In 1697 the Sun King Louis XIV emerged from a decade of war with his Continental ambitions still unsatisfied. Meanwhile King William III of England sat easier on his new throne than he ever had before. With the Spanish succession crisis unresolved and looming there were no illusions that the new century would be a quiet one. But neither France nor England could have anticipated the tumult of the years to come: a Second Hundred Years' War during which these two tenacious adversaries would compete fiercely and proudly along every axis of human achievement. On battlefields from India to Canada to the Caribbean Sea their armies and fleets would clash; in the salons of Paris and the coffee-houses of London the modern world’s politics and economics would be born; and finally a revolution would rock the foundations of society – a revolution that could have ended not in blood and terror but in a triumph of democracy and liberty that might have transformed the world beyond imagining.Imperial Struggle is a two-player game depicting the 18th-century rivalry between France and Britain. It begins in 1697 as the two realms wait warily for the King of Spain to name an heir and ends in 1789 when a new order brought down the Bastille. The game is not merely about war: both France and Britain must build the foundations of colonial wealth deal with the other nations of Europe and compete for glory across the span of human endeavor.Imperial Struggle covers almost 100 years of history and four major wars. Yet it remains a low-complexity game playable in a short evening. It aims to honor its spiritual ancestor Twilight Struggle by pushing further in the direction of simple rules and playable systems while maintaining global scope and historical sweep in the scope of a single evening. In peace turns players build their economic interests and alliances and take advantage of historical events represented by Event cards. They must choose their investments wisely but also with an eye to denying these opportunities to their opponent. In war turns each theater can bring great rewards of conquest and prestige but territorial gains can disappear at the treaty table. At the end of the century will the British rule an empire on which the sun never sets? Or will France light the way for the world as the superpower of the Sun King's dreams or the republic of Lafayette's?—description from the publisher
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.
Volume V in GMT’s COIN Series takes us back to the struggle of the American Patriots against their parent British government. A unique multi-faction treatment of the American Revolution Liberty or Death: The American Insurrection will take 1 to 4 players between lines of clashing red and blue infantry Indian raids European politics British control of the seas French intervention and the propaganda war.Building off the good works of COIN Series Creator Volko Ruhnke and Series Designers Jeff Grossman Brian Train Mark Herman and Andrew Ruhnke Designer Harold Buchanan applies his knowledge of the American Revolutionary period to take a new look at the struggle that built a nation. COIN Series Developer Mike Bertucelli continues his work on this project and Volko Ruhnke is an active advisor.Liberty or Death: The American Insurrection features the same card-assisted counterinsurgency game system as GMT's Andean Abyss Cuba Libre A Distant Plain Fire in the Lake and Gallic War with a set of twists that take the COIN Series to the 18th Century including:Each faction in Liberty or Death brings new capabilities and challenges:As the British you have to deal with an Insurrection across a massive region. With control of the seas (at least until the French arrive) you have extreme flexibility and can move across the coast and cities at will. You will muster Tories to support your efforts. They will march with you to battle but they need your cover. You can control any space you choose but you cannot answer every threat on the map. The Indians will work with you but like the Tories will need you to coordinate and protect them when the Patriots become aggressive. With the leadership of Gage Howe and then Clinton you will be able to strike a potentially decisive Brilliant Stroke if the stars align. Each leader brings something new to the war effort. If you can strike the decisive blow and Win the Day you will be able to build Support and reduce Opposition in short order. If the option to Battle the French in the Colonies presents itself it will be hard to pass up!As the Patriots you initially aren’t powerful enough to counteract the British Army. You will need to pick your battles and initially spread the Militia to key areas. Over time you can train a force of Continentals to take on the British Regulars. Until then Rabble-rouse and work with the French to challenge British dominance. Skirmish with the British in small numbers to make their stay expensive. Will the French be there when you need them? Persuade the local population to give you resources to keep the heat up. Watch the Indians on the Frontier because if they develop their forces unanswered you won’t be able to win the game regardless of what happens with the British.As the Indian player you have selected the lesser of two evils in aligning with the British. You will work with them to lower Opposition using Raids but you will be developing your footprint by Gathering forces and building villages. The British can help you to protect them from the Patriots and in return you can assist the British in controlling the region. War Chief Joseph Brant and later War Chief Cornplanter give you the ability to mount a decisive attack with your War Parties but will it be worth exposing your villages to Patriot attack?As the French you have the ability to be the thorn in the side of the British in North America. With the Hortalez Rodrigue et Cie Company formed to feed the Patriots resources you can fund the Insurrection. Your agents can rally assistance in and around Quebec and you can facilitate privateers to steal resources from the British. When you sign the Treaty of Alliance with the Patriots you can bring French Regulars to America to March and Battle. You can also increase French Naval Intervention Blockade Cities move Regulars by sea and Skirmish with the British.As with earlier COIN Series volumes players of Liberty or Death: The American Insurrection will face difficult strategic decisions with each card. The innovative game system smoothly integrates political cultural and economic affairs with military and other violent and non-violent Commands and capabilities. Rabble-rousing Indian Raids Persuasion Naval Pressure Letter of Marque Looting Trading Skirmishing and Foraging and more options are available. Flow charts are at hand to run any faction short a player—solitaire 2-player 3-player or 4-player experiences are equally supported.COMPONENTS A 22” x 34” mounted game board. A deck of 110+ playing cards. 166 red green tan blue and white wooden playing pieces some embossed. 6 black and 6 gray wooden pawns. 4 foldout Faction player aid sheets. 2 foldout Non-player Faction aid sheets. 2 Sequence sheets. A Random Spaces sheet. 2 sheets of markers. Rulebook. Playbook. 1 black six-sided die 3 blue six-sided dice marked 1-3 twice. 3 red six-sided dice marked 1-3 twice. 9 plastic leader stands.DESIGNER: Harold Buchanan SERIES DEVELOPER: Mike Bertucelli SOLITAIRE SYSTEM DEVELOPER: Orjan Ariander MAP ART: Terry Leeds COUNTER ART: Charles Kibler Terry Leeds and Mark SimonitchTIME SCALE: One year per Campaign between Winter Quarters MAP SCALE: Area movement NUMBER OF PLAYERS: 1 to 4(source: GMT website)
Game description from the publisher:Sails of Glory is a series of games that recreates naval combat in the Age of Sails (1650-1815). Based on the game system used in Wings of Glory (formerly Wings of War) Sails of Glory uses miniatures cards and board game mechanisms with a special deck of maneuver cards representing the different movement capabilities of each vessel. The game will be supported by a range of painted and assembled 1/1000 miniatures.Players will choose their maneuver cards in secret then reveal them all at the same moment. The card features arrows to be put in front of the miniature then the latter is moved on top of the arrowhead. Several options on the same card are available depending on the wind and with advanced rules the sails used. After all ships moved guns are fired from the sides of the miniature to targets in range.The Wings of Glory game system has been modified and expanded to accurately represent battles at sea between the large sailing ships of the past centuries. The first series of Sails of Glory will be set in the Napoleonic Age. If the game is successful in the future Sails of Glory will be extended to cover other historical periods such as the Age of Discovery the Middle Ages and ancient times.
By design Commands & Colors Tricorne - The American Revolution is not overly complex. The game is based on the highly successful Commands & Colors game system where the Command cards drive movement while creating a “fog of war” and the battle dice resolve combat quickly and efficiently. Commands & Colors Tricorne - The American Revolution however introduces many new game concepts which will add historical depth and provide even the most veteran Commands & Colors player many new play experiences and challenges.The scale of the game fluctuates which allows players to effectively portray some of the larger American Revolution battles as well as smaller size skirmish actions. In some scenarios an infantry unit may represent an entire brigade while in others a unit may only represent a few companies of soldiers. Still the linear tactics of the period that you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various American Revolution Armies of the day and the battlefield terrain features on which they fought. To further emphasize the differences in battlefield doctrine between the British and Continental forces each army has its own unique deck of Combat cards.Players that are familiar with other Commands & Colors games will soon note that unit combat losses in a Tricorne game are typically not as great as other games covered in the Commands & Colors series. This is a direct result of the linear tactic fighting style of the armies that fought during the American Revolution. Unit morale is the main thematic focus in a Tricorne battle as it was historically. Knowing that an entire unit that has only taken minimal losses when forced to retreat may actually break and rout from the battlefield will definitely keep players on the edge of their command chairs during an entire battle.The 12 battles showcased in the scenario section of this booklet feature a stylized battlefield map that emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. These scenarios are a smattering of some of the better-known engagements of the American Revolution.Bunker Hill -17 June 1775 Long Island (Grant's Attack) - 27 August 1776 Long Island (British Flank March) - 27 August 1776 Freeman's Farm - 19 September 1777 Bemis Heights - 7 October 1777 Bemis Heights (British Redoubts) - 7 October 1777 Monmouth - 28 June 1778 Camden - 16 August 1780 Cowpens - 17 January 1781 Guilford Courthouse - 15 March 1781 Hobkirk's Hill - 25 April 1781 Eutaw Springs - 8 September 1781
Rating: 8.0 | Players: 2
Game Type:
WargamesThis all-in-one boxed package is composed of new editions of the flagship game in the series -Saratoga the long-out-of-print Brandywine and Guilford/Eutaw Springs. Below is more detail on exactly what you’ll find in the package. As you’ll note there are considerable additions and changes from the original games as designer Mark Miklos has endeavored to create and update the finest version of these games that we’ve produced to date. Plus the package includes double-sided mounted maps for all four battles!—description from the publisher
Description from the publisher:The Table Battles system is a light battle game that recreates battles throughout human history with broad strokes and an emphasis on playability. Players roll and allocate dice to Unit cards with each card accepting specific die results or dice combinations. On a later turn those dice are removed to activate the Unit and attack an enemy formation removing wooden pieces assigned to the formation in question. But the enemy may be able to screen the attack (cancelling it) counterattacking (inflicting extra losses on the attacker) or absorb it via a strategic reserve. In fact in most cases the enemy MUST do so if they're able to. The result is a tense cat-and-mouse game in which both players make feints and counterfeints looking for an advantage and acting decisively once it presents itself.
Rating: 7.6 | Players: 1
Game Type:
WargamesCategories:
Don't Tread On Me is a strategic-level solitaire simulation of the American Revolution published by White Dog Games. Based on the popular Vietnam Solitaire: Special Edition game system from White Dog Games DTOM was designed by R. Ben Madison and developed by Wes Erni. The player of this solitaire game plays the British side along with American Loyalist forces against the A.I. forces of George Washington and the Continental Congress. The game features a number of innovative elements including political control state loyalty levels (which can change) and an off-map system to show the presence of militia forces in a battle.
Rating: 7.4 | Players: 2
Game Type:
WargamesSupply Lines of the American Revolution: The Northern Theater 1775-1777 is a two-player game of supply logistics and deceit set during the first three years of the American Revolutionary War. One player called the Patriot Player controls the forces and destiny of the rebellious Americans; the other the Crown Player seeks to bring the rebels to their senses. The exact Victory Conditions of the game may vary depending on which historical events the players choose to re-enact.Many aspects of warfare have been abstracted to focus squarely on issues of supply: protecting moving capturing and effectively using it to further your goals and frustrate those of your opponent. Supplies come in two flavors and are represented on-board by wooden cubes. Food Supply is expended to move your units and War Supply to fight.There is no hidden information other than what your opponent intends to do but flexible movement rules allow for considerable bluffing and misdirection. The game rewards boldness but also punishes the slightest error-- that is if your opponent is clever enough to capitalize on it.