battle.

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1754: Conquest – The French and Indian War (Academy Games)

I’ve long been a devotee of Academy Games and their take on American history through their highly accessible and educational games. I have copies of their American Revolution game 1775: Rebellion, 1812:The Invasion of Canada and the immensely challenging Freedom: The Underground Railroad, so when I heard they were producing a FIW game, I knew I’d be getting a copy.

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Set-up of 1754: Conquest from Academy Games

The game, 1754: Conquest, follows the same basic mechanics of 1775 and 1812 and rounds out Academy’s trilogy from their “Birth of America” game series. All three games feature wonderfully colorful maps with area movement of small cubes using small hands of action cards keyed to historical events and personalities.

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One of my many plays through 1754: Conquest

In multiple plays of 1754, I’ve found it to be the most challenging in the series. Fortifications, muster points for militia and harbors for arriving British and French reinforcements all reflect the major points of control important to the war. As with all games in the series, this one serves as a great entry into wargaming the period while also providing a challenge to more experienced gamers.

Bayonets & Tomahawks (GMT Games)

One of my most anxiously-anticipated games is GMT’s Bayonets & Tomahawks which has been on their P500 pre-order since 2015. There’s been a steady drip of development and playtesting articles over the game’s long gestation, and in late 2019 some near-final box art was made available.

A 2018 playtest map for Bayonets & Tomahawks, slated for delivery in late 2020

As with all things that come out of GMT, the looks like its going to be a beauty with custom dice supporting a unique battle system and full-color round, square and triangular counters for different forces, fleets, forts and game conditions. The playtest map looks stunning. The game will play over shorter scenarios or the full war with raids, battles, construction, sieges and naval actions. Cards will support historical events and military actions. Having not gotten my hands on it as of yet, I can’t wait to unpack and punch this game when it becomes available, hopefully in late 2020.

The 2010s in Review: My Favorite Games

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The past ten years have been a big decade for gaming and for me as a gamer. I launched this blog (which I haven’t posted to in more than two years). I became president of Metropolitan Wargamers in Brooklyn, NY, NYC’s oldest continuously active gaming group, now in its fourth decade. And, I played a lot of games.

So, here’s my oddball list of 16 games I deem as my favorite of the 2010s. My list isn’t necessarily the most innovative games of the past ten years (although some are) and many are not widely popular (again, some are). These are the games that got back to the table over and over again as other new games came and went.

First up are a few games that capture my love of Marvel comic books and Star Wars from my 1970s childhood. Fantasy Flight Games has really exploded with Star Wars games over the past decade, and while I’ve played most of them, Rebellion and Imperial Assault are my standouts for capturing the story of Star Wars at the epic interplanetary level and as a sci-fi adventure campaign. Both games have incredible design, artwork and plastic miniatures which really speak to the toy nerd in me. The deck-builder Marvel Legendary also captures the teamwork which is the hallmark of Marvel heroes and villains. All three games take me deep into the real storytelling feel of being in the pages of a comic book or a movie.

My other childhood obsession was Dungeons & Dragons. Lords of Waterdeep captures the flavor of D&D within one its most fabled campaign settings dropped into a boardgame that feels like an adventure quest. Back to the classic RPG style of play, the D&D 5th Edition Starter Set brought me back to the table for the first time in years with a slimmed down all-in-one boxed rule set that felt akin to the fast-moving games of my childhood.

From superheroes, science fiction and fantasy, my love swings to American history. The American War of Independence plays out n my two favorite games of that period — Liberty or Death: The American Insurrection and 1775: Rebellion. In 1775, a simple block, card and dice mechanic allows play of the entire war in about 90-minutes and serves as a fantastic entry into the period and wargaming. With LOD, GMT’s COIN (counterinsurgency) mechanic of asymmetric conflict breathes new and nuanced complexity of the often-simplified formative American story.

From the American Revolution, my interest stepped back to the French and Indian War. This was the period that really fired my imagination the past few years with a dive into dozens of books and several long trips visiting historic sites of the era in Virginia, Pennsylvania, Maryland, West Virginia and New York. A Few Acres of Snow was my first game of the period and remains one of hands-down favorites with its two player asymmetric, deck building that still challenges over multiple plays as the French and British. My miniatures wargaming interest also swung heavily to the FIW with Muskets & Tomahawks. The quick-playing, card-driven mechanics of the game really captures the clash of British, Indian, French and Canadian forces, and I’ve spent countless hours researching and writing historic scenarios for significant engagements of the period which I’ve run at multiple miniatures gaming conventions as well as my club. A new version of the long out-of-print rules is due in 2020, so I’m very much looking forward to what the game brings next.

Two other historical games I’ve loved deal with two difficult subjects that have significantly shaped American history. Freedom: The Underground Railroad tackles slavery and the fight of abolitionists to bring it to its end through exceedingly challenging gameplay that involves often heartbreaking choices of who does and doesn’t make it to freedom in Canada. Fast-forwarding to the 21st-century, Labyrinth: The War On Terror covers the endless war of the US and coalition forces in the Middle East. As the wars continue, the game has received updated expansions bringing the game’s events and mechanics right up to the current news of the day from the 9/11 attacks to the Arab Spring to today. Both games show the power of games as tools to model and understand history ways few others do.

With time at a premium, there were a few games that filled the gap for 30-minute or less time slots at the beginning or end of a long evening’s game session or when a quick game just fits the bill. The patterned tile placement in a Azul is great for my non-gamer friends as well as experienced players, plus, it has my favorite mechanic of pulling the very satisfying heavy tiles out of a bag. Fuse also has a tactile angle with fast rolls of dice placed into patterned puzzles to be solved against a nerve-wracking countdown app. Finally, The Mind takes a super simple deck of 100 chronologically numbered cards and turns it into a really interesting exercise in how we play collaboratively with others without the benefit of verbal communication.

I play a lot of the above games and others with my family, and one we’ve returned to repeatedly is Five Tribes. The game, set in a fantasy sultanate, scratches all the Eurogame itches of colorful wooden meeples, a modular board, beautiful card artwork and some easy to grasp but hard to master strategies. We’ve taken this game on the road more than just about any game in my collection.

Finally, I wasn’t alone in my obsession with the wildly-popular Root. The game combines so many things I love about games — fantasy, adventure, great art — in an asymmetric clash of woodland animals. With what it presents simply on the surface, the game taps into a wargaming feel that bridges all the games I’ve enjoyed so much over the past ten years.

Aside from all the games above I’ve enjoyed, I have to also celebrate the 2010s coming to a close on a personal gaming note. After some fours decades as a gamer, I was thrilled to co-found Campaign Games and launch a successful Kickstarter in the late summer of 2019 for Forts & Frontiers: The Feast of the Dead Deluxe. Combining the mechanics of D&D 5th Edition with my love for the story of 17th-century European-Indian history in North America, the game was well-received during Free RPG Day 2019 and continues to playtest well at conventions. To end the year and decade on the other side of the table as a game creator is a thrill I’ll watch unfold over the coming year and into the 2020s.

Boardgames of the American Revolution, Part II

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I’ve been continuing to scratch a serious American War of Independence itch for months now. Last summer I took a first pass at some of my favorite games of the period in Boardgames of the American Revolution, Part I. Since then, gamers have also been blessed with the release of Liberty Or Death: The American Insurrection, and it has fast become one of my all-time favorites among all the games I’ve played.

Away from the tabletop, I’ve been swept up in the fervor of Hamilton: The Musical and have been fortunate to catch the show twice on its record-setting Broadway run here in NYC. I’ve also recently revisited 1776 from 1969 and it’s 1972 movie adaptation. As luck would have it a new production will run for one weekend in early April at City Center here in the city, and yes, I’ve already got my tickets. A side note of Broadway trivia is that 1776‘s Tony Award-winning Broadway debut was in the same theater where Hamilton is currently running, and it too seems destined to sweep the awards in June.

But, back to games.

In this Part II, I take a look at more games of the Revolution I’ve managed to acquire and/or play in the past six months. Like the last time, this is not meant to be a comprehensive list. Despite my best efforts there are a lot more games I have yet to touch. What this round presents is again a variety in scope, mechanics and time commitment for gaming the Revolution.

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We The People (Avalon Hill)

Avalon Hill’s We The People from 1994 is a landmark in the history of modern wargaming. In taking on the well-worn American Revolution, designer Mark Herman created a number of innovations which have provided the basis for some of the most successful games of the past two decades.

Breaking from the standard hex maps of most prior wargames, WTP’s playing board of the British colonies of North America is abstracted into a series of connected key politically important locations like Long Island, Boston, Fort Niagara and Charleston. While battles play a part in controlling these areas, it is the shifts in political control that are tracked and lead to victory.

Combat in WTP was also stripped down in a few ways. Basic troop units mark the size of forces, but their quality is modified through the presence of leaders. When forces choose to clash in the game, battle cards are used to resolve various battlefield actions steeped in the terminology and effects of 18th-century warfare.

Lastly, the newly-introduced card driven game (CDG) mechanic propel the game’s action through the play of cards, rather than the more traditional roll of dice. With each hand of cards, players have the option of using them to play historically significant events which have varying results for each side of the conflict. Long term planning and success within the game often comes down to having the right cards at the right time.

An old copy of WTP sits on a shelf of club games at Metropolitan Wargamers in Brooklyn, NY, and I recently blew the dust off it for a play. Despite its status at the time of  release, I honestly don’t find myself getting this one on the table very often. That said, I feel this game’s presence in so many games I play on a regular basis, and so its true game-changing effects on the hobby reverberate to this day.

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Washington’s War (GMT Games)

Building on the success of WTP, Herman revisited his game of the Revolution in 2010 with Washington’s War from GMT Games. Players familiar with WTP found much similarity with Herman’s original depiction of the period but with a few significant changes.

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A recent game of Washington’s War by GMT Games

The CDG mechanic was tweaked to allow for more flexible use of cards and the ability to ‘buy back’ discarded cards. WW also abandoned the battle cards for a dice-off combat resolution, making combat a quicker and more elegant part of the game. I feel the biggest change was in the more asymmetric representation of how the British and Colonial sides each play. The experienced troops of the King are strong on the coasts with their dominant naval power, and the Americans fair better inland but vie with keeping their militia in the action. Generals remain important to both sides, and the French entry to the war plays out in a way that truly captures the historical impact it had.

All the evolutions from WTP make the more recent game a quicker affair, with WW games running at about 90 minutes as opposed to the two hours or so to play WTP. The upgrades to the design and quality of the board, cards and playing pieces all brought the War of Independence into the 21st-century.

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Hold The Line (Worthington Publishing)

In 2008 Worthington Publishing released Hold The Line, a flexible game of the Revolution with a wide appeal from beginners to experienced gamers. Building on the success of their Clash For A Continent: Battles Of the American Revolution and French & Indian War game from three years before, HTL presents a blank hexagonal hardback game board which can be laid out with dozens of included double-sided terrain tiles representing streams, bridges, hills, forests, towns, fences and entrenchments. Terrain has varying effects on line of sight and movement within the game.

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Playing pieces from Hold The Line

Rectangular and square cardboard tiles represent British and Colonial elite, militia, regular and light infantry, dragoons, artillery and generic commanders. The chunky tiles are double-sided to mark losses as game battles unfold. Each turn players roll for random action points which may be spent to move, rally or fire, allowing for each commander to make choices in utilizing their troops. Additionally, the quality of troops and commander presence modify movement and fire ranges. For a simple series of rules, there’s a lot of game in HTL as even the most careful planning by one side over a series of turns can result in a foiled plan if subsequent action point rolls don’t provide enough actions to carry out a planned move or attack.

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Hold The Line Battle of Monmouth morning scenario

HTL comes with thirteen scenarios for historic battles, each with their own page of historic background, rules and guide to set up. Additional optional rules allow for specific historic leaders, rally rules and morale modifications.Once you’ve played through the included scenarios, numerous additional battle scenarios can be found online from fans of the game. Within a simple design, flexible scenarios and a short set of rules, it’s easy to see why this currently out of print game is a favorite.

 

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Battles of the American Revolution (GMT Games)

Between 1998 and 2013, GMT Games released a series of standalone games of the Battles of The American Revolution. Designed by Mark Miklos, each is a more traditional hex and counter game running three to six hours to play. For those looking to dig into eight key engagements of the War of Independence, the games offer nuances to reflect the historic events and personalities which shaped each battle wrapped in a beautiful modern design.

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In late 2015 GMT announced the re-release of the first three games in the series — Saratoga, Brandywine and Guilford — as a tri-pack available through their P500 pre-order program. Since I have never played any of the games from the series, I jumped at the chance to get in on the deal of $45 for three games. The games will get upgrades to mounted maps and a unified rulebook, and additional expansions and tweaks to components a offered in reprints over the years will also be included.

The Revolution Continues…

Having spent the better part of 12 months playing through new and old games of the American Revolution, I find myself definitely leaning toward the more modern games. In order of personal preference, here’s my Top 10:

  1. Liberty Or Death: The American Insurrection (GMT Games)
  2. 1775: Rebellion (Academy Games)
  3. Washington’s War (GMT Games)
  4. Liberty: The American Revolution 1775-83 (Columbia Games)
  5. Hold The Line (Worthington Publishing)
  6. We The People (Avalon Hill)
  7. New York 1776 (Worthington Publishing)
  8. Trenton 1776 (Worthington Publishing)
  9. The American Revolution 1775-1783 (SPI)
  10. 1776 (Avalon Hill)

The main factors in consideration of the above for me are look, mechanic and importantly, time commitment. Some of the older games from SPI and Avalon Hill just require too much time for me at this stage in my life, and getting a quick game in with my fellow club members or my kids is a big determinant on what gets to the table these days.

What this two-part exercise has done for me is expose how such a diverse gaming experience can be pulled out of one signature conflict with a mix of maps, cardboard and cards. Playing through a span of forty years of American Revolution games, I can only wonder where some designer takes things next. Having gamed my way through the War of Independence, I’ve been spurred on to take a step backward in time to the French and Indian War and see what is revealed on the table next.

Boardgames of the American Revolution, Part I

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Last month, Quartz published a crowd-sourced online survey of how the rest of the world learns about the American Revolution in school. For most outside the US, the war is variably seen as a sideshow to other 18th-century European conflicts, an extension of the Enlightenment or ignored altogether. Children in the United States itself often leave school and march into adult citizenship with only the broadest mythic stories and American patriotic heroes of the war under their belts.

My interest in the American War of Independence has fluctuated over time since growing up as a kid amid the United States Bicentennial fervor of the mid-1970s. Having been in Brooklyn for almost two decades now, I’ve developed a growing interest in the war as I live and commute daily through the ground fought over during the Battle of Brooklyn and Battle of New York in 1776. Over the past year or two I’ve also been working through a minor obsession with boardgames of the American War of Independence. I’ve played many and collected a few ranging from classics of the early 1970s to modern games varied in scope and mechanics.

Presented here is by no means a complete list of games themed on America’s defining early conflict, but an overview of the ones I’ve played or chosen to add to my inventory of wargames. Style, scope and time commitments vary with these games, offering interested gamers – both new and experienced – an opportunity to play and learn about the American Revolution anew with each tabletop session.

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The American Revolution 1775-1783 (SPI)

Simulation Publications Inc (SPI) rolled out The American Revolution 1775-1783 in 1972 a few years ahead of the Bicentennial celebration, and launched some revolutionary new aspects to wargaming along with it. Breaking from the tradition of a hex-based wargame map of the time, SPI’s game is laid out in a graphic abstract series of areas and regions with their own victory point values. Rules for the game are slim, and reference charts for turn sequence, movement, winter attrition, combat and reinforcements by turn season and year are all printed right on the map. The overall design, from the slick Helvetica font on the plain white box edition to the map itself has a great retro feel that sets it apart from other games of the early 70s. I’ve played In short, the game feels very ‘modern’ despite being more than forty years old.

AmRevSPIgameSPI’s The American Revolution 1775-1783

Cardboard chits with simple iconic graphics display force strength for the two main sides of the war, and movement is standardized in terrain marked simply as either as wilderness or open. Colonial forces move more effectively in wilderness areas than the British, making it easier for them to evade confrontation with the superior English troops. Staying away from the British until enough Colonial forces can be raised is key to any success for the Revolution.

The arrival of additional British troops into ports is scheduled specifically according to the year and season of the game outlined at the edge of the board, and Colonial forces are raised and deployed through a random die roll levy. The mechanics whereby Colonial Militia and Tory forces deploy I find to be pretty accurately reflective of the regional politics of the era. Tories appear only once when British Regulars enter a region, and Colonial Militia take up arms against the British when they first enter a region they do not control and each time the British lose control. French forces arrive after a ‘major success’ (five or more losses by the British) in combat by the Colonials. All these well-thought deployment mechanisms stand out as big historical differentiators for me with this game.

Combat is resolved through a die roll check on a simple table in a corner of the board which can result in very bloody losses to both sides as they meet in battle. First losses in battle always go to Tories of Militia forces which historically often left battlefields when the going got tough. Sieges are pretty simple with forces defending in forts getting triple their combat strength and attackers outside the fort doubling their value when counter-attacked by the fortified foes. Victory for the British comes by controlling a value of 51 victory points on the board, and the Colonials can win with three ‘major success’ battles. In all its abstract area movement and control, SPI’s game offers a slick game that captures just enough of the nuanced history of the period to more than satisfy.

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1776 (Avalon Hill)

The other big game to come out before the Bicentennial was Avalon Hill’s 1776 from 1974. With rules running almost three times as long as those in SPI’s game, 1776 is often viewed as the more detailed play experience of the two. Some 400 counters represent infantry, artillery and dragoons for the Continental Army, British Regulars, Colonial and Tory Militia, French Regulars, Indians, and British and French naval units. The large mounted hex maps are filled with detailed terrain with each feature effecting movement and combat in different ways. Other tables for combat and turn sequence are contained on a series of additional reference charts, and tactical cards and scenario sheets round out the components in the hefty box.

IMG_6370Avalon Hill’s 1776

I’ve only recently picked up a copy of 1776 and I’m not certain when I’m going to be able to find an opponent to give this one a proper play. A read through the lengthy rules outline the game from a quick beginner’s experience to specific historic scenarios within the war to a full campaign mode covering the entire war. Advanced rules go deep in simulating the role of supply, forts, entrenchments, naval movement and combat, river movement by bateaux, wintering effects, French entrance to the war and the arrival of additional troops throughout the chosen game. Combat is achieved by a ratio of force size and a die roll modified by factors of supply, defense from forts and trenches and presence of artillery. Control of specific locations within a region is the key factor to the game, creating an interestingly complex dynamic for the raising additional forces as well as a path of victory. Aside from the game itself, the splendid designer notes offer a great general meditation on the trade-offs inherent to historic war simulation balanced with playability. For the gamer really wanting to roll their sleeves up with the intricacies of the American Revolution, 1776 is probably the game.

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Liberty: The American Revolution 1775-83 (Columbia Games)

Liberty: The American Revolution 1775-1783, published by Columbia Games in 2003, bridges the gap from traditional wargames to the present with relatively swift play, wooden blocks to represent British, Colonial, French and Native American forces, and simple cards driving force activation and supply during each game turn. The long game map consists of large hexes with forest, swamp and river terrain features which affect movement as well as geographic supply towns and key victory point locations. British and French West Indies ports allow for additional options in naval movement and combat. The game strikes a balance between simple rules and rich re-playability, and my time with the game has seen victories for either side depending on the session.

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Liberty: The American Revolution 1775-83 by Columbia Games

In each year of the game, a hand of five dealt cards activate forces and re-supply existing forces which have taken step losses in previous turns. Actions may either move forces already on the map or bring new units onto the board by selecting from a random pool of blocks. A limited number of Native American blocks are allied with the British player only, and French forces may arrive randomly after the first turn beginning in 1776. Colonial forces arrive in controlled supply areas, British and French forces arrive by sea to available ports and Tory Militia rise from British-controlled supply areas. When opposing forces move into contact, combat is resolved by simple die rolls depending on the quality and strength of the blocks available. Blocks are reduced in strength and then eliminated as ‘prisoners’ which may be exchanged at the end of the turn and returned to each player’s pool of available forces. At the end of combat, forces may have the option to withdraw or stay in the fight. Weather plays a random role in the game, potentially limiting combat during a turn year, and troops may be also eliminated in a wintering phase at the end of turn. Victory is tallied at the end of each hand of cards and year with the British winning with 30 supply points and the Colonials by driving the British to under 12 supply points.

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1775: Rebellion (Academy Games)

I’ve written previously in detail about 2013’s 1775: Rebellion from the Birth of America series from Academy Games, one of my favorite quick-playing boardgames of the American Revolution. The game plays different from most in the period with two to four players able to command the American Continental Army, Patriot Militia, British Army and Loyalist forces in a game driven by card activation and randomized turn order.

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1775: Rebellion from Academy Games

The four main forces plus French, Hessian and Native American allies are all represented by simple colored cubes moving and warring over a gorgeous game board representing the the colonies, territories and Canadian provinces of the northeastern American continent of the late 18th-century. Cards drive the action with movement, period-specific events and personalities, and special color-coded dice resolve combat as forces are either destroyed or flee to return in later turns. Areas flip to British or American control as combat is resolved. When two special Treaty of Paris cards are played, the game ends with victory rewarded to the player holding the most control of the board. If I’m going to play the American Revolution with a relatively inexperienced player or non-gamer, this is my go-to game for the period.

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New York 1776 and Trenton 1776 (Worthington Publishing)

In 2014, Worthington Publishing launched their ambitious Campaigns of the American Revolution series with New York 1776 followed by Trenton 1776 in 2015. These strategic block games, funded through popular Kickstarter campaigns I backed, take players through specific stages of the war beginning with the action on Long Island and in and around New York City in the summer and fall of 1776 and continuing the conflict into New Jersey in the winter of 1776 and 1777.

While the games do not directly connect to each other in a grand campaign, each two-hour game is well-scaled to the strategy inherent to each series of battles in the early years of the war. Randomized turn order, variable numbers of turn actions and the block components provide a fog of war mechanic to the game as forces move by themselves or as groups under the command of the many leaders present on each side. Movement is broadly point-to-point on game boards simply illustrated with towns, ports, forts or other key geographic points of control. Combat goes off as forces meet on the map with infantry, artillery, leaders and fortified positions playing into results that can include withdrawals, retreats, fleeing Militia and follow up attacks. Command plays several roles in these games, including being able to move groups of forces and other scenario-specific special rules in battle, deployment and victory conditions.

NY1776gameplayWorthington Publishing’s New York 1776

New York 1776 presents the largest meeting of troops during the American Revolution with the professional British army and navy, along with their hired Hessian allies, looking to halt the uprising of the new American Colonial army and Militia in the early months of the war. Controlling the waterways and supply routes around New York with the British navy plays a big part in the British player’s path to either capturing Washington or controlling New York by game’s end. For the Colonial player, the game is largely one of avoiding the mass of better rated British troops, preventing their control of New York or reducing the superior British army by 20 points.

IMG_6368Worthington Publishing’s Trenton 1776

In Trenton 1776, the action moves to smaller scale engagements in New Jersey as the British looked to smash the Colonial army and Militia retreating from their defeat in New York. With Washington in command, he risks bold counterattacks to push the British back out of southern New Jersey or simply moving to safety south of the Delaware. Howe’s pursuing British army must mass its forces against the rebel army at key towns and river crossings and hopefully push to seize Philadelphia as the icy winter settles in. With similar rules but at a smaller scale than New York 1776, multiple plays of Trenton 1776 can really show players how cautious or aggressive decisions can make or break a campaign.

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Liberty Or Death: The American Insurrection (GMT Games)

I’m really looking forward to the release of Liberty Or Death: The American Resurrection, due out late this year. The sixth game in the counterinsurgency (COIN) series from GMT Games, I’ve had this one on pre-order based on my love for the other COIN games. Playing from solo to four players, Liberty Or Death will present the war as one of insurgent and counterinsurgency forces of American Colonials, British, French and Native Americans warring for control of the North American continent. As in the other COIN games, shifting alliances, varied turn order, separate victory conditions, irregular forces and historically-themed event cards will each play into a game which will greatly expand beyond the typical presentation of the war as one between just two opposing nations. Early reports from game tests and some sneak looks at artwork make this my personally most anticipated game of the year, and I’ll surely be back with a full report in the coming months.

So where to start with the American Revolution?

The 1970s era SPI and Avalon Hill games will appeal the most to experienced strategy players looking to really dig into hours of the broad complexity of some or all the war within a very traditional wargame. On the flipside, the Worthington Publishing games provide short but replayable intros to gaming the period for younger players or those just getting into block games. The Columbia Games take on the war splits the difference by offering up relatively simple mechanics of a card-activated block game representing the entire war over a couple hours of play. The Academy Games game expands play to four players and allied forces in an abstracted area control strategy game that likewise covers the entire war in mix of card and dice action. The forthcoming game from GMT Games will reinvent the conflict anew within the context of four separate interests vying for victory.

Players wishing to play through advanced strategic simulation of 18th-century warfare will be rewarded by time invested in the Avalon Hill and SPI games. The Columbia Games and Worthington Publishing games will also provide a satisfying  combat simulation albeit at a much simplified level. To experience more abstracted combat as well as the interplay of politics, alliances and events within the period of the war, the Academy Games and GMT Games games provide both relatively fast play as well as more of a learning experience about broader aspects of the American Revolution.

Each game above paints the American Revolution large or small, and together they are a fine reflection of the evolving mechanics of wargaming over the past forty years. There are numerous additional games of the American Revolution, some focusing on specific regional campaigns and many others presenting the full war. Games still on my shortlist to try include 2010’s Washington’s War from GMT Games and its 1994 predecessor We The People by Avalon Hill which helped launch the modern trend in card-driven wargaming.

There’s a point of entry for gamers of every type to get in on the War of Independence and relive what Thomas Paine famously called, “the times that try men’s souls.”

New Game Weekend: 1775 Rebellion

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Late this past week, the Washington Post ran a lengthy article on game designer and CIA analyst Volke Ruhnke. Ruhnke’s games are popular at Metropolitan Wargamers, including his COIN (Counterinsurgnecy) series from GMT Games, including the two 2013 releases of  Cubra Libre (Cuba) and A Distant Plain (Afghanistan). The basic mechanics of these games and other historicals like them involve simple map game boards, wooden blocks placed in area control of spaces and detailed cards driving player actions.

While Ruhke’s games from GMT focus on 20th-century insurgencies in Southeast Asia, the Middle East and Central and South America, Academy Games has been producing games for a couple years framed in similar mechanics but focused on US history with their Birth of America series. Thus far, the series consists of  1812: The Invasion of Canada, published two years ago  to conicide with the 200th-anniversary of the War of 1812, and 1775: Rebellion, an American Revolution game. Next up for Academy Games is an Underground Railroad-themed game called Freedom which was successfully funded on Kickstarter last year.

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Back of the box for 1775: Rebellion showing game contents

This past weekend I had an opportunity to play 1775 for the first time, and if you’ve got a passion for board games and American history like me, you need to give this one a try yourself.

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Game set up for 1775: Rebellion

The board presents a map of ther thirteen original American colonies, plus Quebec and Nova Scotia to the north, at the dawn of the War of Independence. Two to four players begin the game as American Regulars, Colonial Militia, British Redcoat Regulars and English Loyalists deployed throughout the colonies. On the western frontier are unaligned Native Americans, and throughout the game opportunities arise for Hessian and French forces to join the conflict. All forces in the game are indicated through simple color-coded cubes with American Colonists in blue and white, British in red and yellow, Native Americans in green, French in purple and Hessians in orange.

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Sample movement cards from 1775: Rebellion

The action of the game is propelled by movement and event cards. Each player draws three cards to their hand and may play one movement and up to two event cards during their turn. Movement cards indicate one or more allied army’s movement from one to three spaces in a turn. Native American, Hessian and French forces cannot move until another force moves to their space and joins in alliance with them. Moving forces cannot move through enemy-occupied areas, and movement to a space containing enemy forces results in a battle.

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Sample event cards from 1775: Rebellion

Event cards depict historic personalities such as generals or statesmen and other occurences from the Revolutionary period like Paul Revere’s Ride, signing of the Declaration of Independence or the creation of the American flag by Betsy Ross. Each event card allows for things like additional forces to arrive or extra movement.

 

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Turn 1 with the Americans moving on British-occupied Boston

Combat is resolved with dice color-coded to each force. Dice faces show hits, blank sides and flee indicators. Defending forces roll first in a combat. Hits destroy an enemy unit, returning it to the reinforcement pool. A blank result allows the option for a unit to retreat to a neighboring allied-controlled space. A flee roll removes a unit to the flee space to be replaced at the beginning of that player’s next turm. Dice for each force are weighted differently, so British Redcoats don’t hit as often but never flee while Hessians hit more frequently but flee more readily.

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Truce cards from 1775: Rebelllion

The game proceeds in random turn order each round with players deploying reinfocements into occupied cities and retrieving fled units. The object of the game is to control the most colonies before the game ends after turn three with the play of two truce cards on each side. Colonies are only controlled when every space in the colony is controlled by allied forces.

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Turn 3 with the American truce card played and British advancing from the north

In our four-player game this past weekend, my team’s Colonists initially attempted to oust the British from Boston but were repelled. The British advanced from Canada into northern New York, New Hampshire, Massachusetts and Connecticut. The Colonists picked up Native American allies in Western Pennsylvania and took control of the colony while a stalemate resulted in New England. With a mass of British-allied reinforcements to the north, the Colonists recieved French reinforcements in turn three and quickly took control of two colonies to the south. Colonists quickly played their second truce card and ended the game with more colonies in our control.

Although our intro game was a quick one, I’m very much looking forward to trying 1775: Rebellion again using different paths to victory. The game’s rules are short and the components simple, but there’s a lot of strategic heft to the game. For adults, or even smart kids, with a thing for early American history, I can’t recommend 1775: Rebellion enough.