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Game Design and Research: Randall C. Reed

Components Design : R. Reed, Thomas N. Shaw ,


W. Scott Moores.

Playtesting : Mick Uhl, George Uhl, Interest Group Baltimore;


special contributors: Norman Beveridge, Robert Beyma.
Martin Campion, Robert Harmon, John R. Heydte, Chuck
Lane, David Roberts, Joseph Seliga, Arvin van Zante,
Spartan International.

Printing : Monarch Services, Colonial Composition


(Baltimore, Maryland)

Copyright 1974 The Avalon Hill Game Company,


Baltimore, Maryland. Printed in U.S.A.

First Edition Rules: March, 1974.


Second Edition Rules: August , 1975.

NOTE: Changes from previous editions are indicated by a


dot (e) in the margins .

2
Introduction
to ~les

1776 portrays the military actions of the British A QUICK DESCRIPTION OF PLAY
and Continental Armies during the American In the most general terms, 1776 is played between
two players who take turns moving and engaging
War of Independence. Because of the magnitude in combat in consecutive order. The first player
and scope of the Revolutionary War, the game is moves some, all, or none of his playing pieces
strategic, with abstract representation of the (interchangeably called 'units', 'counters', or 'unit
counters'), then resolves combat initiated by his
actual military units and formations involved. movement. The other player repeats the same
The sheer size of the War also necessitates procedure. Combat involves comparing the
division of the game into three distinct versions. strength of the moving player's units (the ' at-
The BASIC GAME is especially important for tacker') against the strength of the other player's
units (the 'defender') to determine an 'odds com-
players unfamiliar with the Avalon Hill game- parison' between them. The die is rolled, and the
system . It is a natural starting point for an easy Combat Results Table consulted to determine the
introduction to simulation gaming. The AD- outcome of that particular battle. The OBJECT of
the Basic Game, in very simplistic terms, is for one
VANCED GAME adds additional rules that player to hold more key cities than his opponent at
demonstrate nearly .all of the strategic variables the end of the ~ame.
present in the real-life campaign. The advanced COMPONENTS
Game is built around four scenarios that portray The mapboard represents the thirteen colonies
four of the most decisive campaigns of the war. and Canada at the time of the Revolutionary War.
Finally, for the hard-core game fa,natics, 1776 Superimposed over the map is an hexagonal grid
used to regulate movement and combat. The
includes the CAMPAIGN SIMULATION hexagons that compose the grid are referred to as
GAME containing everything needed to re-create 'hexes' for short. Symbolized on the mapboard are
the American Revolution from Bunker Hill to natural terrain features, political boundaries and
locations, and game related symbols.
Yorktown. In this version, each player assumes
Many of these features, in particular river and
responsibility for armies stretched across vast rough terrain hexsides, do not conform exactly to
expanses of American wilderness. French, In- the hexsides. Nevertheless, if a river or rough
dian, Dragoon, Militia, Regular land forces, and terrain hexside symbol approximates the hex
outline, it is assumed to be a part of that hexside.
major naval units are all at the command of the
A Milita ry-style grid coordinate system is
opposing players. printed on the mapboard for reference purposes
and/or recording unit positions. Letters 'A'
through 'AAAA' run a long the west edge of the
It is strongly recommended that players, mapboard, and numbers 'l ' through '61' run
regardless of experience, begin play with the Basic. along the south and east edges. Locations are
Game. After mastering the Basic Game, it is a found by the intersection of a l ettered hex row with
a numbered hex row. For example, Savannah is
simple progression to the more complex versions. located at B-13 and Charleston at H-17.

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The unit counters are the die-cut playing pieces INDICATOR COUNTERS
used to play the game. Each counter (except
Indicator counters) contains the following infor-
mation: Magazine Counters -

Unit Symbol

Combat Strength Movement Allowance


Fortification Counters -
~ """'--

Entrenchment Counters -
UNIT SYMBOLS

Infantry -

Dragoons -

Artillery-
C8:J
0
[!]
Supply-

Indian -
H
[I]
Time Now Counter -
Commerce Counters -

II
UNIT TYPES Battle Fleet Co"""" - ii
COMBAT UNITS
Tra nsport Fl eet Counters -

British Regular Infantry -

Continental Army Infantry -

Tory Militia Infantry -


~
1-8
li:·I Status Indicator Counters -
TM
STATUS

NOTE: in the BASIC GAME, only the British


Regular infantry counters and the Continental
II

Army infantry counters are used.
Robel Mmt;a lnfaot,y -
Do NOT remove all ofthedie-cutcountersfrom the
sheet at once. Some type~ of units are used only in
Dragoons (Tory & Rebel) - 0 the Advanced and Campaign. Simulation Games.
Separate, by type, the units that have b.een remov-
1-13 ed and store in envelopes or plastic sandwich bags.


French Regular Infantry -

Indians - rn
1-8
NONCOMBAT UNITS
I. Order of Turns

Artillery Units - 1776 is played in turns. Each turn is divided into


two Player Segments, with each Player Segment
further divided into a Movement Phase and a
Combat Phase.
Supply Units - This sequence is outlined below:
First Player Segment:
A. Movement Phase: first player moves none,
any, or all of his units up to the limit of their
Bateau Counters - Movement Allowances subject to terrain
limitations and the presence of enemy units.
B. Combat Phase: first player initiates and
resolves any attacks that he chooses to execute
Decoy Counters - against those enemy units occupying the same
hexes with friendly units.
Second Player Segment:

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C. Movement Phase: second player moves his the next h ex) for a total cost of four Movement
units in the same manner as the first player. Points expended.
D. Combat Phase: second player initiates and
Ill. UNIT BREAKDOWN AND STACKING
resolves combat in the same manner as the first
player. A. There is no limit to the number of Combat
Steps A through D are repeated in sequence for Strength Points or unit counters that may occupy
each turn of the game. a hex at any one time.
II. Movement B. At any time a player may consolidate unit
counters in the same hex representing smaller
During the Movement Phase of a player's Seg-
Combat Strengths of the same type by replacing
ment, he may move none, some, or all of his unit
them with a counter of a higher Combat Strength
counters. Each unit counter may be moved as
(of the same type) equal to the value of those units
many hexes as desired within the limits of its
Movement Allowance and terrain restrictions: being replaced. Conversely, a unit counter may be
replaced by several unit counters of smaller Com-
A. Each unit counter (or stack of unit counters on bat Strength value of the same type which collec-
the same hex moving to the same destination) is tively equal the value of the unit being replaced.
moved individually by tracing the path of move- (In effect, unit counters are interchangeable with
ment through each separate hex. other counters of the same type in the same
B. The distance that a unit may move in one turn manner as five $1.00 bills are equivalent to one
is indicated by its Movement Allowance. A unit's $5.00 bill .)
Movement Allowance is expressed in terms of a C. Breaking down and consolidating units is
certain number of Movement Points. In general, limited only by the number of unit counters
each unit counter expends one Movement Point of physically available in the game for a particular
its Movement Allowance for each hex it enters. type of unit.
Quite often, however, terrain restrictions (see
below) wiJl require units to expend more than one
D. Unit counters of different types or colors may
never be consolidated. Units being broken down
Movement Point to enter certain types of hexes.
must be replaced by smaller units of the same type
C. In any given Movement Phase a player may and color.
move none, some, or all of his units as he chooses.
Movement is always voluntary, never mandatory. IV. COMBAT

D. Each unit can be moved in any direction or Combat occurs between opposing units occupying
combination of directions. A unit counter may the same hex at the discretion of the player who
expend all, some, or none of its Movement has just finished moving; The player who initiates
Allowance each turn. Unused Movement Points combat is said to be the ATTACKER, the other
may NOT be accumulated from turn to turn. player is considered the DEFENDER.
E. No combat may take place in the Movement A. During the Combat Phase of his Segment, a
Phase. No enemy units may move during a friend- player may only attack those enemy units located
ly Movement Phase. in the same hex with friendly units. Only friendly
units located in the same hex with enemy units
F. Friendly unit counters may freely pass over or may attack those units.
stop in the same hex with other friendly unit
counters. B. Units in the same hex with enemy units are not
forced to attack those units, but have the OPTION
G. Friendly units MUST STOP and end all move- to attack those units.
ment whenever they enter a hex containing enemy
combat units. They may move no further in that C. No enemy units may be attacked more than
Movement Phase. · once per turn. No friendly units may attack more
than once per turn .
H. TERRAIN RESTRICTIONS: a complete
list of all terrain features and their effects on D. If an enemy-occupied hex is attacked, ALL
movement is on the Terrain Effects Sheet. NOTE: enemy unit counters must be attacked AS A
most of the terrain restrictions are stated in terms WHOLE. ALL friendly units in a h ex must par-
of either a) prohibiting movement across certain ticipate in any attack AS A WHOLE.
types of hexsides; orb) requiring units to expend E. RESOLVING COMBAT: each combat situa-
extra Movement Points to cross certain types of tion is resolved individually and the results
hexsides. (In effect, a unit crossing a hexside is applied to those units involved in this fashion:
entering the adjacent-hex). For purposes of assess-
ing Movement Point costs it is more convenient to 1. separately total the Combat Strength Points of
think in terms of 'crossing hexsides' rather than the attacker and the defender. Express these totals
'entering h exes' even though the two terms repre- as an 'odds ratio' (attacker to defender). Round-off
sent equivalent actions. this 'odds ratio' downwards to conform to the
simplified odds-categories found on the Basic
1. Units may not cross hexsides unless they have Game Combat Results Table.
sufficient Movement Points remaining in their
Movement Allowance to expend in doing so. 2. roll the die and cross index the die-roll number
under the proper odds-column.
2. Terrain costs are cumulative. EXAMPL& to
cross a rough terrain hexside that was also a class 3. apply the result from the Basic Game Combat
1 river hexside would cost two Movement Points Results Table to the combat situation in question .
(for the rough terrain) PLUS one Movement Point EXAMPLE: 7 British Combat Strength Points
(fo r the river) PLUS one Movement Point (to enter attack 2 American Combat Strength Points. This

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odds ratio (7-2) rounds-off downward to 3-1. The die • D. If the location where the reinforcement units
is thrown with a result of '4' obtained. On the Basic are to enter the game is occupied or completely
Game Combat Results Table, the die roll result of surrounded by enemy units, the owning player
'4' cross-indexed under the '3-1' column results in a must place them in any adjacent land hex free of
'DE' outcome. All of the defender's Combat enemy units. If and only if, all such hexes are
Strength Points involved in the combat in that hex enemy occupied, the owning player has the choice
are considered eliminated, and the unit counters of placing the reinforcements in any one of those
are removed from the game. occupied, adjacent land hexes. In this case, they
F. EXPLANATION OF THE COMBAT may not move during the turn of placement on the
map board.
RESULT OUTCOMES:
1. DE - all of the defender's unit counters in- E. All units expend one Movement Point in the
volved in that combat are eliminated and removed first hex of entry or placement on the mapboard.
from the mapboard. F. All reinforcements arriving in the same turn
2. AE - same effect as 'DE', except that all of the must be placed on the map board in one hex unless
ATTACKER'S units are eliminated instead of the two or more separate locations are specifically
defender's. stated.
3. ½ DE - half (rounded UP!) of the defender's VII. THE BASIC GAME SCENARIO
Combat Strength Points are eliminated and
removed from the game. DESIGN COMMENT ARY: This semi-historical
Scenario is specially designed to familiarize
4. ½ AE - half (rounded UP!) of the attacker's players with the basic mechanics of play and
Combat Strength Points are eliminated and application of tactics and strategy for 1776. In an
removed from the game. abstract manner it portrays the situation in mid
5. NE - NO EFFECT: no losses to either side. 1776 during the initial British build-up.· After
playing the Basic Game Scenario, players should
NOTE: combination results of the above are progress to the Advanced Game wherein the
handled in the same fashion as the individual Scenarios illustrate specific campaigns of the
results. Revolutionary War more accurately.

AT START JUNE 1776


V. PREPARE FOR PLAY
The Basic Game Scenario contains all of the BRITISH:
information required to begin playing 1776. In the 20/BR: New York City
Scenario are three main sections containing game 1/ BR: Oswego
information: At Start, Reinforcements/Time 10/ BR: St. Johns
Record Track, and the Victory Conditions. The 'At 4/BR: Montreal
Start' section gives the Town hex locations where 1/BR: Quebec
each side sets up its unit counters prior to the AMERICAN:
commencement of play. The abbreviations refer to
the type and number of Combat Strength Points 2/ CA: Philadelphia
located in that particular hex. 17 /CA: Morristown
6/ CA: West Point
EXAMPLE: '5/CA: Albany' means that five 1/CA: Albany
Combat Strength Points of Continental Army 1/ CA: Fort Stanwix
infantry start in the Albany Town hex. The only 3/ CA: Ticonderoga
abbreviations used in the Basic Game are: CA - 2/ CA: Boston
Continental Army units, and BR - British
Regular units. The Reinforcement/Time Record
Track is used to keep a record of elapsed game VICTORY CONDITIONS:
turns, and indicates (in the same fashion as the At BRITISH: British player wins if he has at least 25
Start section) when, where, and what number of more Control Points* than the American player at
reinforcements are available for each side. Players the end of the December, 1776 turn.
should use the 'Time Now' counter to record the
passage of time directly on the Scenario section. AMERICAN: American player wins by avoiding
The 'Victory Conditions' section states under what the British Victory Condition at the end of the
conditions each side may claim victory. December, 1776 turn.

VI. REINFORCEMENTS NOTE: Use only the NORTH half of the mapboard, in
its entirety, to play the Basic Game Scenario .
A. Reinforcements must be brought on at the time
and location indicated on the Scenario
Reinforcement/Time Record Track (R/TR). *CONTROL POINTS: points are awarded to the
B. Reinforcements may not be held "off board"; British player for having at least one Combat
they must enter the game at the beginning of the Strength Point in any of the following hexes
owning player's Movement Phase as indicated on unoccupied by American units at the end of the
the R/TR Track. December, 1776 turn. American player receives
Control Points for any of the following hexes in
C. Reinforcements not brought into the game at which he has at least one Combat Strength Point,
the proper time are automatically eliminated from regardless of the presence of British units also in
play. that hex at the end of the December, 1776 turn:

6
H EX CONTAI NING: CONTROL POINTS HEX CON TAINING: CONTROL POINTS
AWARDED: AWARDED:
Philadelphia 15 p t s. West Point 7 pts.
New York City 15 p t s. Ft. St anwix 10 pts.
N ewport 5 pts. Ticonderoga 6 pts.
-Boston 15 pts. St. Jonn s - 3 pts.
Alb an y 20 pts. M ontreal 5 pts.
Quebec 10 pts.

REINFORCEMENT /TIME RECORD TRACK


19/ BR: 21 / BR :
NewYork any ON E Port
BRITISH
move -
FIRST

( 1) (2) (3) (4) (5) (6) (7)


JUNE JULY AUG SEPT OCT NOV DEC
6 / CA: Albany 4 / CA: Albany 4 / CA: 3 / CA: 1 / CA: Alban·y
Philadelphia Philadelphia
AMERICAN

eA.dvanced [jame
~les
I. I NTRODUCTION
The Advanced Game Rules intr oduce additional 6. Artillery units - represent the larger ca li ber
facets of play that contribute realism and historical guns used in forts and siege operations .
accuracy. Players will find that these rule additions
7. Supp ly units - represent the supply tra ins
change the complexion of the tactics and strategy
necessary to conduct operations over and above
involved and w ill require some adjustment in
norm al maintenance requirem ents.
methods of play.
8. Magazine count ers - represent organized
depots or storage facilities where supplies are
stockpi led; usual ly a major base of operations.
A. Assume that t he Basic Game Ru les are in force
unless otherwise stated. 9. Fortificat ion counters - represent large, perma -
nent forts and similar defenses.
B. Note th ese add it iona l unit types:
10. Entre nchm ent counters - signify that combat
1. Rebel Milit ia - represent non -Continenta l Army units under counters are in prepared positions, in
manpower in state, local, and special m il itias. a defensive posture.
2. Tory Mi litia - represent Loya list forces not
organized as regular British Army units.
C. The Scenario Cards:
3. French Regu lars - represent the units of the
French expeditionary forces operating in North The Advanced Game is organ ized around th e four
America . scenar ios printed o n the Scenario Cards. Each
Scenario is a separate, self-contained game
4. lndi a11s - represent Indians of the Iroquois
re c r e ating an important campaign of the
Nations that fought as Br iti s h allies.
Revolutionary War . On each Sce nario Card will be
5. Dra goons - represent Tory and Rebel Militia found all pert in ent inform ation r egarding gam e
equipped with horses for mobility, but who length, composition of forces, special rul es, and
fought on foot like infantry in battl e. victo ry condit ion s.

7
II. ADVANCED GAME COMBAT
The method of initiating combat in the Advanced 3. 'DL 1 ', 'DL2' and 'AL2 ', - if these results are
Game is similar to the Basic Game. There are, rolled, the side in question removes one or two
however, major additions to the combat resolution Combat Strength Points from the units involved
system that make Advanced Game combat radically in the attack.
different. Instead of the Basic Game Combat Results
4. Combat odd s worse than '1-3' are not allowed:
Table, the Advanced Game Combat Results Table is
attacker may not engage in combat at odds worse
used. Additionally, the Advanced Game introduces
than ' 1- 3' due to cha nges in their supply status
the concept of multiple combat in a hex during one
(see below).
turn, defender-initiated combat, and combat supply
requirements. Most importantly, tactical combat is 5. Odds greater than '5 - 1' are treated as '5 - 1 '.
represented by the addition of Tactical Cards and the
6. Die rolls less than' -3' are treated as' -3'; die rolls
Tactical Results Matrix. REMEMBER: Although there
greater than '1 O' are treated as '1 O' .
are major additions to the combat resolution
procedure, the GENERAL method of initiating combat 7. Casualties mu st be taken in the following order
remains unchanged. from m ixed stacks:
A. Tactical Combat a. American : 1) Rebel Militia (RM or RMd, at option);
2) Continental Army; 3 ) French Regulars.
1. during the Combat Phase, combat odds are
determined as usual for each separate combat b. British: 1) Indian; 2) Tory Militia (TM or TMd, at
situation. option); 3) British Regulars.
2. BEFORE the die is rolled to resolve combat, the c. EXAMPLE: in an attack involving Rebel Militia
attacker and defender each secretly ch oose one and Continental Army units on one side and
of 8 cards from their set of Tactical Cards, Indians and British Regulars on the other, all of
simultaneously reveal them , and cross-index the the Rebel Militia Strength Points would be
two cards on the Tactica l Results Matrix which removed before any Continental Army Strength
will affect the die-roll result on the Advanced Points are removed. Likewise, all of the Indian
Game Combat Results Table. The outcomes on Strength Points would be eliminated in combat
the Tactical Results Matrix are explained as before any British Regulars are lost.
follows:
C. Defender-Initiated Combat
a. +2,-1,0 etc. - add this number to the attacker's
die roll on the Advanced Game Combat Results 1. If, during any particular Combat Phase, the
Table. This has the affect of raising, lowering, or attacker declines to initiate combat in a hex
leaving unchanged his die roll. EXAMPLE: a '+3' containing both friendly and enemy units, the
outcome changes a die roll result from a '6' to a DEFENDER has the OPTION to initiate combat in
'9'; likewise a '-1' changes the die roll of '6' to a that hex.
'5'. a. The defender exercises this option after all
combat situations initiated by the attacker have
been resolved. In effect, he becomes the 'at-
b. - add this number to attacker's die roll tacker' for all combat situations he initiates.
as usual, BUT NO FURTHER combat is possible in
that hex during the current Combat Phase . b. Combat situations of this type are executed by
the defender as if it were his combat phase; there
is no change in the method of resolving combat,
C. NC - NO COMBAT allowed. Also, no only in the way it is initiated.
further combat possible in that hex during the 2. NOTE: the defender may NOT initiate combat
current Combat Phase. again•st enemy units inside Forts or En -
3. After obtaining an outcome on the Tactical trenchments, nor may he inti ate combat if friend-
Resu lts Matrix, the die is rolled as usual on the ly units are inside Forts or Entrenchments.
Advanced Game CRT incorporating the die roll
changes (if any) . D. Multiple Combat
4. If the Tactical Result Matrix is a 'No Combat' 1. With resp_
e ct to combat in one hex, each side has
outcome, the die is not rolled, and there is no the OPTION to CONTINUE combat in the same
combat in that hex in that Combat Phase. Combat Phase after the initial combat has been
resolved if two possible events have NOT oc -
B. Advanced Game Combat Results Table
curred:
The Advanced Game CRT, with minor variations,
a. 'No Further Combat' or 'No Combat' result on the
works like the Basic Game CRT. Note the following ·
Tactical Result Matrix in the initial (previous)
differences and additions:
combat.
1. The Advanced Game CRT has provisions for die
b. ' No Effect' result on the Advanced Game CRT in
rolls of --1, -2, -3, 0, 7, 8, 9, and 10. These account
the initial (previous) combat.
for die roll additions and subtr actions possible as
a result of Tactical Result Matrix outcomes, 2. If one side or the other elects to continue combat,
artillery, Entrenchments, etc. the other side must comply:
2. There is an additional odds-category of '3-2' (1.5- a. The attacker always states first whether or not he
1 ). wishes to continue combat.

8
b. If the original attacker chooses to continue f. For each combat sit uation, the att acker always
combat, combat is resolved as in the initial attack, states FIRST whether he intends to attack
subject to changes in the odds due to casual t ies. supplied or unsupplied. The defender then states
whether he wil l be supplied. Supply status is
c. If the original defender chooses to continue
stated BEFORE Tactical Cards are chosen at the
combat after the original attacker declines, the
beginning of each combat situation.
defender becomes the NEW attacker and the
B. M agazines
combat odds are RECOMPUTED. In this situation,
the new attacker (the original defender) states 1. Magazines are similar to Supply units but have
first in any subsequent combat whether or not he added capabilities, the most important of which
elects to continue combat. This process of rever- is that they are never consumed in combat.
sing combat roles (attacker-defender) can con-
2. Unlike SuppJy·units, Magazines may supp ly ALL
tinue indefinitely until combat is voluntarily or
combat situations within a TWO HEX radius of
involuntarily ended in that hex. Combat is resolv-
their location as limited by the following restric-
ed in the normal fashion in all subsequent
tions:
attacks except that new TAC cards are drawn for
each combat situation and combat odds may a. The two hex radius may not cross class 3 river,
change due to casualties. lake or coastal hexsides.
3. Combat may continue at the option of either b. The two hex radius may pass through no more
player, as per the above rules, for as many than ONE enemy-occupied hexside, inclusive of
subsequent attacks as desired, barring the oc- the hex being supplied for combat purposes; i.e.,
currence of either of the two possible outcomes there may be no enemy combat units in the
under '1.' above. intervening hex, nor in the hex occupied by the
Magazine counter (unless the friendly unit being
supplied is in the same hex with, or adjacent to,
the Magazine).
Ill . SUPPLY
3. Magazines may supply any number of multiple
A . Supply Units combats in different hexes in the same turn
1. Supply units must be present in the same hex without being removed. ·
with friendly units for those units to ATTACK 4. Magazines may never move. Once placed on
and/or DEFEND at full Combat Strength. board at the beginning of a game, or once built,
2. Friendly units that do NOT have a supply unit in they must remain where they start. They may be
the same hex, or are voluntarily 'cmsupplied' 'reduced' to Supply unit status at the beginning
during the Combat Phase, ATTACK and/or DE- of any friendly Movement Phase; they are simply
FEND at HALF Combat Strength. Do NOT round replaced by ONE Supply unit which can move and
off; retain fractions. function normally in that turn.

3. For simplicity, whenever BOTH the attacker and 5. Building Magazines: besides those that appear
defender are unsupplied, execute combat as if on the orders-of-battle at the start of certain
both sides WERE supplied. scenarios, Magazines may be constructed during
the course of a game:
4. Supply In Multiple Combat:
a. Magazines may only be built on Town hexes.
a. Only ONE Supply Unit can be used to support
combat in any one hex per Combat Phase. b. To build a Magazine, two Supply units must begin
their Movement Phase together on a non-enemy
b. A Supply Unit may be used to support combat occupied Town hex. They are removed from the
once during a Combat Phase without forcing its board and a Magazine counter is put in their
removal from the game. If it is used to support place in the same Movement Phase.
two or more combat situations during a single
Combat Phase, it is removed from the game atthe c. Magazines may be used in the turn of construc-
conclusion of ALL combat in that hex during that tion to support combat.
Combat Phase.
c. The employment of Supply units to support IV. COMBAT EXCEPTIONS
combat is OPTIONAL for both players in any A . A utomatic Eli m inat ion :
particular combat situation. 1. Whenever friendly combat units enter an enemy
d. If a player chooses NOT to employ his Supply unit occupied hex (during the MOVEMENT Phase)
in a combat situation (and thus defends or attacks with sufficient Strength Points to create 6-1 odds
at half strength), he may employ it in any single or better, an Automatic Elimination situation is
subsequent combat situation in the same Com- created and the defending enemy units are
bat Phase, without forcing its removal. removed from the mapboard. This elimination
occurs immediately at the moment friendly
e. There are no restrictions concerning the order in Strength Points entering the enemy-occupied
which Supply Units must be employed to support hex achieve 6-1 odds.
multiple combat in one Combat Phase. One
Supply unit can support an indefinite number of 2. The friendly units whose Strength Points were
combat situations in one Combat Phase. If the used to create the Automatic· Elimination are not
Supply Unit is used more than once in any one required to stop and end their Movement Phase
Combat Phase, it must be removed from the in that hex, but may leave t hat hex and continue
game at the conclusion of all combat in that hex movement after expending an ADDITIONAL two
during that Combat Phase. Movement Points to do so.

9
3. If they do not have a minimum of three Move- may not move back i n side the Fo rt unt il t he
ment Poin t s remaining after Automatic Elimin a - conclusion of all combat in that hex.
tion they may not leave the hex, but other friendly
i. Unit s inside a Fo rt, with enemy units occupying
units may pass through without delay.
the same hex, may not leave that hex, but must
4. Supply conditions are taken into consideration to first move outside of the Fort and end their
establish Automatic Elimination. Using a Supply movement. In the next turn they may move
unit to establish an Automatic Elimination situa- normally. Similarly, friendly units entering a hex
tion (or situations) however, does not count containing both friendly units inside a Fort and
against that Supply unit should it be used to enemy units outside, may not move inside the
sustain regular combat in the Combat Phase. Fort in the same turn UNLESS they participate in
an attack against the enemy units. In this case,
5. Units in Fortifications or Entrenchments (see
unit s inside the Fort are NOT required to par-
below) may NEVER be eliminated by Automatic
t icipate in the attack, but have the option to do so.
Elimination.
8 j. Casualties against units in Forts are evaluated
6. Units moving 'outside' of friendly Forts may normally.
employ Automatic Elimination to facilitate move-
ment into and out of Forts. (See below) 2. Building and Dismantling Forts: in addition to
t hose Forts that appear at the start of some
7. Automatic Elimination can only occur during the
Scenarios, players may build and dismantle Forts
Movement Phase of a player's turn. During the
as per the following procedures:
Combat Phase, all combat must be conducted
normally; odds greater than '5-1' must be rolled a. Forts may only be built on Town hexes that are
on the Combat Results Table. not occu p ied by enemy units.
B. Fort if icati ons:
b. Only ONE Fort may be built on any one Town hex.
1. Effects On Combat: units are indicated as being
c. To build a Fort, one Supply unit, one Artillery unit,
'inside' of Fortifications by being placed UNDER
and one Strength Point of Continental Army,
Fortification counters. Units on top of Fortifica-
French Regular, or British Regular forces must
tion counters are considered to be 'outside' of
begin their turn in the same Town hex. These
them.
units are removed and replaced by an INVERTED
a. Fortifications (hereafter called 'Forts') DOUBLE Fort counter at the end of the friendly COMBAT
the Combat Strength of units inside of them in Phase. The inverted Fort counter does not func-
defense. Units outside of Forts ('on top') accrue tion until the following friendly Combat Phase.
no defensive doubling. Inverted Fort counters are automatically
destroyed if in a hex by themse lves with enemy
b. If units inside a Fort attack, they are placed
combat units.
outside the Fort counter and lose all benefits
associated with it. d. In the friendly Combat Phase following place-
ment on board, the inverted Fort counter is
c. Friendly units entering a hex occupied by enemy
turned face-up and may be used normally.
units, all of which are inside a Fort, are not
required to stop and end their movement, but e. Forts may be dismantled at the end of the owning
may continue normally. player's Movement Phase if there is at least one
friendly Combat strength Point also in that hex.
d. The Tactical Cards are not used when attacking
Forts may not be dismantled if t here are enemy
enemy units inside a Fort. Combat is simply
combat units in t he same hex. To dismantle a
resolved by using the Advanced Game Combat
Fort, simply remove the Fort counter.
Results Table.
e. Units in Forts cannot be eliminated by Automatic C. Entrenchm ents:
Elimination.
1. Effects On Combat: units are indicated as being
f. All effects of supply in combat apply to units in entrenched by being placed under an Entrench-
Forts. Unsupplied units in Forts would be halved ment counter.
(for lack of supply) and then doubled (for the Fort). a. Entrenchments improve the defensive strength
Therefore, they maintain their normal Combat of units by adding or subtracting '1' to the die
Strength when unsupplied in a Fort. rolls of all attacks against them. This is in
addition to die roll changes resulting from other
e g. When enemy units are both inside and outside a sources.
Fort, they must be attacked separately. All enemy b. Entrenchments do not improve the combat
units outside must be eliminated before units strength of units when attacking; only when they
inside may be attacked. Both groups may be are defending.
attacked consecutively in the same turn. Casu-
alty results against units outside the Fort do not c. If any friendly units in a hex are Entrenched, all
affect units inside. friendly units that enter and remain in that hex
are also considered Entrenched and must be
placed under the Entrenchment counter.
d. If all Entrenched combat units in a hex are
h. If all enemy units are eliminated as a result of eliminated in combat, the Entrenchment counter
combat, surviving friendly units may move inside is removed from play.
a vacated enemy Fort at the conclusion of
2. Building Entrenchments:
combat. Also, units that move outside of a
friendly Fort to engage enemy units in combat a. Any comba t unit may build an Entrenchment in

10
any non-enemy occupied hex at the beginning of in combat, or when the non-combat units are not
any friendly Movement Phase. accompanied by combat units, or in an Automatic
Elimination situation, the opposing player has
b. Entrenchments may not be built on any hex
the option of destroying or capturing the follow-
containing a Fort or another Entrenchment
ing types of non-combat units if he has at least
counter.
one Combat Strength Point in that hex:
c. Units that entrench at the beginning of their a. Forts ·
Movement Phase may not move in that Move-
b. Artillery units
ment Phase and are committed to remain en-
trenched for the duration of that particular turn . c. Unused Supply units
d. Abandoned Entrenchment counters must be d. Magazine counters
removed from the mapboard.
2. If captured, such enemy units are simply replac-
D. Militia And Indians: ed by equivalent friendly unit counters. Captured
Artillery and Supply units must accompany the
1. Whenever Militia units of either type are involved
capturing Combat Strength Point during the
in combat by themselves against enemy 'regular'
Segment-of-capture (to the limit of their Move-
infantry types (ie. CA, FR, or BR), they are
ment Allowance) .
penalized by subtracting 1 from the die-roll when
attacking and adding 1 to the die roll when 3. The winner may opt to destroy captured Artillery,
defending. Supply and Magazine counters by simply remov-
ing them from the mapboard in the turn of
2. Whenever Indian units are involved in combat
capture. Forts may only be destroyed as per the
without the presence of British Regulars, they
proper dismantling procedure.
undergo the same die roll penalty as outlined
above for Militia. 4. 'Unused Supply units' refers to any enemy
Supply units which were not used to support any
3. These die roll penalties are in addition to any
combat in the Segment-of-capture. Supply units
other, die roll additions or subtractions.
used to support one or inore combat situations in
E. Artillery Units: that Combat Phase are eliminated when the last
enemy Strength Point in that hex is eliminated .
1. Artillery units have no intrinsic Combat Strength
as such. They may not attack by themselves and 5. Players may choose to VOLUNTARILY destroy
they are automatically destroyed (or captured - their own units of the above types during their
see below) when alone in the same hex with Movement Phase. They may not voluntar ily
enemy combat units. destroy such units, however, if enemy combat
units are also in the same hex.
2. Enemy units are not required to stop when
entering a hex containing lone Artillery units.
V. HOW TO USE THE SCENARIO CARDS
3. Artillery units have two basic functions:
Each Scenario is composed of six main sections that
a. They are used to build Fortifications . cover all aspects of play for the Advanced Game: At
Start, Reinforcement/Time Record Track, Victory
b. They add or subtract die rol I points whenever
Conditions, Area of Play, Special Rules, and
they accompany friend ly units which attack or
Suggested Optional Rules:
defend in Forts or Entrenchments.
A. At Start.
4. Uses In Combat:
The fol lowing abbreviations are used to indicate unit
a. Defending: the attacker subtracts· 1 'from the die
types :
roll for EACH defending Artillery unit in the same
hex with defending combat units INSIDE Forts or CA =--
Continenta,..I_.A""r_m ,..-'y"_ _ _ _ _ _ _ _ _ _ _..
Entrenchments. BR - Brit ish Re ulars
RM - Rebel Militia
b. Attacking: the attacker adds '1' to the die roll for
TM - Tory M iiitia
each friend ly Artillery unit in the same hex as a
-_-.Ra--e-.o- e""l_o_r_T =o- -r'y'..,M
. ..-.""
lit~i-a-.D
""r_a_g_o_o_n~s- - -..
friendly combat units attacking enemy units
INSIDE forts or Entrenchments. ..ul.aJ_S~ - - - - - - - - - ~ - -
c. Artillery units have no effect when used aga inst leet
units not in Forts or Entrenchments.
s
d. In certain instances, the effects of defensive and y_ units
offensive Artillery units will cancel out and have M - Ma azi ne counters
no effect on the die roll. coun ers
e. Artillery units may only support combat in the B- Bateau counters
D - Deco'y'...,c,,.,o,.,u.,.,n"'t,.,,e,,_r_,s,__ _ _ _ _ _ _ _~_ _ __.
above manner when they are SUPPLIED for
combat purposes.
(E) following any of the above unit types designates
such units are entrenched at the beginning of th
F. Capture: certain enemy non-combat units may Scenario .
be captured by defeating all enemy combat units
in a hex, or when found in a hex unaccompanied
Units listed in parenthesis, with an asterisk, are
by enemy combat units.
those that appear only if the Suggested Optional
1. When all enemy combat units accompanying Rules are used. If they are not used, such units are
certain non-combat units have been eliminated ignored in the initial setup.

11
B. Reinforcement/Time Record Track E. Special Rules
The R/ TR Track provides information as to which side Each Scenario contains a section of rules applicabl e
moves first in each turn, length of game, reinforce- only to that Scenario. These rules 'tailor' t he gene ral
ment composition, location, turn-of-entry, and the Advanced Game rules to the specific carr.µa ign in
passage of time. Players use the 'Time Now' counter question.
to keep track of elapsed game turns directly on the F. Suggested Optional Rul es
Scenario Card.
C. Victory Conditions Suggestions for using the Optional Rules in each
Scenario are given in this Section. Players refer to the
Section outlines the criteria each side must achieve AT START section to ascertain which units are
to win the game. Note that in some Scenarios, in included in the play as well as those which may be
addition to winning or losing, a draw situation can used optionally. These Optional Rules are
exist under certain circumstances. SUGGESTIONS only; their use is not mandatory. By
D. Area of play using them, however, realism and / or game balance
will be en hanced.
The full two-section game board is used only in the
CAMPAIGN SIMULATION GAME. In the Advanced G. Special Note on Reinforcements
Game Scenarios only one section or a part of a section Basic Game Rules govern placement of rein-
of the mapboard is used. The Area of Play section forcements in the Advanced Game. However, if the
delineates what part of the mapboard is used for each location in question is occupied by enemy units,
Scenario. In Scenarios where only part of one section specific instructions are given as to alternate place-
is used, units leaving the Area of Play are permanent- ment locations in each scenario if they differ from the
ly out of the game and may not return. Basic Game rules.

eAdvanced Qame
Optional 1-w,les
I. INVERTED AND DECOY COUNTERS 1. Decoy counters may never move into hexes
occupied by enemy unit counters.
To simulate the lack of precise information available
to each side on the strength and disposition of 2. Whenever enemy units move into hexes oc-
opposing forces, employ the following set of rules: cupied by Decoy counters, the Decoy is im-
mediately removed and placed in the nearest hex
A. Only CA, RM , TM , RMd, TMd, and Indian units (not occupied by enemy units) contain ing friendly
are al lowed to be positioned and moved inverted. units. It may be re-inverted and moved normally
B. All other unit-types must move and function face in the next friendly Movement Phase.
up.
II. BATEAU AND RIVER/NON-SEA WATER
C. All inverted counters (including Dragoons) have a MOVEMENT
maximum Movement Point Allowance of '8'.
Bateaus (anglicized from Bateaux meaning sma ll
D. Inverting unit cou nters is done at a player's
boats, rafts, galleys, etc.) were an important source of
option. Dragoon units must be turned face up to
transportation in eighteenth century America. Incor-
move at their ful l Movement Allowance.
porating them into the game, however, requires a
E. Inverted counters may remain inverted until: special concept of movement; ALONG hexsides
instead of THROUGH hexsides. Bateaus have two
1. They enter a hex occupied by enemy combat
main functions. They can transport units along class
units, or;
1, 2, and -3 rivers and lakes. They can ferry units
2. Enemy combat units enter a he.x containing across class 1, 2, and 3 rivers and lakes.
friendly inverted units. A. Bateaus as Transport:
F. Whenever either of the two cases above occur, 1. Unlike land units, Bateaus are not moved
both sides immediately expose their unit THROUGH hexsides, but rather ALONG hex-
counters in the mutually occupied hex. They sides. That is, in tracing Bateau movement, the
may not be reinverted until they begin their Bateau counter is moved along the river's path
Movement Phase in a hex NOT occupied by conforming to the hexsides.
enemy combat units.
2. The Movement Point Allowance printed on the
G. DECOY COUNTERS: in certain scenarios one Bateau counter refers to the number of river
side or the other is provided with Decoy counters. HEX SIDES that a Bateau may move along in one
Decoy counters, in conjunction with inverted Movement Phase. It does NOT refer to the
counters, are used to confuse and deceive the number of hexes it may travel through.
opposing player as to the actual location of real
units; they move in the same manner as real 3. Bateau counters may move along all class 1, 2,
units except as limited by the following: and 3 river and lake hexsides.

12
a. They may never move along land, class 3 coastal, 1. Bateau counters may act as ferries across class
or Sea-lane hexsides. 1, 2 , or 3 river or lake hexsides.

b. There is no lim it to the number of Bateau


counters that may be positioned on, or move 2. Bateau counters may not move nor change arrow
through, one hexside. pointing direction in the Movement Phase in
which they act as ferries.
4. In tracing movement, the arrow on the Bateau
counter must always point towards each in- 3. Bateaus acting as ferries reduce the river cross-
dividual hexside being counted. At the end of ing penalty across the river hexsides that their
movement, the arrow always points to the last arrows point toward . Land units crossing river
hexside counted. hexs ides at these points (in either direction)
enjoy the following reduced river crossing
5. Each Bat ea u counter may transport or carry up to penalties:
five Combat Strength Points worth of combat
units, or five noncombat unit counters, or any a. Class 1 rivers : no crossing penalty (same as
combination thereof totalling no more than five . fords).
6. To be transported , the units must begin their b. Class 2 rivers: cost only one Movement Point to
Movement Phase in one of the TWO adjacent cross .
land hexes of the river or lake hexside that the c. Class 3 rivers or lakes: cost only one Movement
Bateau's arrow points to. Point to cross.
7. Transported units are placed under the Bateau C. Capturing/Destroying Bateaus:
counter and the Bateau moves as per the above
rules. 1. Enemy Bateaus may be captured in approximate-
ly the same fashion as other noncom bat units as
8. The Bateau counter MUST always end its Move- explained in the Advanced Game rules.
ment Phase in a hexside adjacent to land hexes.
All land units being transported MUST be debark- 2. Enemy Bateaus can only be captured if both
ed at the end of the Movement Phase. The Bate au adjacent hexes are free of enemy combat units. It
unit is placed in either of the two (possible) land is not necessary to occupy the exact hex that the
hexes adjacent to the class 1, 2, or 3 hexside in Bateau counter occupies; the capturing combat
which it ended movement. The transported units unit merely has to enter one of the two hexes
may be debarked in either, or both of those land adjacent to the river hexside containing the
hexes. EXCEPTION : The Bateau and transported Batea u counter. One Strength Point must re-
units may not be placed in an adjacent land hex if main with , or move with the Bateau in the Phase
there is a rough terrain hexside symbol of capture.
BETWEEN the river hexside symbol and the
adjacent land hex. 3. Bateaus MUST be destroyed in the turn of
capture if the capturing unit moves off river
9. Bateau may 'drop off transported units into in that Movement Phase.
adjacent land hexes and continue along the river
or lake to the limit of their Movement Allowance, Il l. FORCED MARCH:
but they must always end their movement adja-
cent to a land hex. Pia yers may attempt to exceed the normal movement
capabilities of certain combat units by playing the
10. Transported units may not move after being Forced March Table as per these rules:
debarked or dropped-off from Bateaus.
A. Only combat type units may attempt Forced
11 . Bateaus MUST end river movement and debark Marches.
all transported units whenever they enter a class
1 or 2 river hl;lxside adjacent to enemy combat B. Forced Marches are attempted at the conclusion
units, of all regular movement in the Movement Phase.
a. The transported units may debark in the hex C. To attempt a Forced March, players follow this
occupi ed by enemy combat units at the moving procedure:
player's option.
1. The moving player must state exactly which
b. If both adjacent hexes contain enemy combat Combat Strength Points are attempting Forced
units, the moving player has the choice of which Marches, how many Movement Points are being
hex (or both) to place his disembarking units. attempted in each, and the final destination hex
attempted, for ALL Forced Marches before any
c. Bateaus are not required to stop for enemy units
are attempted in that Movement Phase.
adjacent to class 1 and 2 rivers if all such
adjacent enemy units are INSIDE a Fort. 2. After identifying ALL Forced March attempts, the
moving player must roll the die once for each one,
d. Bateaus are not required to stop for enemy units
in turn, consulting the Forced March table, and
adjacent to class 3 river hexsides.
applying the result to the units in question.
e. There are no combat restrictions placed on D. Each e ntry in the Forced March Table indicates
tra nsported units. Transported u nits entering the number of Movement Points gained (if any) in
enemy-occupied hexes may attack th ose units the attempt. '½ E' ne xt to ce rtain entries means
normally. that half (rounded UP) of all Strength Points
• f. Bateaus may not enter hexsides containing any attempting that specific Forced March are
other type of enemy naval units (BF or TR). eliminated and removed from the mapboard.
They must be eliminated by priority type as listed
8. Bateaus as Ferries on the Advanced Gam e CRT.

13
E. A single Forced March is defined as one begin- expend all of the additional Movement Points
ning in hex ·x·
and ending in hex ·z·. regardless of because of terrain restrictions or the presence of
the number of Combat Strength Points involved . enemy units, they are eliminated instead .
More than one Forced March situation cannot be
G. (If the Forced March optional rule is being used in
created in cases where units (with the same
conjunction with the Inverted / Decoy counter
movement allowance), starting in the same hex,
optional rule, inverted counters may remain
all have the same destination.
inverted when attempting a Forced March, but
F. All Movement Points gained in the Forced March must be exposed if the '½E' result is rolled on the
attempt MUST BE EXPENDED IN MOVEMENT. If Forced March Table).
the units attempting the Forced March cannot

Campaign
Simulation Qame
I. INTRODUCTION b. At the beginning of each Qua·rter: 2/ BR at New
York City IF, and only if, New York City is under
A. The Campaign Simulat ion (CS) Game provides British Control (see below).
the framework for re-creating the entire
c. At the beginning of each WINTER Quarter:
Revolut ionary War starting in January, 1776.
Since the course of the Campaign Simulation 1) 1 / BR availab le at Charleston, IF under British
Game w ill vary from the historica l course, most Control.
of the additional rules are devoted to establishing
2) 1 / BR available at Philade lphia, IF under British
a resource al location system responsive to the
Control.
military situation present on the mapboard at any
one time. The full impact of British sea power and d. At the beginning of every SPRING, SUMMER
the unpredictabilities of French military interyen- AND FALL Quarter: 2 / S available at any one of
tion on the Revolution are strikingly represented the following Port hexes: Boston, New York,
in the Campaign Simulation Game. Philadelphia, Charleston, or Quebec, if under
British Control.
B. Between two evenly matched players, the CS
Game becomes a contest of endurance and e. All of these availabilit ies are indicated on the
control. The American player must avoid an all- Time Record Card for easy reference .
out battle of attrition, yet prevent the Br itish from
B. American:
controlling large areas of the colonies. A war of
hit-and-run raiding will characterize a successful 1. Beginning in Apri l, 1776: the American player
American strategy. The British player, on the receives CA Strength Points in each of.the four
other hand. must aggressively and ceaselessly Strategic Areas dependent on their 'Rates' (see
pursue the American player while guarding below) as indicated on the Area Status Chart.
controlled territory from American raids and
2. At the beginning of each SPRING Quarter: 1 / Sin
incursions. NOTE: ALL ADVANCED GAME
EACH Area NOT Controlled by British.
RULES APPLY IN THE CAMPAIGN SIMULATION
GAME UNLESS OTHERWISE STATED . 3. At the beginning of each SUMMER Quarter: 1 / S
in EACH Area where NO Strategic Towns are
Controlled by British (See 'Strateg ic Areas'
II. THE REINFORCEMENT AND REPLACE-
below).
MENT CYCLE
A. British: Ill. STRATEGIC AREAS AND AREA
1. During the first twelve turns ('months') of the
ALLOCATIONS
game, the British player receives certain rein- The thirteen American colony-states are divided into
forcements at the beginn i ng of those months four sections called Strategic Areas for the purposes
ident ified with capital letters corresponding to of a/locating Strength Points (CA, RM and TM) and
those units listed (in the Order of Appearance American Supply units. Certain key Town hexes,
section) of the CS Game Time Record / Order of called Strategic Towns, are the reference points in
Appearance Card. determining which side Controls an Area and hence
determine the amount of Strength Points available in
2. Beginning in January, 1777, the British player
that Area at the beginning of each quarter.
receives Supply units and Strength Points at the
following rates and conditions: A. Control
a. At the beginning of each Quarter (i.e. , every three 1. Only the British player can Control a Town or
turns): 2 / BR available at any one Controlled Port Area. A Town (or Area) unoccupied by the British
hex. player is simply refered to as being un-

14
Controlled . 2. The maximum number of RM and TM Strength
Points that can be in an Area at the beginning of a
2. Strategic Towns:
Quarter is determined by the Status of the Area
a. T he Brit ish player Controls a Strategic Town by in the same manner as applies to CA
occ upying it with at least one Strength Point of replacements.
Brit ish Regu lar infantry, regard less of enemy
a. Beginning in the second Quarter, April , 1776,
units.
players determine the Status of each Area by
b. The British player Contro ls a Strategic Town consulting the Area Status Chart.
conta in ing a Fort by having at least one Brit ish
b. The Stat us of an Area w ill yield specif ic RATES
Reg ul ar Strength Point INSIDE t he Fort.
(maximum , average,minimum)of CA, RM and TM
3. Strateg ic Areas: Strength Point availabi lities. By cross indexing
t he Rate wit h the Type of units on the Call-up
a. The Brit ish player Contro l s an Area by Con-
Rate Charts (located on t he mapboard ), t he exact
tro llin g A LL Strateg ic Towns with in that Area .
number of Strength Po ints avai lable (or allowed)
b. Lrsted below are the Strategic Towns w it hi n each in that Area at the beg in ni ng of the Quarter is
Strateg ic Area: determined.
c. EXAMPLE: at the beginning of the Aprill 1776
1. New England 3. South Central:
turn, British Regular Strength Points control
a) Boston a) A lexandria Charleston in the Deep South Area; Continental
b) Newport b) Char lottesville Army uni ts are also in that Area. Consulting the
c) Springfield c) Richmond Area Status Chart shows this to be Status "E"
d) Hartford d) Petersburg which provides the following Rates: CA =
e) Norwich e) Norfolk Average, RM = Average, TM = Average. Con-
sulting the Call up Rate Chart for the Deep South
2. Middle States: 4. Deep Sout h: (on the mapboard) yields the fo llowing number of
Strength Points for each category: CA=T , RM=B,
a) Ticonderoga a) Hil lsboro
TM=5. Thus the Continental Army receives one S
. b) Fort Stanw ix b) Camden
P as rep lacements, Rebel Militia can mainta in a
c) A lbany c) Char leston
maximum of eight S P's in the Area, and Tory
d) W yom ing d) Ninety-six
Militia can maintain a maximum of five S P's in
e) New York City e) Augusta
the Area. Any RM Strength Points above eight,
f) Phi lade lphia f) Savanna h
and TM Strength Points above five m ust be
B. Strategic Area Status And Allocations: removed from the game.
1. The max imum number of Cont inenta l A rm y 3. The Status Indicato rs are placed at t he proper
rep laceme nt Strength Po ints ava ilable in each Rate levels for each Area and adj usted at t he
A rea at t he beg in n ing of every Quarter is dete r- beg inning of every Quarter to show the current
mined by t he STATUS of the Area fn q uestion Status of eac h Area.
wh ich is affected by t he presence of BR and CA
Stre ngt h Points in that Area. 4. The Area Statu s Chan (ASC):

BR Strength Points in Area , but


_ _,..._'""_.,,,__.rate_g·c Towns Con rolled - aximum Avera e

C: BR Strength Points in Area, with


SOME (but not all) Strategic Minimum Average Minimum
~ owns _ootroUen -

D: BR Strength Points in Area, and


-
CA Strength Points in Area, but Average Maximum Average
NO Strateaic Towns Controlled -

E: BR Strength Points in Area, and


CA Strength Points in Area, with
SOME (but not all) Strategic Average Average Average
_ TQwos G.oot mlle.d-

F: BR Strength Points in Area


(regardless of presence of CA),
with ALL Strategic Towns NONE M inimum * Minimum
_ G_o1lli.o.l led-
* See explanation of this situation below.
15
5. Details on CA, RM and TM Area Allocations: 2) Place CA replacement Strength Points.

a. Rebel and Tory Militia: each side may have no 3) Remove or add TM Strength Points.
more Militia Strength Points in an Area at the
4) Adjust Rate Indicator counters.
beginning of a Quarter than is allowed by the
current Rate for each type of Militia in that Area: C. Place Supply units (if applicable):
1) If, due to casualties, movement out of the Area, or 1) American normal or bonus.
an increase in Rate, Militia Strength Points are
2) British normal.
below the allowed level, additional Strength
Points may be brought into the game at the d. Place British Regular replacement Strength
beginning of that Quarter to bring the number of Points:
Strength Points up to the proper Rate level.
1) Normal.
2) If, due to movement into the Area , or a reduction
2) New York bonus.
in Rate, Militia Strength Points in the Area
exceed the allowed Rate level, all Strength Points 3) Charleston / Philadelphia winter bonus.
in excess of the proper level must be removed Check West Indies naval status (see 'Seapower'
e.
from the game at the beginning of the Quarter.
section).
b. The number of CA replacements the American
player receives at the beginning of the Quarter in
each Area is dependent on the CA Rate in each 2. All replacement units scheduled for arrival must ·
Area . be placed on the mapboard during the Quarterly
interphase. Units not placed when available are
C. For the purposes of allocating RM and TM considered automatically eliminated.
Strength Points, Militia units in Canada
(including Halifax) are always totalled with those 3. Placement of Arriving Combat Units:
in the Middle States Area . Canada is not a The American player always places his newly
a.
Strategic Area, as such, but Militia units there arrived units on the mapboard first; then the
are totalled with those in the Middle States Area British player places his units.
in determining Rate adjustments. Excess
Strength Points may be removed from the game b. American unit arrivals:
from either Canada or the Middle States Area; American player may place newly arrived units
1)
however, arriving Militia Strength Points must be within one hex of any un-Controlled Strategic
placed within the Middle States Area. By the Town hex.
same token, Militia units in the West Indies are
totalled with those in the deep South area; units 2) If ALL Strategic Town hexes in an Area are
may be removed from either location, but arriving Controlled by BR Strength Points, NO CA, RM or
units must be placed in the Deep South Area. Supply units may be placed in that area. Further-
more, only MINIMUM Rebel Strength Points may
d. NOTE: the British player Controls the New be in that Area. If RM Strength Points are below
England and / or Middle States Areas only if he Minimum, they may NOT be brought up to the
ALSO has Quebec and Montreal under Control. Minimum level.
EXAMPLE: at the beginning of the Quarter the
British player has all five Strategic Towns in New C. British unit Arrivals:
England under Control (as in status 'F'), yet he 1) All British REINFORCEMENTS arrive as per the
has not kept Quebec garrisoned. In this case, Order of Appearance instructions: Rein-
New England is not under British Control; the forcements may only arrive at CONTROLLED
status would be 'C' or 'E' depending on the Ports. If, for any reason, the British do NOT
presence of CA Strength Points in that Area. Control the required Port hex, they may be
brought-on when the British regain Control of the
C. DETAILS ON PLACEMENT OF REIN- proper Port hex.
FORCEMENTS, REPLACEMENT, AND 2) All British REPLACEMENTS are available as per
SUPPLY UNITS the British replacement rules. If NO Port hexes
1. At the beginning of every Quarter (after every are under British Control, these replacements
third turn) there is a special 'interphase' wherein are considered automatically eliminated and may
Area Status is checked and adjusted, and Supply, NOT be brought in at a later time.
replacements, etc., for both sides are placed on or 3) All British Supply units arrive as per the British
removed from the mapboard. The following replacement rules. The same Port hex restric-
checklist is provided as a step-by-step guide to tions apply as for British replacements.
executing the interphase (also, see the Time
Record / Order of Appearance Card): 4) All Tory Militia arrivals must be placed in any
British Controlled Strategic Town hex. If there
a. Check Status of each Area to determine: are no British Controlled Strategic Town hexes in
1) RM Strength Point Rate. an Area, then they must be placed in any non-
enemy occupied Strategic Town hex. If all
2) CA Strength Point replacement Rate. Strategic Town hexes in an Area are enemy-
3) TM Strength Point Rate. occupied, then they may be placed within one
hex of any Strategic Town hex. Newly arrived
b. make RM, CA, and TM adjustments for each Tory Militia units may never be placed directly on
Area: un-Controlled, enemy-occupied Strategic Town
1) Remove or add RM Strength Points. hexes.

16
4. No reinforcements, replacements, or Supply un- may not move or support combat in the Segment
its arriving on the mapboard may be placed they build Bateaus.
INSIDE Forts located on St rategic Towns if there
are also enemy combat units in that hex. 2. EXCHANGE method: Supply and Magazine
counters may be exchanged for Bateau counters
IV. CAMPAIGN GAME VICTORY CON - at the following rates:
DITI ONS - one Supply unit, exchanged, creates THREE
A. British: the British player wins by simultaneous- Bateau counters.
ly Controlling 20 Strategic Towns, fo r one com- - one Magazine counter, exchanged, creates
plete turn after the turn in which the twentieth THREE Bateau counters and one Supply unit.
Town has been Controlled, the end of the (Note: SIX bateau counters cannot be built.)
December, 1780 turn. The twenty Strategic Bateau may not move, ferry or transport units in
Towns MUST include Boston, Newport, New the turn of their construction. Inverted Bateau,
York, Philadelphia, Charleston and Savannah. Supply, and Magazine counters are turned face-
B. American : the American player wins the game in up at the conclusion fo the Combat Phase of the
either of two ways: Segment of construction.

1. The American player wins by avoiding the British VII.WINTER RESTRICTIONS


Victory Condition.
A. During the Winter Quarter of each year, starting
OR In January, 1776, certain critical restrictions are
2. The American player wins if he can prevent the placed on combat and movement. Combat
British player from achieving the following restrictions apply to ALL units; movement
British Minimal Victory requirements: restrictions only apply to those units in hexes in
the Middle States, New England, and Canada.
1777 - the British player must Control at least TEN
Strat~gic Towns, OR Control ALL Strategic Towns in 1. Combat Restrictions (entire mapboard):
any one Area at the end of the December, 1777 turn. a. NO unsupplied attacks are allowed. Units may
still defend unsupplied, however, at half
1779 - the British player must Control at least TEN
strength.
Strategic Towns, which must include all of the
Strategic Towns in any ONE Area, at the end of the b. Each supply unit may only supply TWO attacks
December, 1779 turn. per Combat Phase (instead of the normal un-
limited number).
The British player does not win by fulfilling the
Minimum Victory requirements; he only earns the c. No Automatic Elimination is allowed.
right to continue the game in order to fulfill his own
2. Movement Restrictions (Middle States, New
victory condition. Failure to achieve these minimum
England Areas, and Canada ONLY)
standards, however, results in a British defeat.
a. The Movement Allowance of ALL units begin-
V. INDIAN STRENGTH POINTS AND INDIAN ning their Movement Phase north of the Central
TOWNS South area is HALVED (rounded DOWN).
A. The three Indian TownS'of Owego, Painted Post, b. Bateau and Transport Fleet counters may not
and Unadilla are NOT regular Towns as such; move or transport units on class 1, 2, or 3 river or
Forts and Magazines may NOT be built on them. lake hexsides. TR counters may, however, move
from Port hexsides to Sea lane hexes normally.
B. The American player may not move units into any Both types may also act as ferries in a normal
of the Indian Town hexes until the British player fashion.
moves an Indian unit out of any of those hexes, or c. The Forced March Optional Rules may not be
moves a friendly unit of any kind into any of those used.
hexes.
B. Continental A rmy Winter Reduction
C. There are no replacements for Indian units.
At the end of each December turn, before the winter
interphase, Continental Army Strength Points are
VI. BU I LDING BA TE AUS
reduced in each Area according to the following
A. Bat-eau units may be built at the beginning of any criteria:
friendly Movement Phase in any of the following
1. In each Area where the British Control NO
types of non-enemy occupied hexes containing a
Strategic Towns, Continental Army Strength
Magazine or Supply unit: class 1, 2, 3, river
Points are reduced by 25% (¼ of all CA Strength
hexsides, class 3 lake hexsides, and Port hex-
Points are removed, rounded DOWN).
sides (those hexsides indicated by an
arrowhead). 2. In each Area where the British player Controls at
least ONE Strategic Town, Continental Army
B. Bateau may be built in either of the following two
Strength Points are reduced by 50% (½ of all CA
ways:
Strength Points in Area removed, rounded
1. BUILD method: DOWN).
a. One Bate au counter is created for each Supply or 3. In each Area where the British Control ALL
Magazine in the hex by simply inverting the Strategic Towns, Continental Army Strength
building unit; the newly built Bateau is placed Points are reduced by 75% (rounded down).
inverted in the same hex.
• 4. Continental Army Strength Points are
b. Supply or Magazine units used to build Bateau automatically reduced by 75% in Canada, the
West Indies, and at sea.
17
VIII.FR ENCH INTERVENTION 2. Whenever a French Fleet begins its turn in an
OBM Chart (see 'Sea power' Sect ion) transitiona l
A. French Uncertain Entry : French pa rticipation in
box marked 'FR', it may embark one supply unit (if
the Revolutionary War was inevitable. When
it is not already loaded to capacity) if there is a
they would enter, however, was an uncertain
French Supply unit avai lable. It may not move in
element significantly affected by factors in-
the turn in which it embarks the Supply unit.
dependent of events in North America, barring
ONLY French Supply units not already on the
spectacular successes by one side or the other.
mapboard may be embarked .
This uncertainty is represented below:
3. Additionally, upon French intervention, one
1. Beginning in the April, 1778 turn, the American
French Supply unit is placed in the French 'West
player rolls the die once at the start of each turn
Indies· box. It may be embarked immediately or
u nti I he rolls a number permitting French entry
held in reserve.
according to the chart below:
TURN: DIE RO LL NEEDED TO ENTER: IX. Sea power
4/78 The Seapower rules recreate the critical aspects of
5/78 naval and amphibious operations. In addition to on-
1, 2, board capabilities of maneuver and combat, the rules
1 2 3 also include off-board operations reflecting in-
...___________.....
1,,_________ fluences outside the immediate North American
~- - - - - - - - - -_,]_, 2, 3.__ _ _ __ sphere:
be ond 1 2 3 ~
A. N aval Unit Counters
2. The die roll is further modified each turn as The following important information is contained on
follows: For each Area that the British Control at the naval counters:
the beginning of a Quarter, the American player
must add "1" to his die roll.
B. French O rder of Battle
Naval Combat
1. When French forces intervene, they have
Strength·- - - -..
theoretically available the following Battle Fleets
and accompanying land forces:
a. Battle Fleet A - transporting 5/FR, 1 / A, and Hexside Movement
1 /S . Indicator Sea lane hex/ river hexside
Movement Allowance
b. Battle Fleet B - transporting 5/FR, 1 / A, 1 /S.
c. Battle Fleet VF - transporting 5/FR, 1 / A, 1 /S. There are three types of naval counters:
~~!'!"'ii
(see Seapower rules for availability conditions).
British Battle Fleet (BF) counter:
2. The American player may place the two Battle
Fleets, 'A' and 'B', on the mapboard in, or any
turn after, the turn of French intervention. These
Battle Fleets are placed on the first row of hexes
in either the 'South' or 'East' Sea lane exits, or in
British Transport Fleet (TR) counter:
the 'West Indies· Off-Board Movement Chart box.

-
3. Battle Fleet 'VF', representing Variable Forces, is
explained under the 'Seapower' section of these
rules.
French Battle Fleet (BF) counter:
C . D epl oym ent
1. French land forces may operate independently of
I.iii
the naval fleets transporting them .
e 2. If, due to combat, ONE OR MORE French Battle B. Naval iylovement
Fleets are ever sunk, ALL French land forces 1. On Board Movement: naval movement is a
must be withdrawn from North America and combination of three possible elements: river
removed to the West Indies. The remaining Battle hexside, class 3 coastal hexside, and Sea lane
Fleets must attempt to embark French land forces hex movement.
by the most direct route and manner possible .
Failure to move in the most direct and expedient a. Naval movement is executed in the normal
manner results in the immediate elimination of Movement Phase of each player's Segment in
all French land and naval forces. The most direct the same manner as land movement.
route is that route which requires the fewest b. Naval units may move along class 2 and 3
turns from embarkation to arrival in the West river / lake hexsides, at a cost of one Movement
Indies box of the OFF Board Movement (OBM) Point per hexsidein the same manner as Bateau
Chart (see Seapower rules). counters with these limitations:
1. French land forces are provided with Supply 1) ALL naval units may move along class 3 river and
units as part of their order-of-batt le. When coastal hexsi des. On ly Br iti sh tra nsport cou nte rs
engaged in combat, American and French supply may move along class 2 river hexsides. NO naval
sources may be used interchangeably. units may move along class 1 r iver hexsi des.

18
2) Naval units must stop when they enter a river or d) ST. LAWRENCE RIVER:
coastal hexside occupied by enemy naval units;
they do NOT have to stop for enemy Bateau (1) BRITISH units intend ing to move from the
counters. NORTH exit to the St. Lawrence River must enter
either the NORTH or HALIFAX boxes after ex iting
3) British transport counters must stop on class 2 the mapboard. In their next Movement Phase,
river hexsides whenever they enter a hexside these units appear on the first class 3 river
adjacent to an enemy Fort co ntaining a hexside at a cost of one Movement Point expend-
SUPPLIED Artillery unit. ed.
4) Naval units in Sea lane hexes intending to move (2) FRENCH units use the same method, excluding
from a Sea lane to a class 3 hexside may move to the HALIFAX box, of course.
any class 3 hexside that is directly connected to
3) The eastern routes: all units leaving the map-
that particular Sea lane hex.
board by the EAST Sea la ne exit are placed in the
5) Conversely, naval units occupying a class 3 EAST box of the OBM Chart.
hexside intending to move to a Sea Lan e may
4) The southern routes: all units leaving the map-
only enter a Sea lane hex directly connected to
board by the SOUTH Sea lane exit are placed in
that class 3 hexside.
the SOUTH box of the OBM Chart.
C. Naval units expend one Movement Point for
5) Movement within the OBM Chart: in general,
every Sea lane hex entered .
naval units may move from one box to another in
1) On board sea movement must be confined to Sea each Movement Phase. Movement is limited,
lane hexes. however, to moving from one box to another only
2) Naval units must stop and end movement if they are connected by double-headed arrows.
whenever th ey enter a Sea lane hex occupied by (a) Units may re-enter the mapboard only if they
enemy naval units. begin their Movement Phase in the SOUTH,
EAST, NORTH OR HALIFAX boxes; returning
d. Ports units are placed in the first Sea lane hex of the
appropriate exit at a cost of one Movement Point
1) Naval un its are indicated as being in Port hexes
and may move normally from there.
symbol ( [!] or l!J ).
by being Rlaced in the hex containing the Port
(b) Units in any one of the three boxes marked
'transitional boxes' may move to another Transi-
2) Naval units enter a Port by moving into the class 3
tio nal box, or to one of the appropriate exit boxes .
hexside (which is, in most cases, part of or
connected to the hex containing the Port symbo l) (c) Trans itional boxes marked 'FR ' are sources of
indicated by an arrowhead ( y ) symbol. French supply. French Battle Fleets beginning
the ir turn in such a box may embark one Supply
a) Each Port can hold an unlimited number of naval
unit if they do not leave that box in that Movement
unit cou nters.
Phase.
b) Enemy naval units may not enter a Port hexside
6) The West Indies: both navies made serious
occupied by friendly naval units.
commitments to the vital West Indies area. To
c) EXCEPTION : Naval units in a Port containing on ly reflect. this, after French entry into the war, the
enemy combat units (no friendly combat units in British player must ' match ' whatever forces the
t hat hex) lose the protective advantage of being in French commit to the West Indies OBM Chart
port; enemy naval units may enter the port and box:
attack friendly naval units located there.
(a) Whenever the American player moves French
2. Off Board Movement: there are three exits from
Batt le Fleets or FR Strength Points into the West
the Sea lanes marked SOUTH, EAST and NORTH.
Indies box, the British player must send an equal
Whenever n'aval units exit the mapboard via
number of Battle Fleet counters and BR Strength
these ex its they are placed in the OFF BOARD
Points into the West Indies box. They must
MOVEMENT CHART (OBM Chart) located on the
attempt to reach the West Indies box by the route
southern half of the mapboard:
that requires the fewest Movement Phases to
a. The Off Board Movement Chart embark, and transport / move the required forces
to the West Indies. This, of course, generally
1) Units must have at least one Movement Point
requires that the forces closest to the West Indies
remaining after entering the edge-most Sea lane
will be the ones co mmitted to respond to the
hex to move off the mapboard. Units moving off of
French move.
the mapboard are placed directly on the OBM
Chart, in the proper box, as outlined below: (b) All forces sent to the West Indies are required to
remain there for a minimum of three turns .
2) The northern routes:
Exception : British Transport Fleets have no such
a) BRITISH naval units have the option of moving to requirement.
the NORTH box or to the HALIFAX box after
(c) EXAMPLE: One French BF carrying five French
leaving by the NORTH exit.
Strength Points of infantry enters the West
b) FRENCH naval units must always move to the Indies box in June, 1 779. There is already one
NORTH box after leaving by the NORTH Exit. British infantry Strength Point in the box. The
British player is forced to respond by sending
c) HALIFAX: the Halifax box represents the British
1/ BF and 1 / TR carrying 4 / BR which arrives in
naval base at Halifax, Nova Scotia. As such, it can
July, 1779. The French forces may leave in
be used as a Port to hold British land and naval
September, 1779. The British TR may leave
units. Only British units may use the Halifax box.

19
(empty) in August; but the 1I BF and the 5 / BR d. Naval units may not deba r k land units if they do
must remain until October, 1 779. not have sufficient Movement Points remaining
to accomplish the operation as outlined above.
d) The British player is required to maintain
matching naval and land forces in the West • e. All naval units may act as f er ries for land units
Indies for as long as French forces remain there . across class 2 and 3 river and coastal hexsides.
Furthermore, if the French player moves naval
forces out of the West Indies while British forces D. Combat
are still en route, the British player is relieved of
the obligation to match those forces. Naval combat involves methods very similar to land
combat, and in general follows the same rules -
(e) Matching of naval forces is executed in terms of system as the BASIC Game Rules :
fleet counters, NOT Naval Combat Strength
Points. Matching of land forces is executed in 1. As in land combat, naval units engaging in
terms of Combat Strength Points . Ignore Artillery combat must occupy the same Sea lane hex or
and Supply units for this determination. class 3 hexside.
(f) The West Indies boxes are Ports (in the same 2. Naval units are never forced to attack, but if
manner as Halifax) for both French and British attacked, must defend .
forces. 3. Naval combat is resolved on the FLEET ENGAGE -
C . Transporting Land Units by Sea MENT CHART (FEC) in this manner:
1. Transportable unit types: a. All of the naval Strength Points of the attacker
a. British may transport BR, TM, TMd, Artillery, and are compared with those of the defender.
Supply units by sea via BF and TR naval units . . b. The DIFFERENCE between their . Combat
b. American may transport FR, CA, Artillery, and Strengths is determined and located on the FEC .
Supply units by sea via French BF naval units. The die is rolled and cross-indexed with the
C.
c. For purposes of Area Allocations, Tory Militia Strength difference to obtain the result of the
units cannot remain "at sea " for more than one engagement.
Quarter at a time . Any Tory Militia units at sea at Attacks at less than '-1 ' are not allowed; attacks
d.
the beginning of a Quarter are automatically
greater than '+4· are treated as '+4' .
eliminated.
2. To be transported by sea, land units must begin
their Movement Phase in either a Port hex, or a
• e. Naval units may not attack Bateaus, or vice -
versa.
The results of naval combat are app li ed im -
4.
hex adjacent to a class 2 or 3 river or coastal
mediately. DAMAGED Fleet counters are remov-
hexside.
ed from the mapboard immediately (including
3. Units being transported by sea may be debarked any land units on board) . Previously damaged
onto either a Port hex, or a hex adjacent to a class Fleet counters re-appear in any of the three
2 or 3 river or coastal hexside, or the West Indies transitional boxes on the OBM Chart after the
or Halifax boxes on the OBM Chart. proper number of Quarters. have elapsed . Any
naval units SUNK are permanently removed from
4. To transport land units, naval units must begin
the game along with any land un its they may be
the Movement Phase in a Port, or hex adjacent to
transporting .
a class 2 or 3 river or coastal hexside with the
units to be transported . 5. The results of combat apply to all the naval units
of the side in question located in that hex.
a. units being transported are signified as such by
being placed under the transporting naval unit. 6. Unescorted Transport Fleets may never attack; if
attacked, they are automatically sunk.
b. The maximum number of land units that a naval
unit can transport at one time is indicated by the E. Fleet Avail abil ity and Order of A ppearance.
transport capacity number located in the upper
The naval forces of both sides are divided into two
right corner of the naval counter . Capacities are
groups in regards to a vailability:
determined by the same m ethod used for Bateau
units. 1. ON STATION units are those units that are
always available, barring combat damage:
c. Embarking / debarking operations invoke certain
Movement Allowance penalties for both the a. British ON STATION units are on board at start or
naval unit and the land units being transported: appear in March, 1776: 2 / BF and 2 / TR.

TYPE OF EMBARKATION/DEBARKATION COST TO NAVAL UNIT COST TO LAND UNIT


units may move only ½
embark / debark when naval unit is at a Port 5/ MP Movement Al Iowa nee
(round DOWN) in turn
of debarkation.
embark/ debark when naval unit is on class 3 15/ MP may not move in turn
coastal hexside. of debarkation.

embark / debark when naval unit is 10/ MP may not move in turn
on class 2 or 3 river hexside of debarkation.
+5/ MP in
embark / debark land units may not move in turn
addition to
in an enemy-occupied hex of debarkation
other costs
20
b. In, or after, the turn of French intervention the a. VF un its unable to remain in play are immediately
American player has the following forces removed from the rnapboard.
availab le:
2/BF - (EACH carrying); 5 /FR, 1 / A, 1 /S . b. Land units aboard VF units unable to remain in
play are re moved with the VF unit; they may be
2. VARIABLE FORCES are naval forces stationed in brought bac k into play when the VF unit again
other areas called upon for limited emergency becomes available in a subsequent Quarter.
duty in North American waters:
c. Land forces originally on boa rd the French VF
a. British Variab le Forces are: 2/BF and 1 /TR . unit may remain in play even if the VF unit is
made unavailable, unless they are aboard that
b. French Variable Forces are: 1 / BF - (carrying):
naval un it at the time it is made un avai lable.
5 / FR , 1 / A, 1/ S.
3. BeginningtheQuarter after French intervention, X. Prepare for Play
each side may attempt to call-up Va ri able Forces
A. All charts, tables and presets for the Campaign
during the Quarterly interphase. The British
Game are contained on both sides of the Cam-
player always attempts to call up his VF naval
paign Game Card.
units first, then the American player. Both sides
follow t his procedure: B. Preset: after determining sides and optional
One die is rolled for each naval unit attempted; a r ules (if any), both players set up according to the
die roll of '5' or ' 6 ' m akes the VF unit in question Campaign Game Preset; " AT START JANUAR Y,
available for the Quarter. 1776 ."

4. Arriving Variable Forces must be placed in any of C. Time: players keep track of elapsed time,
the OBM Chart Transitional boxes·. The Briti sh replacement and Supply cycle, and re in-
player places his VF units, then the American fo rcements on the Time Record/Order of
places his. Appearance Card . Use the 'TIME NOW' counter
to mark passage of turns.
5. Variab le Forces already called-up at the begin -
ning of a new Quarter may remain in play on a die D . The British player always moves FIRST.
roll of '4', ' 5 ' or '6'. Each VF unit is rolled
separately.

[ampaign Simulation [Jame


Optional 1(uks
I. THE CONTINENTAL NAVY F. Beginning in January, 1777, the American
player must roll a die once at the beginning of
The American Continental Navy existed, in some form each turn to determine if the CN unit remains in
or another, from the fall of 1775 to the end of the war. the game (assuming it hasn't been destroyed). A
Organized Continental Navy squadror:,s, however, die ro ll of 1, 2, or 3 keeps the CN unit in the game
operated only through the middle of 1 777. The for that particular turn . A die roll of 4, 5, or 6
following rules abstractly represent this effort: permanently eliminates the CN unit from play.
A. The Continental Navy unit appears at any un-
II. MILITIA DRAGOONS
Control led Por.t in the American Segment of the
February, 1776 turn . It may move normally in A. Dragoons may be created from normal RM
that Movement Phase. and/or TM Strength Points during the Quarterly
interphase. To do this, two normal Militia
B. The CN unit has no transport capacity.
Strength Points are exchanged for one Militia
C. The CN unit has a Naval Combat Strength of '0'; Dragoon Strength Point.
therefore, it cannot attack British Battle Fleets . If
B. No more than TWO Dragoon Strength Points per
the CN unit is damaged, it must spend the
side may be created in any one Area per Q uarter .
required number of Quarters in an un-Controlled
The total number that maybe created is lim ited to
Port. Failure to remain in the same un-Control led
the number of units physically available in the
Port for the required number of turns results in
troop counter sheet. Once created, they may not
the elimination of the CN unit.
be broken down into infantry again unless
D. The CN unit, unlike regular BF naval units, does removed from play due to combat or change in
not automatically sink unescorted enemy Area Status.
transports. Instead, it must attack those
C . When adjusting Militia rates for Area Status,
transports using the Fleet Engagement Chart '0'
etc., each Dragoon Strength Point counts as two
column .
for computation purposes.
E. The CN unit cannot remain 'at sea' indef initely; it _
must end its Movement phase in an un- Ill. INVERTED AND DECOY COUNTERS
controlled Port at least once every other Quarter
Both sides may use inverted / Decoy counters,
(once every six turns). A side record must be kept
employing them as per The Advanced Game Optional
to verify this. Failure to return to Port within such
Rules . Note, however, that only the following unit
time results in the CN unit's elimination.

21
types may operate inverted: BRITISH: TM, TMd, and If there are less than the minimum number of BR
Indian units; AMERICAN: CA, RM, AND RMd units. Strnngth Points in. a Strategic Town, that Town is un-
Each side may also use a maximum of seven Decoy Controlled for AREA ALLOCATION PURPOSES
counters . Decoy counters may be transported by sea. ONLY. Control of Ports and Towns for reinforcement
and placement purposes still requires only one BR
IV. VARIABLE TRANSPORT CAPACITIES Strength Point.
Instead of the simplified transport capacity costs,
VI. VARIABLE CONTINENTALARMYWINTER
employ the costs as outlined below to determine the
REDUCTION RATES
capabilities of naval and Bateau units:
Instead of employing the standard CA Winter Reduc-
TRANSPORT CAPACITY COSTS: tion percentages as found in the rules, use the
TYPE OF UNIT:
following percentage breakdowns for the appropriate
y_ear:
All infantry-types one point per Strength Point .

Dragoons four points per Strength Point.


" In each area where British 25% 25%
Control NO Strategic Towns" ._ _ _ _ _ _ __
Artillery units two points per unit.

two points per unit. "In each Area where British 50%
British Supply units
Control at least ONE Strategic
one point per unit. [Town".
French, American
Supply units
" In each Area where British 100% 75%
• NOTE: Under this system, allow French Fleets to be Control ALL Strategic Towns" .
overloaded on their initial entry into the game until
they enter a friendly port at which time they must 75%
debark units to conform to their maximum optional
capacities.
V. VARIABLE BRITISH GARRISONING AND
NOTE: All other Optional Rules appearing in the
CONTROL REQUIREMENTS
Advanced Game may be used in the Campaign Game.
The rule requiring only one BR Strength Point to
Control a Strategic Town for Area Allocation pur-
poses is a simplification. To better represent the
military and political garrisoning requirements,
employ the following minimum standards:

STRATEGIC TOWN: BR STRENGTH POINTS


REQUIRED TO
C.ONIB OL:
Boston 41 BR. - - -

New ort 3 / BR.

New York 6/ BR.

Philadel hia MB

Charlesto 2/ BR.

All others 1/ BR.

THE SHORT CAMPAIGN GAMES The following two short Campaign Games are
provided for those players desiring shorter games
(CSG-2 and CSG-3) without sacrificing the CSG rules system . All regular
CSG rules are used except where noted otherwise.
The regular CSG Reinforcement/Time Record Card
may be used for. both games.

CSG-2:

GAME LENGTH: 24turns:JAN,1776toend RULES : employ all regular CSG rules except:
of DEC, 1777. French Intervention
CSG Victory Conditions
AT START: same as regular CSG.

22
VICTORY CONDITIONS:
BRITISH: British player wins ifhe fulfills either 2. Controls the following SIX
one of the following two sets of con- Strategic Towns:
ditions at the end of the DEC, 1777 BOSTON PHILADELPHIA
turn: NEWPORT CHARLESTON
A. 1. Controls a minimum of any NEW YORK SAVANNAH
TEN Strategic Towns. 3. Occupies Montreal and Que-
2. Occupies Montreal and Que- bec with a minimum of one
bec with a minimum of one BR Strength Point each, free
BR Strength Point each, free of American combat units.
of American combat units.
AMERICAN : American player wins by avoiding
OR
B. 1. Controls any ONE Area, OR both British victory conditions at the
end of the DEC, 1777 turn.

CSG-3:
RULES: BRITISH player moves
GAME LEN GTH: 18 turns: first. Employ all regular CSG rules
APR, 1778 to end of SEP, 1779. except CSG Victory conditions. Do
not execute interphases for the spring,
1778 or the fall , 1779 quarters. Do not
roll for French Intervention until
JULY, 1778.
AT START: APRIL 1778
British: American:
CANADA 5/BR, 1/A, 1/M, 1/F: Quebec
2/BR, 1/M: Montreal
8/BR, 1/F: St. Johns
4/BR: Halifax

NEW ENGLAND 9/BR, 1/S: Newport 1/RM: Boston


6/RM, 1/S: Providence
MIDDLE STATES 2/BR, 1/TM, 1/S: Oswego 1/RM, 1/F: Ft. Stanwyx
1/I: Unadilla 1/RM, 1/ A, 1/S: Albany
15/BR, 3/TM, 1/ A, 1/M, 1/BF, 1/TR: 2/CA, 1/RM, 1/ A, 1/F: Ticonderoga
N ew York City 4/CA, 2/RM, 1/S, 1/A, 1/F:
33/BR, 2/TM, 1/ A, 1/M, 1/BF, 1/ TR: West Point
Philadelphia 14/CA, 1/S: within five hexes of
Philadelphia, north of PA-MD line,
and west of Delaware River.
3/RM: anywhere in Middle States
Area.

SOUTH CENTRAL, 1/CA, 1/RM, 1/F: Norfolk


2/RM: anywhere in South Central
Area.
DEEP SOUTH 5/TM: Augusta 2/RM, 1/A, 1/F: Charleston
2/CA, 1/RM, 1/S: Savannah
1/RM: Georgetown

VICTORY CONDITIONS:
OR
BRITISH : British player wins if he fulfills either B. 1. Controls the Deep South Area.
one of the following two sets of con- 2. Controls New York City.
dition s for one complete turn at or 3. Occupies Montr eal and Que-
before th e end of SEP, 1779 turn: bec with a minimum of one
A. 1. Controls the Middle States BR Strength Point each, free
Area. of American combat units.
2. Occupies Montreal and Que-
bec with a minimum of one AMERICAN: American player wins by avoiding
BR Strength Point each, free both British victory conditions.
of American Combat units.

23
(J)esigner's
l'x£tes
1 776 is a game primarily concerned with the military not have the properties of negating the effects of terrain
aspects of the American Revolution. It blatantly ignores as much as reflecting them. Travel across major rivers
many of the aspects of internal politics, external was slow, road or no road. In bad weather, the worst place
diplomacy, and a host of non-military events affecting to be was on a dirt road ankle-deep in mud.
the Revolutionary War. But 1 776 is, after all, a game and
any attempt to be all-inclusive would disrupt the entire In the Campaign Simulation Game, the Area Allocation
design. Therefore, while not ignored, the political aspects System is perhaps the most interesting element. It would
of the conflict have been represented only when they have been a relatively simple task to structure the rules
significantly affected the military situation. Most so that events duplicated exactly what transpired
elements of the design are straightforward, com- historically. But, once the game begins, most events are
monsense applications of various aspects of the in the hands of the players. Therefore it is necessary to
historical situation. create a system of historical probabilites that respond in
a realistic fashion as opposed to pre-determined, predic-
In regards to movement and combat, nothing mystical table results that are foregone before the game begins.
has been concocted. Combat Strength Points are the For example, Tory Militia had the curious habit of being
common denominators of the game. Each CSP more active in areas where the British weren't, than
represents approximately 500 effectives. This has been when they were garrisoned in the next town. Yet they
modified by a coefficient for each of the main types of also responded when the Continental Army was active.
units to reflect their ability and experience. Therefore, Rebel Militia, by the same token, was more active with
even though it may look like a British '1-7' is not as good danger near, yet chilled when events went against the
as a Continental Army '1-8' because it moves slower, itis American cause. This helps explain the combination of
actually a stronger unit because it contains less men per Rates for the various types of forces on the Area Status
CSP. In regards to movement, practically all Continental Chart. The Strategic Towns were chosen, in part, for
Army units could be classified as 'light' units of the their geographic locations within each area, but also for
period because of the equipment (or lack thereof) they their psychological value to the combatants.
carried and the smaller amount of encumbering Philadelphia for example, was not of extreme military
'baggage' made available to them as compared to their importance yet its importance in the minds of the
British counterparts. Therefore they (and their supply Colonials and British commanders is evident from the
unit~) move faster. The Movement Allowances do notf major military operations conducted to defend or take it.
reflect how far a unit could travel if it marched for an Wyoming, Pennsylvania was a sleepy hamlet, yet the
entire month (i.e. one turn) rather it is an average of the area around it was significant in terms of population and
distances covered allowing foraging and fighting time. food production. Control of western Pennsylvania can be
The combat table was derived from an analysis of justifiably represented by control of Wyoming. In
battlefield statistics concerning numbers engaged com- similar fashions the other Strategic Towns represent
pared to the percentage killed, wounded, and missing. those areas important for their population, commerce, or
For simplicity, the table was formulated by considering strategic location.
the average forces committed during the war and apply-
ing the average losses across a probability matrix (the In all probability, someone will find something that
CRT). Extreme events were handled by the Tactical should have been included or excluded. Many will
Results Matrix. Thus a complete rout such as happened question the methods used to portray various aspects of
at King's Mountain can be handled by the 0 through 3, the campaign. ·
and 7 through 10 outcome on the CRT. The usual losses The aspect of French intervention in 1778 should, for
expected with the numbers engaged can be shown by the greater accuracy, be keyed to an important victory by the
1 through 6 outcomes on the CRT. Multiple combat Americans. Yet limits must be set somewhere. How does
simply recognizes the fact that battles could and often one define 'important' victories? Within the game
did rage over several days time. Some of the major framework, is it a victory if the Americans destroy half of
'campaigns' of the war actually transpired over a few a British army, yet lose control of an Area? Clearly the
days (the battles at Saratoga for example). In general, sheer number of rules required to define "important
the combat system was designed to preserve the flavor of victory" in all cases makes the above victory-criterion for
the era while still allowing the players to make French intervention an expensive approach in terms of
meaningful game decisions. The mapboard was a complexity and verbosity. The CUMULATIVE effect of
frustrating piece of design work. The scale of the game these rules must be taken into consideration. It is easy for
was dependent on the area of the eastern seaboard that a player to say that an aspect of the game could be made
had to be covered versus the size of the mapboard that more realistic by 'just adding this' or 'allowing' that. Yet
could be crammed into a box. The scale is approximately what is not realized is that certain elements could be
18.6 miles= one hex. Terrain justification was particular- added to a design but are purposely excluded because the
ly worrisome. Simpiification was the watchword, yet we design is as complex as the designer wants it to be. A
still could not deal with anything less than seven handful of these " simple" modifications could add 25% to
different ways to treat bodies of water. Even at that, the the length of the rules and leave loopholes which allow
same size rivers in the north perform differently than clever (and unscrupulous) players to misdirect the pur-
their southern counterparts. Terrain also has the func- poses of the rules for their own ends.
tion of channeling movement along historical paths.
Armies tended to follow the path of least resistance in
traveling cross-country. Usually this meant they follow-
ed roads or trails. It was decided not to include roads as 1776 is a curious blend of the familiar and the in-
part of the terrain because the scale of the game novative for most veteran Avalon Hill game players. The
prohibited realistic representation of the road net; at that basic game system is relatively simple. Most of the
scale just about all of the hexes could have been road progressive complexity is added to the Combat section of
hexes for movement purposes. Additionally, roads did the rules which still leaves a relatively clean game in the

24
operative sense. Problems arose out of difficult goals in sake of an aesthetically efficent design. 1776 is not
the conceptualization of this design. We wanted a game particulary efficient in terms of the rules at the Advanced
that would, by its physical size, demonstrate the immen- and CSG levels. This designer's ruthlessness was
sity of the conflict, by 18th century standards, without tempered with a desire to appeal to the 'hardcore' gamer
making the game big in the sense of being complicated. looking for subtle, convoluted, strategic options. For that
On the first score we h ave succeeded; 1776 is the biggest reason, optimum strategies are difficult to grasp. There
game ever put into a bookcase format. But the second are not the usual pat axioms of zone-of-control, the '3-1'
aspect is more elusive. The game is strategic, which is attack success criterion, the 'sure victory'. Also for the
necessary when attempting to approximate continental same reason, playtesting the design became exceedingly
warfare. But there are tactical aspects added_ to the delicate. There was just not time to generate the
design that dilute the abstraction of the strategic scale. thousands of games that would purge the game rules of
Additionally, there is difficulty when attempting to the situations that are contradictory in that one-game-in-
duplicate river movement, boat and fortification a-thousand. Play balance also took it on the chin because
building, and other aspects on a strictly strategic scale. the optimum 'win strategies' were not as obvious to the
Therefore the rules are a curious blend of tactical and playtesters as they will be three years from now. Only
strategic aspects. Therefore, to pre-empt an expected time will tell in those departments.
criticism, some aspects are treated in more detail than
others because the designer felt either that certain The Revolutionary War era was wild and unpredictable.
aspects were more important, or that player decision- Every battle was a figurative 'toss of the die'. Men could
making of these aspects was not possible on a n abstract fight like demons on one day and wilt like morning
level. The entire subject of seapower, which could easily glories the next for no apparent reason. This unpredi c-
have been a game in itself, is handled very abstractly tability is built into the game in such a way as to cause
because the operational unit, the F1eet, is a strategic hair pulling. So be it. This game has been carefully put
concept. On the other hand, Bateau and river movement together with much effort (and hair pulling) to re-create a
is handled in rather lengthy detail because they apply feeling and an attitude between the opposing PLAYERS
most importantly to the tactical employment of units as well as between the forces on the board. There will be a
within a much smaller area. certain amount of role-playing as players face the
problems of each side in turn. No pat strategies for either
The idea that "a game is a good simulation, therefore itis side are given in t his booklet. The s urest teacher will be
a good game" is not n ecessarily valid for all purposes. experience.
Certainly no one will argue the fact that no game
available to the wargamer to pursue his hobby is a THE BRITISH ARMY
perfect simulation of real life events, or even an attempt
at a pure simulation of events. Rather, the game is unto In 1774, Britain had an effective army of about 17,500
itself. The simulation game is a game which TENDS to and a navy of 16,000. But in 1775, Parliament voted to
operate as a simulation but is still a game as far as the increase these forces to 55,000 soldiers and 28,000
uses to which it is to be put. The value of the simulation seamen. By the outbreak of the Revolutionary War, the
aspect of the game is in the number and kind of decision land forces of Great Britain numbered about 48,000.
making interactions that the subject simulated Necessities of war increased this figure to over ll0,000 by
generates. If we are simulating something that does not 1781 of which about 56,000 were located in North
directly or indirectly create a device for competitive America and the West Indies.
decision making in the game sense, th en the usefulness
of the effort to simulate is brought into question. Selec- This huge increase in manpower was the result of
tive simulation must be employed to distill the essence of herculean efforts on the part of the British government.
the conflict being re-created while keeping the design in Throughout the war, the government experienced great
manageable proportions. difficulties in obtaining sufficient men for the ranks. As
hostilities wore on, it became increasingly more difficult
While there are players who enjoy the simulation of a to complete the augmentations voted by Parliament.
system for its own merits, this is not desirable in a game Theoretically, augmentation was implemented in two
oriented towards multi-player competition. There is a fashions. Regiments existing in 1775 were enlarged by
finite limit to the amount of rules that can be put into a adding new companies and increasing the number of
game yet keep it playable. Granted, the limit does vary rank a nd file in existing companies. After 1778, augmen-
from player to player . There can be too much in a game tation was implemented by raising entirely new
from an aesthetic point of view. 1776, for example, regiments. Between 1778 and 1780, no fewer than thirty-
represents design: trade-offs from top to bottom. The level one regiments of foot and four regiments of light
of abstraction varies widely when comparing the ex- dragoons were created. New regiments were traditional-
actness of initial unit locations with the vagueness of the ly raised by the Crown contracting with a distinguished
units themselves. This is a trade-off. Exact unit soldier or gentlemen to raise his own regiment. He was
designations were traded for exact initial locations that provided with stipends to pay and equip his men and was
generate provocative strategic problems for the players. granted the authority to sell commission in the regiment
The emphasis in the design was not on the micro-effect of to the highest bidder. A commission so acquired became
the individual parts, but the macro-effect of the design as the property of the holder and entitled him to receive the
a whole. Which introduces two basic schools of thought pay and allowances appropriate to his rank for the rest of
to designing game-simulations: Is it more important to his life. As property, thes e commissions could be sold if
design a game whose sub-systems operate realistically the holder wished to withdraw from service; this was the
even though the total effect produces a game that AS A usual means of promotion in the British Army.
WHOLE does not perform accurately, or do we sacrifice Otherwise, advancement was only possible through
the realism of the parts for a more accurate performance death or retirement when as many as ten captains, for
of the design AS A WHOLE? For example, if a game example, might be candidates for the commission of a
contains a subsystem that very accurately portrays the dead major. This purchase system practically restricted
sch werpunkt tactics of the blitzkrieg, yet cannot produce the officer corps to men of means; i.e. ' gentlemen'. There
reasonable outcomes for the German invasion of France were no military schools as such, most officers learning
in 1940, then something is wrong with the game as a their trade by 'on the job' experience. For the rank and
whole even though some of the parts perform beautifully. file, the situation was quite different. Military service
Obviously, from the way the question was couched, this was so unpopular at the outbreak of the Revolutionary
designer's preference for reasonably probable effects of War, that manpower shortages loomed as a major
the total design is obvious. Therefore the trade-offs obstacle for the British Army. Soldier's pay and living
become much more ruthless when shunning an oppor- conditions were miserable even by the standards of the
tunity to be particularly clever at weaving some minor era. Special laws allowing vagrants to be sentenced to
aspect of the real world situation into the design for the duty in the regul ar army, succeeded in emptying tnejails

25
and streetcorners but could not fill the ever increasing Massachusetts .. . ... . .. .. .. .. . . 67,907
manpower gap. French entry into the conflict in 1778, Connecticut . ... ... .... .. . . .... . 31,939
however, succeeded in spurring voluntary mobilization Virginia . .......... ... ... ...... . 26,678
in Great Britain. Still, ma npower was always a major Pennsylvania .. . .. .. ...... . . .. . 25,678
problem for both the Army and Navy. New York ......... . . . . . . . . . . .. . 17,781
Maryland ................ ..... . 13,912
Armies of the period were aggregations of battalions New Hampshire ........ .. . ... . . 12,497
gathered together for convenience of command. British New Jersey ....... . ... ... ..... . 10,726
infantry regiments or the period were in fact single- North Carolina .......... .. . . .. . 7,263
battalion formations commanded by a major. Each South Carolina ... ........ . . . . 6,417
battalion consisted often companies of 20to 40 men each. Rhode Island ........ . . . .... .. . . 5,908
Eight of these were battalion or''line' companies. One
Georgia ... ......... .... . . . . .. . . 2,679
additional company, composed of the largest and 2,386
Delaware ... . .. . . . ... .......... .
strongest men, was the grenadier company. The other
company, composed of the most agile, was referred to as
Total ... . . ........... .. . .... . 231,771
the light company. The.s e two 'flank ' companies were the
elite units of the regiment. During combat, these com-
panies were usually detached from their regular It is interesting to note that the greatest number raised
regiments and formed into provisional battalions of during any one year was 89,000 in 1776, and this
grenadier and light companies. Some military critics consisted of over 42,000 ineffectual militia. In this same
have attacked this practice because it skimmed the year, Washington was able to assemble little more than
cream of the infantry and deprived the regular battalions 20,000 regulars and militia to defend New York out of the
of their best fighting men who would normally have been 89,000 available under arms. By December of that year,
available to stiffen the line in defense and spur the he was reduced to 4,000 effectives in the main army
charge in the attack. Nevertheless, the practice was which executed the victories at Trenton and Princeton.
widespread and popular. Much of the blame for the ebb and flow of Continental
The British Army at the beginning of the Revolutionary manpower must Jay with the Continental Congress.
War was perhaps the finest fighting force in the wor'ld. Throughout the war, Congress r eflected the American
However, when fighting in North America, it was people's dread of a European-style standing army by
thousands of miles away from its home country and base relying upon short-term volunteer enlistment policies.
of supply. To compound the situation, it was totally Coupled with competing state requirements for man-
dependent upon a Navy, potentially the finest in the power, this resulted in unrealistic quotas which produced
world, that had moldered and decayed since the last unpredictable results. It is a measure of the greatness of
European war. These two factors ultimately resulted in George Washington as a leader of men that he managed
the downfall of the British Army in North America. to keep an army together at all, much less defeat a
competent, powerful enemy.
REBEL AND TORY MILITIAS
THE CONTINENTAL ARMY Militia in the American colonies was a long-standing
institution. Almost every village and hamlet had a
The Continental Army was created in June ofl 775 when militia force that could be called into existence during
the Continental Congress took over the 'Boston Army' times of Indian attack or civil disturbance. The Con-
besieging the British and made George Washington tinental Army was formed when the Continental Con-
Commander in Chief. From the beginning, the Continen- gress 'nationalized' the state and local militias gathering
t al Army was plagued by a constant ebb and flow of around Boston in 1775. There were many different types
recruits. Seasonal variations in strength often saw a of militia - state regular militia, state emergency
Continental Army of 30,000 men in midsummer reduced militia, local militia, and later, 'minuteman' militia
to 20'Jl, of that strength by midwinter. Logistics and drawn from local militia formations. Rebel militia, while
supply for the Continental Army was, often as not, a major part of the patriot forces, was unpredictable and
nonexistent. The Continental Congress and the Army, unreliable. Of the 8,000 militia serving with Washington
bankrupt from the start, were financed by well-to-do on Long Island in August of 1776, only 2,000 were still
patriots and the credit extended to them by France and present after the battle. As citizen soldiers, the militia
Spain. Everything in the American military system was was wont to fight far from home. Most units called upon
in short supply or non existent. Chief among those items to fight early in the war were signed up for very short
in short supply was military experience. Most of the enlistments of six months or a year. Stories of militia
handful of Americans with military backgrounds were units going home en masse before a battle because of
trained under the British. It is therefore not surprising to expired enlistments were true and frequent events. In
find the Continental Army organized along British lines. combat, their lack of formal and consistent training
There were importa nt differences which did evolve due to compounded their lack of discipline under fire. Yet, in
the peculiarites of the North American theater of war. spite of the well known weaknesses and failures of Rebel
militia, they made an important contribution to the
ALL American Continental infantry could be technical- military effort. There was an incalculable quality to the
ly classified as light infantry. True, for a time there American militia that could never be counted on by its
existed in the Continental Army a light infantry corps; friends, but, by the same token, couldn't be ignored by its
this was simply an elite unit of regulars more than enemies. The American militia beat the Britsh at Ben-
a nything else. A characteristic deployment of the Con- nington, King's Mountain, and Saratoga. It exacted an
tinental line would find clouds of riflemen acting as awful toll at Bunker Hill before being overwhelmed. In
skirmishers to the front and flanks , with the line infantry the south, rebel militia contributed as much to the defeat
deployed in long, thin, doubl e r anks with very little in the of the British Regulars as did the Continental Army.
way of a centrally deployed reserve. More than anything Analysis showed that, if commanded by experienced
else, the Continental Army created transitional tactics officers who knew their weaknesses, American militia
tha t modified European linear tactics to North American could fight like regulars. Historians disagree widely on
geography. the numbers of rebel militia that were formed during the
war. An educated guestimate puts the number
somewhere between 250,000 and 375,000 men serving in
More than 200,000 men passed through the ranks of the militia units throughout the entire war. Many of these,
Continental Army during eight years of war. They were however, never saw action, were stricly 'home guard'
distributed by the states in the following manner: units, or were called up for only short periods of time.

26
Loyalist, or Tory, militia was formed for the same Obviously, their impact on the Revolution, in terms of
reasons as prompted the Rebels; loyal subjects banded military success, was slight due to their sheer lack of
together to defend their homes and country. There was, numbers. After generations of frontier skirmishing, the
however, a peculiar difference in that many Tory units Americans had a low regard for the Indian fighting
were of exceptional fighting ability and were in fact part prowess, a fact which the British painfully learned much
of the British Army's 'Provincial Line.' This 'Provincial later. Expert at raidin g and ambushing, the Indians were
line' consisted of Tory formations under pay from, and totally outclassed by the Europeans in general, prolong-
supplied by, the British Army. The men who served in the ed engagements. Overall, the Indians were a threat in the
various units which made up the 'Provincial Line' (or minds of American soldiers because of the damage they
'Service') were a type of 'regular soldier' and ranked could wreak on families and farms left behind, not
somewhere between Tory 'associators' (militia- because of what they could do to a large force set to
men) and British Regulars. Unlike the 'associators', oppose them. The Indians were more of a menace to
however, they served for a fixed term of enlistment Americans in the North than in the South. The 1500 or so
subject to service ;herever sent. Tory militia, like their warriors of the Iroquois Nations was the major reason,
rebel counterparts, served for short periods of time within but British supply and leadership were also important.
definitive geographic limits. To add to the confusion of There was also a marked difference in the fighting
assessing the numbers and quality of Tory units, the qualities of the southern frontiersmen in com parison to
Provincial Line units often contained a high percentage their less hearty northern counterparts. Howard
of British regulars and most of the officers were British, Swiggett, in War out of Niagra, concludes that, "the
not Provincials. In general, however, their fighting Indians as fighters were worthless ...Time and again
abilites were excellent in that they combined the their fighting qualities proved lower than the most
qualities of European fire discipline and North American worthless militia."
irregular fighting tactics. The Provincial Line excepted,
Tory factions in the colonies h ad a difficult time organiz- THE GERMA N MERCENARIES
ing coherent resistance politically as well'as militarily. One of the biggest miscalculations perpetrated by th e
In the initial stages of the war, the Tory forces failed to British leaders during the Revolution was the decision to
control even one major area of the colonies. Yet Tory employ German mercenaries to fill out the ranks of a
strength in some areas was great. In the New York-New seriously underm anned British Army. The ill-feelings
Jersey area, for instance, Tory sympathiz.ers probably
generated by this decision far overshadowed any
outnumbered rebels. In the south, Tory Militia for-
military gain. It ended whatever chance King George
mations were a major part of the Britis h effort. Ap- had for a rapprochement with the Colonials. For it was
proximately 50,000 men were organized, throughout the
one thing to have British Regulars, Englishmen,
war, into Tory formations. Because of better equipment,
garrisoned in British colonies, but to h ave foreigners
leadership, and generally longer enlistments, these 50,- running rough-shod over the countryside revulsed Tory
000 men made more of an impact, man-for-man, than and Rebel alike. Tory sympathy was chilled considerably
their rebel counterparts. That they were not more of a
wh erever German troops were stationed.
potent force was due largely to the bungling of the British
who consistently expected Tory strength to be stronger in Almost 30,000 Germans fought against the Americans,
new areas of operation than it really was. Mistreatment taking part in every major campaign. Highly disciplined
of Tory sympathisers was much to blame for this. In fact, in the tradition of Fredrick the Great, th ey were at first
Tory strength was stronger in areas where the British highly respected by the British and feared by the
were not fighting than in those areas where they were. Americans . Much propaganda was made of the supposed
There is little doubt but that this alienation deprived the German cruelties and atrocities perpetrated against the
British of a valuable, and perhaps decisive, auxili ary. native populations. Later, they were ridiculed and mock-
ed. After the first few years, they were not hated as
THE INDIANS bitterly as the loyalists and British Regulars. Overall,
however, their fighting qualities were on par with the
When Columbus arrived in America, the Indian popula- British and other European nations of that era.
tion was approximately one million, of which ap-
Only about 60'!1c, of the German mercenaries ever returned
proximately 200,000 lived in British North America. Less
than three hundred years later, they were but a shadow of to Europe. Of the 29,867 who landed in America, more
that figure. Whole tribes were totally destroyed, and than 5,000 deserted and almost 8,000 died from disease
others reduced to mere remnants by smal]pox, tuber- and battle. Many remained in America after the conclu-
culosis, and white man's whiskey, Of those remaining, sion of hostilities. The following table represents a
the Iroquois or Six Nations (Mohawks, Oneidas, breakdown of the sources of these mercenaries from the
Tuscaroras, Onondagas, Cayugas, and Senecas) were German States:
the most powerful. Alienated by the French in the YEARS OF
Colonial Wars, the Iroquois turned to the British for aide STATE NUMBER SERVICE
and continued to side with them when the Revolutionary Brunswick 5,723 8
War broke out. Hesse-Cassel 16,992 8
Hesse-Hanau 2,422 8
It is surprising to learn howfewwarriors the Six Nations Anspach-Bayreuth 2,353 7
actually produced. Two reliable estimates of their Waldeck 1,225 8
strength are given below. One column shows Sir William Anha lt-Zerbst 1,160 7
Johnson's census of 1763 and the other is a British Total 29,875
estimate of the numbers who were in the British Service
during the Revolutionary War:
THE FRENCH ALLIANCE
1763 1775-83
Mohawk 160 300 When the fighting started in North America in 1776 the
Oneida 250 150 French could not risk an open alliance with the colonists
Tuscarora 140 200 until they were sure that the young nation was capable of
Onondaga 150 300 a sustained fight. The French had no intentions of
200 230 fighting the British without a major distraction in North
Cayuga
America. In the early years, most of the aid extended to
Seneca 1,050 400 the colonies was in the form of secret a liocations of
Total 1,950 1,580 military supplies and cash loans. Most of the early
American victories were made possible through supplies
furnished by the French. On December 17, 1777, in-

27
formed of the Saratoga victories, and greatly impressed 6,000 combattants en units constituees
by the SPIRIT the Americans had shown at their defeat
at Germantown, France decided to recognize American Regiments Infanterie - BOURBONNAIS
independence. By June, 1778 France and Great Britain Colonel de Montmorency
were at war.
Regiments Infanterie - SOISSONNAIS
French entry into the war meant that the decisive theater Colonel de Sainte Maisme
of operations was now the high seas. In 1778, France had Regiments Infanterie - SAINTONGE
the means to defeat the heretofore invincible British Colonel de Custine
Navy. That Navy was in poor physical condition while Regiments Infanterie - ROYAL DEUX PONTS
the French were able to put strong naval units off the Colonel de Forbach
coast of North America almost at will. But the tactics of
sea power of the era and the lack of vitalized leadership Regiments Infanterie - VOLONTAIRESETRANGE
on both sides resulted in many inconclusive Colonel de Goutaut Biron
engagements where decisive outcomes were possible. Regiments Infanterie - GATINAIS
Tactical naval combat between French and British fleets Colonel de Mostaing
was often desultory at best. Yet it was the power of ships Regiments Infanterie - TOURAINE
on the high seas that eventually won the decisive land Colonel de Poudeux
battle of the Revolutionary War at Y orkto.yvn. Regiments Infanterie - AGENOIS
One negative aspect of the Alliance was the creation of Colonel d'Autichamp
rabid overconfidence in the rebels. They were to be Artillerie AUXONNE ARTILLERIE
bitterly disappointed by the French navy's lack of et detachement de regiments de ligne embarques
aggressiveness and preoccupation with self preserva- sur la flotte francaise.
tion. Failures at Savannah, New York, andNewportsent
American faith in the French to its lowest ebb. It was not
until the arrival of Rochambeau in the summer of 1780
that improvement was seen. This set the stage for a series
of British naval blunders, coupled with the concentration
of the various elements of the French fleet, which WEAPONS, TACTICS, AND FORMATIONS
conspired to give French naval power that slight edge
needed to win control of the North American waters The standard British weapon in the Revolutionary War
during the Yorktown Campaign. was the 'Brown Bess' musket. This was a smooth-bore,
muzzle-loading flintlock weighing over eleven pounds. It
Except for the Yorktown operations, the French Army fired a one ounce ball of. 75" caliber about 125 yards. Its
and Navy's performance was anything but sterling. accurate range was less than half that distance. Thus the
More important than what they actually did was the weapon was not aimed but rather pointed towards a
possibilities of what they potentially could have done. If target and discharged on command in volley fire. An
the French had made no appearance in North America excellent rate of fire for the musket was five rounds per
they would have still tied down thousands of British minute, The average soldier in the line was doing very
troops in Europe, thus leaving unsolved the chronic well to fire three rounds per minute. The musket, because
British replacement problems in North America. of its delicate firing m~chanism, was very unreliable. In
A list of the regiments and formations participating in any sort ofrain or dampness it was next to useless, as any
the American Revolutionary War is given below: moisture would cause the priming in the flintlock pan to
misfire. Its most important function was to carry a steel
A. Corps de debarquement de l'Amiral d'ESTAING:
(4,000 combattants) bayonet which British soldiers were taught to use with
Infan terie · grim proficiency.
Regiment DILLON IRLANDAIS The Americans were armed with a wide variety of
Colonel Comte de DILLON weapons from the Brown Bess to hunting pieces. Most of
Regiment WALSH-IRLANDAIS them were painstakingly manufactured by hand by
Colonel de Walsh-Serrant colonial gunsmiths; each weapon being an individual
expression of the smith's craftsmanship. Few were, or
Regiment CHAMPAGNE could have been, equipped with bayonettes. Not until
Colonel Vicomte Marquis de Seiguelay French arms shipments arrived in quantity was the
Regiment FOIX bayonet in widespread use.
Colonel Comte de Neuiel
Regiment HAINAUT There was one important difference between the ways in
Colonel de Montmorency which the British and American soldiers used their
muskets. The colonists, as individuals, were more ex-
Regiment ARMAGNAC perienced with using muskets to provide food and
Colonel de Lowendal defense. The first shot from their muskets was the most
Regiment VIENNOIS important in hunting or defense. Consequently, Con-
Colonel de Miromesnil tinental soldiers individually AIMED and fired their
Regiment Royal CONTOIS weapons as opposed to the British formalized unaimed
Colonel de Biaudas volley fire. Also, American soldiers provided themselves
Regiment CAMBRESIS extra firepower in close fighting by loading their
Colonel de Maille weapons with 'buck and ball'; two buckshot rammed in
with the ball.
Regiment de la GUADELOUPE
Regiment de la MARTINIQUE A much more accurate weapon was the legendary
Regiment du CAP American rifle. Rooted in the western frontier regions, it
was in fact a development of the European fowling rifles
Regiment de PORT AU PRINCE of Bavaria and Switzerland. An expert rifleman could
Regiment d'Artillerie - METZ ARTILLERIE kill with regularity at the extraordinary range of 200
Caualerie (non montee) yards or more. As a military weapon, however, it was
Belzunce Dragons limited by the fact that it could not be fitted with a
Conde Dragons bayonet and had a very slow rate of fire due to the
B. Corps Expeditionnaire du Lieutenant-General de difficult loading procedure. Still, in backwoods fighting
ROCHAMBEAU: and in the hands of skirmishers, it caused great misery to
the British.

28
Field artillery used in the Revolutionary War was classed cause, would have withered and died. Instead, the British
in four main sizes; 12, 8, 6, and 4 pounders, in addition to Army trained its men in irregular warfare to meet the
smaller specialized weapons of four and three pound Americans in open country, and the American Army
sizes used in very limited numbers. They could fire either trained its irregular fighters in linear fire discipline.
grapeshot, cannister, or solid shot to a maximum range The American battle line consisted of long thin lines of
of about one mile for the heavier sizes. All were smooth- two ranks with swarms of skirmishers in front of and on
bore muzzle loaders. Siege artillery, by far the most the flanks of the main line, with little or no centrally
important type, consisted of heavier weapons of 18, 24 located reserve. Yet, with more accurate fire, they in-
pound sizes or larger. Due to their great size and weight, flicted considerable losses on a British Army battle line
which limited their mobility, these larger guns were used fighting in deep, compact formations which depended on
primarily as permanent defensive weaponry in forts and superior discipline to advance under murderous fire to
shore defenses or as semi-mobile siege artillery. These move close enough to break the enemy with bayonet.
guns were comparable to those used on men-of-war at the
time. Throughout this period both sides learned from each
other, changing fire tactics to slowly adjust to the
A WORD ON THE TACTICS OF combined challenge of the terrain and the enemy. By the
THE REVOLUTIONARY WAR end of the war, the tactical differences were not so great
The European tactical system during the American as in the beginning; a whole new type of tactical warfare
Revolutionary War was known as the linear system. The evolved in North America which was to show its
purpose of battle formations was to maximize the fire influence in the Napoleonic Era, two decades hence.
effect forward which was accomplished by lining up
infantrymen in long lines, three ranks deep. This worked MR. WASHINGTON'S STRATEGY
well in the relatively flat European terrain, but required To briefly reflect on Washington's strategic position is to
adjustments when practiced in North America. The conversly state the British position. Primarily, the
colonists, after years of Indian fighting and frontier life, Continental Army had to contend with a British Army
readily adjusted to the Indian style of irregular, non- able to land forces quickly anywhere along the coast,
linear, fighting. They did not benefit from the full massed bays, estuaries and navigable rivers. Thus the main
effect af their muskets and rifles, but this was un- Continental Army was on the defensive and usually
avoidable. occupied a central position facing eastward.
A popular myth for American victory in the war assumes Washington's main line of communications followed a
the British were very stupid and the Americans very line from the Head of Elk to the mouth of the Hudson
clever. Supposedly, the British marched and fought in River. Along this route, running above the heads of
bright red rows thus leaving themselves easy targets for navigation of the major rivers, Washington moved his
the sly colonials who hid behind rocks and trees picking army to counter the moves of the sea-borne British. He
them off. In actuality, the only time this happened was in was always careful that the British did not get between
the British march back from Lexington and Concord in his army and the back country which he held as a final
1775. American marksmanship was so terrible in the line of retreat. On the left of the main Army was the
battle it has been calculated that only one American Northern Army positioned to counter invasions from
bullet out of 300 found its mark and only one man out of Canada. The Southern Army was so far removed and its
15 hit anybody. So much for myths. In point of fact, both theater so large that it acted independently. For all three
sides adopted modifications of linear tactics that con- armies, the back country represented security for retreat
formed to conditions in America. The Americans could and stockpiled supplies and munitions. From these
have remained in the back woods and swamps and simple premises, most strategic responses were for-
probably defeated any British force sent to oppose them, mulated. So long as the Americans could keep an army in
but in doing so they would have abandoned to the enemy being and threaten British lines of communications with
their coasts and cities. In such case their army, and their potential disruption, the issue was not irrevocably lost.

-RCR

29
'Ihe general cJtCagazine
GAME DESIGN: Wonder why 1778 was designed
thJl ,vay it was? Read the GENERAL and find out! Our
~ DESl'ON ANALYSIS column features ex-
planat.ory treatiaes by our designers, including the
developer of 1776. Only here can you find ready-to-play
vanations, new scenarios, and perhaps even more
~tiu-1'778.
lHJESl'IONS ANSWERED: In OU1' Question Box
yoil'tt'find.the oaly official source of rules interpretations
~ changes for 1176 and our other games.
PRODUCT REVIEWS: Interested in other Avalon
Hill games? Check them out in the Reader's Buyers
G-lliilk. The RBG ia a game review compiled by our
SJ,tbacriben at large - the people who play the games.
~ ~ . play-hala.nce, and excitement level
are only a M'efihe categoiles rated in the RBG.
WHAT'S IIAPP)jlNING: Like to know what's going
on in the gaming hobby? Each issue contains an
inlrf;allment of the "Avalon Hill Philosophy" where we
alinOunce the new gamee, discuss possible new titles, and
ge.µerally keep you informed. In addition, the
INPILTRATOR'S REPORT keeps you posted on tour-
:naments, conventions, club news, and unusual
happenings.

Since it.a inception in 1964, the GENERAL has stoo


the t.est of time. Increase your enjoyment ofl 776 and th
other Avalon Hill games many-fold with a suhecription

30
QUESTIONS & ANSWERS
The following is a list of question s gleened from the pages of the Ava lon Hill General which may prove helpful:I

Q . The rules state that if one or more French Q. If there are no British strength points in condition for the MVC? Also , by the sam e
Battle Fleets are ever sunk, the rest of the Halifax, may British reinforcements and re- token, is control of these two towns considere d
French forces must be withdrawn to the West plac e ments appear there? for CA Winter Reduction purposes?
Indies. What happens if all three French BF 's A. No A . In regards to Minimum Victory Concdi-
are sunk? Are all French forces eliminated? tions , th e British player still controls Strategi c
A . Yes. In this case, they would be eliminated Q . In the CSG may American replacements be Towns, but could NOT claim credit for control
at the end of the current player-segment. Note placed ON uncontrolled Strategic Towns? of an ar ea . For example, in 1777 New Englan d
that if the French VF unit was not available, all A. Yes, in general any reference to "within x and Middle States Strategic Towns could b~
French SP's would be eliminated, as if all number of hexes " of a certain location means used to fulfill the ten Strategic Town require-
French naval forces were sunk. all hexes within that radius. ment even if Montreal was un-controll ed, but
the Middle States Area could not be used to
Q. Can British fleets control ports? Q. - ln the CSG may British reinforcements be fulfill the requirem e nt. _In regards to Wint e r
A . No. Control is defined as occupying with at brought on within a fort on a Port hex if that fort Reduction , Continental Army strength points
least one CSP of British Regular Infantry. has American units on top of it? would only be reduced by 50% (instead of 75 % )
A. Yes . See CSG Rules IIIA2b and IIID3c. if all Strategic Towns were controlled , but
Q. If all friendly land units are eliminated in Montreal or Quebec was not (as in case 'C ' or
combat in a Port hex, are the friendly fleet units Q . May Bateau x pass by a fort containing a ' E' on th e Area Status Chart.)
in that port destroyed, captured, or unaffected? supplied artillery unit if no units are outside the
A. They are unaffected as it is assumed they fort? Q. Boston and Montreal are entrenched at the
would move out to sea . A. Yes . Only British transports on class 2 start of the CSG . Assuming that the convers e
rivers are required to stop for supplied artillery of the Entrenchment rules are true and no Fort
Q . .When attacking enemy units in a Fort and units in forts . can be built on top of Entrenchments (Yes),
outside of it in a multiple attack, are Tactical how do I construct the fort,_.as long as I have the
Cards used? Q . In the CSG may troops embark / disembark necessary units?
A. Yes. Note, however, that tactical cards are in a fortified port hex, if that port hex is A . Build the Fort, removing 1 CA/ BR, 1 / A,
not used in subsequent multiple combats after besieged without having to stop outside the 1 / S, and the entrenchment counter .
all of the units outside the Fort are eliminated . fort?
A. Yes. Note, however, they must pay the Q. If "ch ange" cannot be made due to lack of
Q. Can a magazine be used to construct a fort extra 5 MP cost for embarking / disembarking appropriate smaller denomination counters
as long as 1 CA/ BR and 1 / A are present? in an enemy occupied hex. not in play, is the entire force (or at least a
A. Yes, but the magazine counter is removed larger part of it then called for by losses)
(i.e., reduced to supply units status). Q . If the British control all Strategic Towns in elimin ated .
New England, but not Montreal and / or A. Yes
Q. Can units move into and out of besieged Quebec, the area is considered uncontrolled. Q . What is the movement cost to debark units
Fort hexes adjacent to waterways by using Question: Where are CA and RM replacements from a naval unit and embark different units
Bateaux? placed? onto it in the same turn and in the same port
A. Only ifthe Fort is located adjacent to a class A. Within on e hex of any Strategic Town hex. hex? !f enemy units occupy the hex?
3 river / lake hexside. A. It would cost 10 MP for the naval unit (5 for
Q. If the Fr ench must withdraw their land embarkation, 5 for debarkation) in a non-
Q. In regards to At Start positioning and forces due to French fleets being sunk, what enemy occupied hex, and 20 MP (10 for
placement of reinforcements , must all sche - happens to supply units and artillery units embarkation , 10 for debarkation) in an enemy
duled Strength Points be placed on one hex used to build forts and magazines? occupied hex.
when a " within two hexes of" ... or " on , or A . Forts, supply units, and magazines remain ,
within one hex of ... " is indicated? but all French strength points and artillery Q. Are CA units in Canada considered to be in
A . Yes, units are placed on one hex, but the units must be withdrawn . the Middle States or New England Areas for
above wordings give a certain amount of the purpose of determining Area Status?
latitude as to which hex it is . Q . The Br / MVC state that in _1777 control of A . They are considered to be in Canada , and
all Strategic Towns in an Area is a possible therefore do not affect the status of either area.
Q. In regards to Bateaux and / or river move - MVC and, in 1779, a necessary one . In New
ment on the St. Lawrence River, may Bateaux England and the Middle States, control of all Q . What is the movement point cost for
move down the river and into Lake Ontario Strategic Towns in the area doesn't necessari- Cooper 's.Ferry (RR33 - RR34) across the class 3
through the extreme top hexsides at FFF and ly imply control of the area (because of river?
HHH? Montreal and Quebec). Question: Is control of A . It would cost two additional movement
A . Yes, they are playable hexsides for river the se two Canadian towns a necessary points, same as class 2 river .
movement as Class 3 lake hexsides.

REPLACEMENT PARTS COSTS


Q. If a British unit expends six movement
points moving adjace nt to a class 1 river and
For current replacement parts price list, send a stamped
attempts to Force March , does it roll on the " 1 " self-addressed envelope to: Parts Dept., The Avalon Hill
column (because it has one MP remaining) or Game Company, 4517 Harford Road, Saito., Md. 21214.
on the "2" column (because it cost 2 MP to
enter the adjacent hex from across the river)?
A . It must roll on th e "2" column . Any OUR DESIGN DEPARTMENT will be happy to take the time·to
remaining MP 's that are not expended in answer queries regard ing play of this game but ONLY when
regular movement are lost when attempting a accompanied by a self -addressed envelope containing first
class postage.
Forced M arch.

31
TERRAIN EFFECTS CHART
NOTE: the effects of terrain on movement are cumulative. For example, to cross a hexside that is both a rough terrain hexside and a class 2 river hexside would cost : 2 M P (for rough
terrain) PLUS 2 M P (for class 2 river hexside) PLUS I M P (to enter adjacent hex) for a total of 5 M P expended to cross one multiple-type hexside . (NOTE : M Pis abbreviation for
Movement Point[s] .)
TE R RA IN SYMBOL EFFECT ON MOVEMENT OTHER EFFECTS TERRAIN SYMBOL EFF ECT ON MOVEMENT OTHER EFFECTS

Bateaus may act as ferries a-


cross class 3 river hexsides at
cost one M P to enter land movement across hexside ,coS t of one M P.
CLEAR ~ class 3 prohibited except by ferry.
cost naval units 10 M P t o
HEX (hexside) embark/debark land units.

same as other terrain in hex. COAST same as other terrain in hex.


same as other terrain in hex.
cost naval units 5 M P to em-
bark/debark land units.
HEX
-
same as other terrain in hex .
land units, Bateaus may not I cost naval units 15 M P t o
cannot build Forts or Maga- , enter. embark/debark land units;
same as other terrain in hex . (hexside)
zin

movement or debarking onto


no effect on movement. ISLANDS prohibited.

no effect on movement. SEA LANE land movement across hexside Bateaus may not move along
prohibited. Sea Jane hexside.
. . .-t lllfl' I
HEX

RO UG H
TER RAI N cost two M P to cross PLUS
cost to enter adjacent hex.
(hexside)
all naval units may move along if lake totally within ~me hex
I
class 3 (lake) hexsides. treat as other terrain rn hex.

(hexside)

SWAMP cost two M P t o ENTER


HE X

cost one M P to cross class 2


Bateaus may act as ferries a- FERRY river hexside at Ferry.
RIVERS: cross class 1 river. hexsides at
cost one M P to cross PLUS
class 1 I .; cost to enter adjacent hex . NO cost.
(hexside) BF/TR movement prohibited.
FORD
Bateaus may act as ferries a-
cross class 2 river hexsides at .__________, NO cost to cross class 1 river
cost two M P to cross PLUS cost of one M P. hexside at Bridge/Ford.
cost to enter adjacent hex.
(hexside) BRIDGE ~
BF movement prohibited
----------- --- - - -- - - - -- - -- - - - - - - - -- - - - - - - -- - - - - -- - - - - - - -

~asic Qame_; KEY:


AE-all attacker's Strength Points eliminated and removed from game.
½AE-half (rounded UP) of attacker's Strength Points eliminated.

[ombaL ~suits DE-all defender's Strength Points eliminated and removed from game.
½DE-half (rounded UP) of defender's Strength Points eliminated.
NE-NO EFFECT: no losses to either side.
Table_; NOTE: 1 attacks at odds worse than 1-3 not allowed.
attacks at odds greater than 5-1 are treated as 5-1.
ODDS 1-3 1-2 1-1 2-1 3-1 4-1 5-1
or more
DIE
1 AE AE AE NE ½AE ½DE ½DE
DE
½AE ½AE NE ½AE ½AE ½ DE ½ DE
2 DE
½DE

3 ½AE NE ½AE ½AE ½DE ½DE ½DE


½DE ½DE
NE AE ½AE ½AE ½DE ½DE DE
4 ½DE ½DE DE

5 AE ½AE ½DE ½DE DE DE DE


½DE ½DE
½AE ½D E ½DE ½ DE DE DE DE
6
½DE

leeL EngagemenL [harw


S/P -1 0 +1 +2 +3 +4
DIFF or more
DIE
KEY:
0-1, D-2, etc.-defender 's Fleet damaged; all ROLL
defender's naval units must be removed from the
mapboard . They cannot re-enter game until the 1 NE NE NE NE NE NE
number of QUARTERS, indicated by the number on
the right, have elapsed.
2 NE NE NE NE NE D-2
A-2-attacker's Fleet damaged: same as above. 3 NE NE NE NE D-1 D-2
NE-NO EFFECT: no damaqe to either side.
SUNK - defender's Fleet counters eliminated and
4 NE NE NE D-1 D-2 D-3
permanently removed from game. 5 A -2 NE D-1 D-1 D-3 SUNK
eattacks at less than ·- 1 · not allowed 6 D-1 D-1 D-2 D-2 SUNK SUNK
(CAMPAIGN SIMULATION GAME)

Forced c57tCarch Table_;


MP 1 2 3 4 5 6 7 MP KEY:
ATT ATT number of Movement Points
DI E DIE gained in Forced March attempt.

1 1 2 3 4 5 6 7 1 ~
2 1 2 3 4 5 4½E 3½E 2 3½E '"
casua lties, if any, suffered in
3 2 2 3½E 3½E 3½E 3½E 3 attempt. '½ E' means half (round -
ed UP} of all Strength Points
4 1 1 0 0 0 0 0 4 invo lved in attempt are
elim inated . Units are removed as
5 0 0 0 0 0 0 0 5
per the type priorities listed in the
6 o 0 0 0 0 0 0 6 Advanced Game CRT.

(ADVANCED GAME OPTIONAL RULE)


177~ dvanced [j-amv [ombaL 1-v!,sults Tablv
ODDS 1-3 1-2 1-1 3-2 2-1 3-1 4-1 5-1
or more
DIE - - - ~ - ,-
-
-3 - AE - - AE - AE - AE ½AE - NE - NE -- NE
-2 AE AE AE ½AE AL2 NE NE AL1
-1 - - - - -
AL2 AL1
- AL1
AE AE ½AE AL2 AL2
~ ~

-- - =--· - DL1
0 AE ½AE AL2 AL2 NE AL1 AL1 DL 1
DL 1
1 ½AE AL2 AL2 NE AL1 AL1 DL1 DL2
DL 1
-
2 AL2 AL2 NE AL 1 AL 1 DL 1 DL2 ½DE
DL 1
3 AL2 NE AL1 AL 1 DL 1 DL2 ½DE ½DE
DL 1
4 NE AL1 AL 1 DL 1 DL2 ½DE ½DE ½DE
DL 1
5 AL 1 AL1 DL 1 DL2 ½DE ½DE ½DE ½DE
DL 1
6 AL 1 DL 1 DL2 ½DE ½DE ½DE ½DE DE
DL 1
7 DL 1 DL2 DL2 ½DE ½DE ½DE DE DE J
- - - - - - ,- -
8 DL2 DL2 ½DE ½DE ½DE DE - ,- DE DE
- - - -· - ~ -
9 DL2 ½DE ½DE ½DE DE DE DE DE
10
- - - - - - - ,- -
½DE ½DE DE DE DE DE DE DE

KEY: NOTE:
AE -AII attacker's Strength Points eliminated. a) odds worse than 1-3 not allowed.
½AE-half (rounded UP) of attacker's Strength Points eliminated. b) odds greater than 5-1 are treated as 5-1.
AL 1, AL2-attacker removes one or two Strength Points as specified. c) die rolls less than' -3' are treated as' -3'; die rolls greater than '1 O' are
DE -all defender's Strength Points eliminated. treated as' 1O'.
½DE-half (rounded UP) of defender Strength Points eliminated. d) in combat involving mixed unit types, casualties must be extracted
DL 1, DL2-defender removes one or two Strenqth Points as specified. in the following order:
NE-NO EFFECT: NO casualties, NO further combat. 1) Rebel Militia 1) Indians
2) Continental Army 2) Tory Militia
3) French Regulars 3) British Regulars

KEY:

Tactical ~suits c5'rCatrix


ATTACKER'S CARD
EJ
ADD number on box to attacker's die roll
FRONTAL RECON IN ENFILADE ENFILADE REFUSE REFUSE STAND & WITH on Combat Results Table.
ASSAULT FORCE LEFT RIGHT LEFT RIGHT DEFEND DRAW
FRONTAL +2 +2
0 -2 -1 -1 +1 -3
ASSAULT
RECON +2 0 -1 -1 0 0 +2 -2
0
IN FORCE SUBTRACT number in box from at-
C
a: ENFILADE +1 +3 tacker's die roll on Combat Results
<( LEFT -2 0 0 -2 -2 0 Table.
(..)
VJ ENFILADE
RIGHT
-2 +1 0 0 +3 -2 -2 0 2
a:
LU REFUSE THE
C LEFT
+1 0 +2 -3 0 0 0 0 ADD or SUBTRACT number in box, etc .
NO FURTHER COMBAT ALLOWED IN
2 REFUSE THE
LU RIGHT
LL
+1 0 -3 +2 0 0 0 0 THAT HEX.

LU
C STAND AND
DEFEND
-1 -2 +2 +2 0 0 NC NC §]
: NO COMBAT. DO NOT ROLL DIE ON
WITHDRAW +3 I ~2 0 0 0 I 0 NC NC CRT: no supply used, no casualties
taken
CAMPAIGN SIMULATION GAME REINFORCEMENT /TIME RECORD CHART

KEY:

JAN move
FIRST
a:
w (starting 4/76) CHECK AREA STATUS
(starting 1 / 77): BR normal replacements
I-
z FEB arrive

s A:
MAR A
BR reinforcements arrive; see Order of
Appearance.

CA/S :
APR normal American Supply available depen-
dent on Status of Areas .
(.9
z
a:
a_
MAY B CA/B:
U) BONUS American Supply (if any)

JUN C available dependent on Status.

C A/WR :
American Winter Redu ction .

er:
JUL
w BR/B:
~ British Winter Replacement Bonus

~
AUG D (Charleston and Philadelphia).

::::,
U)
SEP BR/S :
British normal Supply arrives at Con-
trolled Port.

BR/MVC:
OCT E check British
ditions .
Minimum Victory Con-

....J
....J
<(
u..
NOV F
0:: •
wU
DEC f- ::J
za
~~

ORDER OF APPEARANCE: British Reinforcements


A -(3/76)- 7 /BR , 2/S, 1 / A , 1 /BF, 1 /TR: any Sea lane hex south of Penna.-Maryland border.
B -(5/76)- 20/BR, 1 /S: Quebec, if Controlled, or Halifax.

C -(6 / 76)- 19/BR, 1 /S , 1 / A: ALL at either Boston, New York, Philadelphia if Controlled, or Halifax.

D -(8/76)- 24/BR, 1 /S, 1 / A: ALL at any ONE Controlled Port.

E - (10/76)- 6 / BR: ALL at any O NE Controlled Port .

f -(11/76)- 4/BR: ALL at any ONE Controlled Port.


AT START JANUARY, 1776
BR ITISH : AMERICAN:
CANADA
- 1 / CA, 3 / RM, 1 / S, (1 / B): on, or wit hi n one he x ot , Quebec
- 1 / BR. 3 / TM, 1 / S, 1 / A , 1 /F : Qu ebe c - 1 / RM (E), 1 / M : Montr ea l
- 1 / RM , 1 /F: St. John s

NEW ENGLAND
-18 / CA, 1 / S : on, or w it hi n one hex of, Boston
- 1 / RM , 1 / F: Ports mouth
- 1 8 / BR . 1 / TM. 1 / M , 1 / A, (E). 1 / BF, 1 / TR : Boston - 2 / RM: Newport
- 1 / RM, 1 / A: Spr in gt1 eld
- 2/RM : Hartford
- 2/ R M: New Have n

MIDDLE STATES
- 3 / T M: Oswego - 2 / RM, 1 / A , 1 / F: Ticonde roga
- 1 / 1: Pai nted Post - 1 / RM , 1 / F: Fort Stanw 1x
- 1 / 1: Un adilla - 1/RM : Alba ny
- 1 /1 : Owe go - 1 / RM : New York

- 1 / RM: Ph il ad elphia

SOUTH CENTRAL
- 1 /TM: Portsmouth -1/ RM:Alexandria
- 2 / TM : Norfolk - 1 / RM: Ch arlottesville
- 3/ RM : Williamsburg
- 1 / RM : Ly nchburg

DEEP SOUTH
- 1 /T M : Sali sbury - 1/RM: Hil lsboro

- 3 / TM , 1 / F: Ninety-si x - 1 / R M: Ch arlotte

- 2 / TM: Aug ust a - 1 / RM: Camden


- 4 / RM . 1/S, 1 / A, 1 / F: Cha rle sto n
- 1 / RM:Sa vann ah

CA Rebel Tory CA WINTER


AREA STATUS CHART
Repls MiJitia MilitiaREDUCTION STRATEGIC TOWNS
A : NO BR Strength Points in Area- Maximum Minimum Maximum 25% (by Areas)
B : BR Strength Points in Area, but Maximum Average Average NEW ENGLAND
NO Strategic Towns Controlle d- a) Boston d) Hartford
b) Newport e) Norwich
C:BR Strength Points in Area, With Minimum Average Minimum c) Springfield
SOME (but not all) Strategic Towns
Controlled- MIDDLE STATES:
a) Ticonderoga d) Wyoming
D:BR Strength Points in Area, and Average Maximum Average 25% b) Fort Stanwix e) New York
CA Strength Points in Area, but c) Albany f) Philadelphia
NO :Strategic Towns Controlled-
SOUTH CENTRAL:
E:BR Strength Points in Area, and Average Average Average 50% a) Alexandria d) Petersburg
CA Str ength Points in Area , with b) Charlottesville e) Norfolk
SOME (but not all) Strategic Towns c) Richmond
Co ntrolled -
DEEP SOUTH :
F : BR S t r eng t h Points 1n Are a NONE Minimum* Minimum 75% a) Hillsborc d) Ninety-six
(regard less of p resence of CA ), b) Camden e) Augusta
wi th ALL Stra tegic Towns Controll ed - c) Charleston f) Savannah
r
I

t776 Invasion of Canada -1775


SCENARIO #1

BACKGROUND: All hough !he rnplure of Fo r/ Tico nderoga 0 11 M ay


10, 1 77 5 opened Ifi e way fo r 1111 American advance info Can ada , a Ii mid
Congress did no/ nulhorize nny opera/ions until the middle of June whe11
it directed General Schuyler lo i11v11de, zf praclicable, whal !hey hoped lo
11111ke the " J 4th colony". After numerous delays resulting from
Schuyler's preparations, his second in command sta rted north on Lake
Champlain with troops 1111d n small fleet in September. The first target
wa s strategic St . Johns , vigorousl y held by British Regulars 1111d
C11n11di1111 Militia. During !his period, Ethan Allen 111nde his nborl ive
attack on M onlrenl 011 September 2 5. Meanwhile, !he sta rt of A mold's
march to Q uebec from Fort Western u11folded /he complete misg uided
strategy of Ihe rn III pa ig11:

AT START SEPTEMBER, 1775


BRITISH AMERICAN

2/ BR, 1/TM, 1/F: St. Johns 5/ RM, 1/ A, 1/S, 1/F, (2/B*): Ticonderoga
1/BR, 1/TM, 1/M, (1/B*): Montreal 2/ RM: Albany
1/ TM, 1/ A , 1/S, 1/F: Quebec
(3/ D*): Anywhere

REINFORCEMENT /TIME RECORD TRACK


2/RM.1 /S. 2/RM.1/S: 2/RM: A lbany 1 /RM. 1 /S:
Ft. Weste rn A lbany Albany

AMERICAN

move
FIRST

( 1) (2) (3) (4) (5) (6) (7)


SEPT OCT NOV DEC JAN FEB MAR
1/TM: 1 /TM: 1/TM: Quebec 2/TM. 1 /S: 1/TM:
northeast Montrea l Quebec northeast
rnapboa rd edge mapboard edge
BRITISH

VICTORY CONDITIONS AREA OF PLAY


BRITISH: British player wins by either: NORTH section of mapboard is used. Additionally, all units
a) Occupying the Port at Quebec with at least one BR or TM must remain north of the Albany-Unadilla hex row, inclusive.
Strength Point; OR
b) Occupying the Fort at St. Johns with at least one BR or TM
Strength Point; CR SPECIAL RULES
c) Occupying Montreal, free of American combat units with 1) Tory Militia: All British reinforcements must enter
at least one BR or TM Strength Point, at the end of the March , NORTH of the St. Lawrence River. If the designated Town
1776 turn. hex is occupied by American combat units (inside or outside
AMERICAN: American player wins if Montreal AND the Forts), reinforcements must enter from the map board edges as
Forts at St. Johns and Quebec are free of enemy combat units follows:
at the end of the March, 1776 turn. a) Units scheduled to arrive at Quebec must enter from the
Any other situation occuring at the end of the game is a draw. NORTHEAST edge of the mapboard.
b) Units scheduled to arrive at Montreal must enter from the
SUGGESTED OPTIONAL RULES NORTH mapboard edge.
1) Inverted/ Decoy counter: British combat units move in- 2) Quebec Artillery: the Artillery unit starting in Quebec may
verted and receive three Decoy counters to be placed anywhere never move.
at the start of the Scenario. 3) St. Johns: all British units starting at St. Johns must begin
2) Bateaus: place on board as per " At Start" instructions. the game INSIDE the Fort.
3) Forced March . both sides may use the Forced March 4 ) Fortifications: the Forts at Ticonderoga, St. Johns, and
Optional Rul e. Quebec may not be destroyed during the game.
t776 Saratoga Campaign -1777
SCENARIO #2 .

BACKGROUND: In theory, !he three-pronged British 11ll11ck of


1777 culmin11/i11g in /he S11mlog11 Camp11ig11 was lo have cul !Ire
color1ies in half 11/ong !he Hudson River-Lake Champlai11 axis. Three
i11dependenl bu/ supposedly co-ordinnled expedilions were lo converge on
Allinny from Oswego, SI. joh11s, and New York Cily. Bui a collossnl
breakdown of communirnlions evenlually des/rayed !he operalio11. The
New York expedition failed lo ,n11/eri11/ize in force, !he Oswego expedition
was slopped 11/ For/ Sl11nwix, and Burgoy11e's expedition succumbed lo !he
conce11/rnled 11//11ck of Co11/i11enl11/ forces:

AT START MAY, 1777


BRITISH AMERICAN

14/BR, 1/I, 2/ A, 1/S, (2/B*): St. Johns 4/CA, 1/ A, 1/S, 1/F, (1/B*): Ticonderoga
1/BR, 1/F: Oswego 1/RM(E): Mt. Independence
36/BR (E), 1/ A, 2/S: New York 1/CA, 1/RM, 1/F: Ft. Stanwix
1/S: Albany
1/CA, 1/F: West Point
1/CA, 1/RM, 1/F: Ft Constitution
8/CA(E), 4/RM, 1/ A, 1/S: Morristown
2/RM: Philadelphia
(3/D*): Anywhere
REINFORCEMENT /TIME RECORD TRACK
1/S: M on t real 1/BR.1/1, 1 /BR. 1 /S:
1 /S: Oswego New York
BR ITISH
move
FIRST

( 1) (2) (3) (4) (5) (6) (7)


M AY JUNE JULY AUG SEPT OCT NOV

2 /RM: A lbany 2 /CA. Albany 6/CA,4/RM. 6/CA.1/S: 4/RM: Albany


1 /S: A lbany Albany
AME RIC AN

VICTORY CONDITIONS AREA OF PLAY


BRITISH: The British player wins by occupying with at least NORTH section of mapboard is used in its entirety.
one frie n dly Strength Point (regardless of enemy units) five of
the six following locations at the end of the November, 1777 SPECIAL RULES
turn: 1) British Sea Movement: the British player is allowed to
PHILADELPHIA WEST POINT* FORT STANWIX make one 'invasion' per game in the following manner:
NEW YORK* ALBANY TICONDEROGA* a) British player may move up to 30 Combat Strength Points
NOTE: These five Towns MUST include New York, West and/or non-combat counters from New York City to any
Point, and Ticonderoga, plus any two of the remaining three coastal hex or Port hex not occupied by American combat
locations. units. These 30 CSP and/or unit counters must all begin the
AMERICAN: American player wins by avoiding the British
turn and embark at New York together and debark in the
Victory conditions. same hex in the same turn of embarkation.
b) These units may not move up class l or 2 rivers or debark
on non-coastal, non-port hexes.
SUGGESTED OPTIONAL RULES c) These units may not move in the turn of debarkation.
2) Reinforcements (both sides): when ever reinforcements are
1) Inverted/Decoy counters: only American combat units scheduled to appear at locations that are occupied or complete-
operate inverted. The American player may use three Decoy ly surrounded by enemy combat units, they have the option of
counters which can be placed anywhere at start of Scenario. being placed on the occupied or surrounded hex, or on the
2) Bateaus: place on board as per "At Start" instructions. nearest Town hex unoccupied by enemy units.
3) Forced March· both sides may use the Forced March 3) Forts: Forts that appear on board at the beginning of the
Optional Rule. game may not be destroyed.
SCENARIO #3
Greene's Southern Campaign -1780
BACKGROUND: After Genera l Ga tes ' defeat at Camden,
Wnshi nglon se nt Gene ral Nathaniel Greene sou th lo rebuild the
shattered so uthern Conti nental Army. In a classic lex/book campaign
Greene brillianll y avoided Corn wa llis' superior forces and led th e British
far from thei r bnse of suppl y, leaving them wo rn-down and exh austed
near th e Dan Ri ver on the North Caroli na- Virg inia borde r. La/er,
res upplied and reinforced, Greene moved sou th leav ing Cornwallis
'benling the air' in Hillsboro. Even tuall y, Cornwallis' move nort h
precipitated the Yorktown defeat and the loss of the en /ire so uth from
British co ntrol.
AT START DECEMBER , 17 80
BRITISH AMER ICAN

6/ BR, 1/TM, 1/TMd: Winnsboro 4/ CA, 1/ S: within one hex of Cheraw


3/BR, 1/S, 1/M: Camden 1/RM, 1/RMd: within two hexes of Georgetown, nort h of Santee River
1/BR: Wilmington 1/CA, 1/RM: within two hexes of Thickety Fort
1/TM: Georgetown 1/RM: within two hexes of Fort Prince George
1/BR, 1/TMd, 1/F: Ninety-six 1/RM: Ramsey's Mill
1/BR: Augusta 2/.RM, (4/ D*): Anywhere
2/BR: Charleston 3/ RM: Charlotte, Va. (Special - see rules)
1/TM: Savannah (1 / B*): on Dan River anywhere south of North Carolina-Virginia border
REIN FO RCEME NT / TIM E RECORD TRACK
1 /S:
Wi lmington
BRITISH

move
FIRST

( 1) (2) (3) (4) (5)


DEC JAN FEB MAR APR
RAIN RAIN RAIN
2/CA. 1/S :
NC-VA border
AMERICAN

VICTO RY CON DITIONS ARE A OF PLAY


BRIT ISH: British player wins by keeping all of the following SOUTH section of map board in its entirety.
Towns free of American Combat units at the end of the April,
1781 turn:
SAVANNAH AUGUSTA CAMDEN SPEC IAL RULES
CHARLESTON NINETY-SIX HILLSBORO
AME R I CAN: American player wins by occupying one or more
1) Charlotte Va. Forces: American Militia units in Charlotte,
of the following towns, free of enemy combat units, with at VA may not move until at least one CA Strength Point begins
least one combat unit at the end of the April, 1781 turn: its Movement Phase in the Charlotte, VA hex. The Charlotte
SAVANNAH AUGUSTA CAMDEN Forces may move normally in the same Movement Phase.
CHARLESTON NINETY-SIX 2) Rain: during the months of December, January, and
Any Other situation occuring at the end of the game is a draw. February, NO units may cross class 2 rivers unless by Bateau
Ferry or Permanent Ferry.
SUGGEST ED OPTIONAL RU LES: 3) Entrenchments: all units of both sides may begin the game
1) Inverted/Decoy counters: only American units operate Entrenched.
inverted. American player may use four Decoy counters which
4) Supply: The British supply arriving March, 1781, may not
can be placed anywhere at the start of the Scenario.
enter the game if any American combat units occupy
2) Bateaus: placed on Board as per ' At Start'. NOTE : Wilmington at that time.
American Bateau may only act as a ferry: it may move, but
cannot transport units.
3) Forced March: Both sides m ay use the F orced March
Optional Rule.
1776 Virginia-Yorktown Campaign -1781
SCENARIO #4

BACKGROUND: Th e British fo rnys i11l0 Virginin , begi1111i11g i11


7 780 , were r/es ign er/ lo eliminale !he Virgi11in-Mnrylnnd nren ns n,1
i111po rtnnl source of cns h-crops and corn,n erce used lo finn11ce !he
Revolulionnry Wn r. Milli o11s of dollars worlh of lobn cco, grnin, nnd
111ililnry provisio11s were des/rayed i11 rnirls co11ducted by Arnold,
Phi ll ips, n11d others. Bui when Genera l Corn wallis 111nrcherl his bnllered
nr111 y North f ro111 the Caroli 11ns i 11 M ay, 1781, i 11 stend ofproteclin g !he
Cnro linns fro111 General Gree ne, he unwilli11gly set !he singe fo r !h e
cn 111pnign //in/ e11 ded with the Brilis/1 debncle nl Y orkl ow11.

AT STAR T MAR C H, 178 1


BRITISH: AMERICAN
3/ CA, 1/S: Baltimore
2/ BR, 1/TM, 1/ S: Portsmouth 1/RM: Petersburg
4/COM: one each at Petersburg, Ric hmon d, Charlotte,
and Charlottesville.
REINFORCEMENT /TIME RECORD TRACK
5/BR, 2/A: 1 /S : 3/BR: 1 /S : 1 0 /BR , 1 /S:
Portsmo ut h Po rtsm o ut h Ports m out h Po rt sm ou t h an y ONE Port

BRITISH
3/BR:
move NC -VA borde r

FIRST

( 1) (2) (3) (4) (5) (6) (7) (8) (9)


MAR APR MAY JUNE JULY AUG SEPT OCT NOV
2/RM: wit hin 2/CA, 1/S: 2/RM : w ith i n 15/FR, 2/A , 1 /S: PA- MD REMOV E:
two hexes of PA- MD bo rd er t w o hexes of 1 /S: a ny ONE border, east of 6 / FR, 1 / A
FRANCO- Charlotte Charl otte Port Yor k
6·/CA:
AMERICAN 1 /CA: w ithin
Ba lt im ore
two hexes of
Charl otte 2/RM: wit hin
two hexes of
Charlotte

VICTORY CONDITIONS AREA OF PLAY


BRITISH: British player wins if he: SOUTH section of mapboard: further limited to Maryland
a) Destroys all four commerce counters by the end of the and Virginia, including their exterior border hexes.
November, 1781 turn; AND
b) Maintains at least a 2-3 ratio of Strength Points compared SPECIAL RULES
to Franco-American forces within an area bounded by the
Chesapeake Bay (to the East), the Pennsylvania-Maryland 1) Commerce counters: Commerce counters represent
border (to the North), the Virginia-North Carolina border (to strategic materials which were the targets of British raids.
the South), and within five hexes of any Port hex to the West, The British player destroys Commerce counters by simply
a t the end of the November, 1781 turn . beginning his movement phase in the same hex wit h a
Commerce counter providing no American or French combat
AMERICAN: American player wins by avoiding the British units are also in that hex. Commerce counters may not move.
Victory Conditions. 2) Reinforcements: British units scheduled to arrive at
Portsmouth may land even if that Port is occupied by
American or French units.
SUG G ESTED OPTIONA L RULES 3) French withdrawal: at the beginning of the American's
November, 1781 turn, six French Regular Strength Points and
Forced Ma rch: both sides may use the Forced March Optional one French Artillery unit must be removed from the game. If
Rule. there are less than six Strength Points remaining or if there
are no French Artillery units remaining, as many as are
available must be removed. American units are never includ-
ed in unit removals.
4) American and French Supply units may be used
interchangeably.

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