1776: The Game of the American Revolutionary War
1776: The Game of the American Revolutionary War Rulebook
Table of Contents
Table of Contents
- Campaign Simulation Game
- Scenarios
- Scenarios I. Rules for All Scenarios
- Scenarios II. Basic Game
- Scenarios III. Advanced Games
- #1 – Canada Invaded - 1775
- #2 – Saratoga Campaign
- #3 – Greene's Southern Campaign - 1780
- #4 – Yorktown Campaign - 1781
- #5 – Tory and Indian War - 1778
- #6 – Lincoln's Southern Campaign - 1779
- #7 – The British Dilemma - 1778
- #8 – Montcalm and Wolfe - 1759
- #9 – The British Receding - 1781
- #10 – The Carolinas - 1776
- #11 – 1775 Campaign
- #12 – Boston - 1775
- #13 – Southern Campaign - 1775
- Scenarios IV. Campaign Simulation Games (CSG)
- Scenarios V. #13, #14, #15, CSG-8 – Galvez Scenarios – 1779 to 1781
Credits
- Original Game Design & Research: Randall C. Reed
- Third Edition Rules & Research: Jim Lawler, Robert Furney, Jan Orband, Hank Burkhalter, Richard Wein, Charles Diamond
- Third Edition Rules modified, arranged, edited & published IN MEMORY OF ROD COFFEY by Doug Pratto & Chris Fawcett
- First Edition Rules: March 1974; Second Edition Rules: August 1975; Third Edition Rules: Revised June 2022
Introduction
This third edition rulebook includes significant changes and additions to both the mechanics of play and the counters. The original game abstracted various aspects of the war; the new edition portrays these with leaders, partisans, and notable elite formations that saw action throughout the conflict; this enhances the play and accuracy of the game.
The main body of rules is built around many scenarios covering the major campaigns of the war. This includes the original Basic Game Scenario and 13 Advanced Game Scenarios developed after the publication of the game. The Campaign Simulation Game contains everything needed to recreate the Revolutionary War from Boston to Yorktown. There are 6 campaign games to choose from, depending on the interest of the players. This includes the 3 original ones and 3 developed after publication of the game.
Players must obtain the new counters to play the 3rd Edition. They are part of the BOARDGAMER'S UNOFFICIAL PLAYER'S GUIDE.
Components
MAPBOARD (BOARD): The board represents the 13 colonies and Canada at the time of the Revolutionary War. A coordinate system is printed on the board for reference purposes and/or recording unit positions. Letters A through AAAA run along the west edge of the board, and numbers 1 through 61 run along the south and east edges. Locations are found by the intersection of a lettered hex row with a numbered hex row. For example, Savannah is at B13 and Charleston at H17.
- BOARD CHANGE: Wilmington, NC is a Red Star Town/Port. See individual scenario victory conditions for changes.
- CLARIFICATIONS:
- There are TWO types of class 3 hexsides: thin line (river/lake/bay) and heavy line (coastal). Sea-lane hexsides are not coastal.
- on composite hexsides, land and/or river hexsides take precedence over class 3 bay or coastal hexsides
- half-hexes and the four class 3 lake hexsides along the edge of the board are all playable
SCENARIOS: Each scenario is a separate, self-contained game recreating a particular campaign of the Revolutionary War. All pertinent information for playing the scenario is listed at the end of this rulebook.
PLAYING PIECES: Players are restricted to using only the number of counters provided with the game. The playing pieces contain the following information. For Units/Fleets, the number in the lower right corner is its movement allowance.
Combat Units (Strength Points, SP):
- BRITISH REGULAR INFANTRY (BR) — including BR ELITE INFANTRY
- CONTINENTAL ARMY REGULAR INFANTRY (CA) — including CA ELITE INFANTRY
- TORY MILITIA (TM) — including TM DRAGOON (TD)
- REBEL MILITIA (RM) — including RM DRAGOON (RD)
- FRENCH REGULAR INFANTRY (FR) — including FR ELITE INFANTRY
- AMERICAN INDIAN (AI) — including BRITISH INDIAN (BI)
Fleets:
- TRANSPORT FLEET (TF)
- BATTLE FLEET (BF)
- CONTINENTAL NAVY (CN)
Non-Combat Units:
- ARTILLERY (Art)
- SUPPLY (Sup)
- MAGAZINE (Mag)
- BATEAU (Bat)
- FORT
- ENTRENCHMENT (Ent)
- COMMERCE (COM)
- TIME NOW
- STATUS INDICATOR
- DECOY
Leaders:
- BRITISH LEADER — and TORY PARTISAN LEADER
- CONTINENTAL LEADER — and REBEL PARTISAN LEADER
- FRENCH LEADER
I. Sequence of Play
Each turn is one month long and is divided into two Player Segments. This sequence is continued for every turn of the game.
A. FIRST PLAYER SEGMENT
- MOVEMENT PHASE: the first player moves some, none, or all his units up to their movement allowance, subject to terrain limitations and the presence of enemy units
- COMBAT PHASE: both players initiate and resolve any combat they choose to execute against enemy units occupying the same hexes with their friendly units
- EXCEPTION: only the player who's Segment it is can do this in the Basic Game Scenario
B. SECOND PLAYER SEGMENT: the second player repeats the same procedure for his Player Segment
II. Movement Phase
Each unit, or stack of units in the same hex, is moved individually by tracing the path of movement through each separate hex.
- Its printed movement allowance (measured in Movement Points (MP)) is the distance a unit may move in one turn. These MP are expended one point for each hex entered. However, terrain restrictions require additional MP to enter certain types of hexes.
- movement is always voluntary
- Each unit can move in any direction or combination of directions. A unit may spend some, none, or all its MP in a given Movement Phase. Unused MP are not carried to the next turn; they are not accumulated.
- friendly units must stop and end all movement whenever entering hex occupied by enemy Strength Points (SP) not inside Fort
- TERRAIN RESTRICTIONS: A complete list of terrain effects on movement is in the Terrain Effects Chart. Costs are cumulative.
- Units may not cross hexsides without sufficient MP to do so. However, units can move one hex every Movement Phase regardless of available MP. This does not allow the crossing of class 3, island or sea lane hexsides.
- CLARIFICATIONS: all-mountain hexes are treated same as a swamp hex with 6 mountain hexsides
- EXAMPLE: To cross a rough terrain hexside that is also a class 1 river hexside would cost 2 MP for the rough terrain PLUS 1 MP for the river PLUS 1 MP to enter the next hex (clear hex), for a total of 4 MP.
- no limit to the number of units (combat & non-combat) that occupy a single hex
- At any time, a player may consolidate or breakdown SP on the same hex. Always use the same color and unit type when doing so.
A. Entrenchments
- BUILDING: any SP may build an Entrenchment on a non-enemy-occupied hex at start of the friendly Movement Phase
- can't be built on hex containing Fort or another Entrenchment
- SP that build Entrenchments may not move during that Movement Phase
- all Units on hex with a friendly Entrenchment are inside (placed underneath) the Entrenchment
- EFFECT ON COMBAT: Entrenched units gain a –1 die roll modifier (DRM) when defending (in addition to other DRMs).
- DESTRUCTION: entrenchments on hex without friendly units (combat & non-combat) are instantly removed from the board
B. Bateaux
Bateaux (small boats, rafts, galleys) were an important source of transportation in 18th Century America. Incorporating them into the game, however, requires a special concept of movement: ALONG water hexsides as well as THROUGH land hexes.
-
BUILDING: any Magazine or Supply that begins its Movement Phase adjacent to a river, class 3 (not coastal), or port-entry hexside that is free of enemy Fleets and on hex free of enemy SP that are not inside Fort may build a Bateau
- may be built at the beginning of the Movement Phase by either of the following two methods:
- BUILD: 1 Bateau is created for 1Sup or 1Mag on the hex by simply inverting the building unit (Magazine or Supply). The Bateau is placed inverted on the same hex.
- the building unit can't move or support combat in Segment it built the Bateau
- EXCHANGE: Supplies/Magazines may be exchanged for Bateaux at the following rates:
- 1Sup, exchanged, creates up to 3 Bateaux placed inverted on hex
- 1Mag, exchanged, creates up to 3 Bateaux and 1Sup all placed inverted on hex
- BUILD: 1 Bateau is created for 1Sup or 1Mag on the hex by simply inverting the building unit (Magazine or Supply). The Bateau is placed inverted on the same hex.
- 6 Bateaux cannot be created on the same hex & inverted Bateaux may not move or be used
- all inverted units are turned face-up at end of Combat Phase of Segment of construction & each Bateau is placed with its arrow pointing to an adjacent river, class 3 (not coastal), or port-entry hexside
- destroyed counters can only be rebuilt in the turn of their destruction if they were not moved or used that turn
- may be built at the beginning of the Movement Phase by either of the following two methods:
-
HEXSIDE MOVEMENT: Bateaux may move along river and class 3 (not coastal) hexsides: 15 hexsides max. per turn
- no limit to the number (friendly or enemy) that may be positioned on, or move through, one hexside
- tracing movement, it's arrow must always point towards each individual hexside being counted – at end of movement, the arrow must point to hexside adjacent to playable land
- entering a class 1 or 2 river hexside adjacent to enemy SP not inside Fort, it must end on that hexside
- may not enter hexsides containing enemy Fleets
-
AS TRANSPORT: On a hexside free of enemy Fleets, a Bateau may transport units moving them by hexside movement. The cost is variable up to its transport capacity of 5 points.
Unit Type Transport Cost Infantry 1 point per SP Dragoons 2 points per SP Artillery 2 points per unit British Supply 2 points per unit American/French Supply 1 point per unit - to be transported, the units must begin their Movement Phase adjacent to the Bateau's hexside
- may drop off land-units along the way and continue moving to their destination
- forced to end movement due to presence of enemy SP, it must debark all units to either or both adjacent hexes (even if enemy-occupied)
- at end of its Movement Phase, must always debark all units to either or both adjacent playable land hexes
- EXCEPTION: if hexside is rough terrain, it can only debark to hex on the river side
- transported units may not move (or embark) after they debark
-
PORTAGE: Bateaux may move thru 1 or 2 land hexes (not mountain/swamp) if accompanied by at least 1 SP restricted by terrain
- may also move 4 hexsides max. (hexside-movement or as-transport) entirely before OR (hexside-movement only) entirely after
- moving hexside to hex counts as first hex (no cost to move hex to hexside)
- transported units (not Artillery) may accompany the Bateau on land if remaining MP allow but must end there
-
AS FERRY: if hexside is free of enemy Fleets, Bateaux may ferry units
- may neither move nor change arrow pointing direction in the Movement Phase in which they act as ferries
- They reduce the crossing penalty across hexsides that their arrows point toward. Land-units crossing hexsides at these points (in either direction) enjoy the following reduced crossing penalties:
- class 1 river: no crossing penalty (same as fords)
- class 2 or 3 hexside: only one MP to cross (ignore mapboard ferry if present)
-
CAPTURE: Enemy Bateaux are instantly captured if both adjacent hexes are free of enemy SP when a friendly SP enters or already occupies one of the two hexes adjacent to hexside containing the Bateau. Enemy Bateaux (not on hexside) on hex or outside Fort without enemy SP are instantly captured if a friendly SP is on hex.
- simply replace with friendly Bateau (immediately available for normal use)
- at least 1 SP of the capturing force must accompany the Bateau during Segment it is captured
- The winner may opt to destroy captured Bateaux. He simply removes them from the board in Segment of capture.
-
DESTRUCTION: Players may destroy their Bateaux during the Movement Phase if enemy SP do not occupy both adjacent hexes. To be destroyed on land during portage, its hex must be free of enemy SP or it must be inside Fort.
C. Automatic Elimination (AE)
Whenever friendly units enter (or start movement from) an enemy-occupied hex with enough SP to create 6-1 odds or better, the enemy SPs may be automatically eliminated (removed from play). This occurs immediately.
EXCEPTION: eligible Partisans may instantly try to retreat per rule V.B. & if successful, may continue trying if pursued
- Only units stacked together at the beginning of the Movement Phase and entering the target hex together may participate. Supply status (rule III.B.) must be considered in establishing an AE.
- if starting from Fort, the stack must begin either entirely inside or entirely outside
- if starting on land on hex with embarked units, the stack must begin entirely on land or entirely embarked
- naval and/or Bateau movement does not affect AE
- units inside Forts may never be AE, however units in Entrenchments may be AE if there are enough SP to create 8-1 odds
- after AE, the friendly units are not required to stop but may not embark and may only continue moving and/or attempt a Forced March (rule II.D.) after paying an additional 2 MP (3 MP against entrenched units) to do so
D. Forced March
Players may attempt to exceed the normal movement capabilities of SP by playing the Forced March rules below.
- only SP under command of a Leader (rule IV.A.) or Artillery with Knox may attempt a Forced March
- EXCEPTION: if moved by Bateau/Naval transport this turn or if stacked with enemy SP that are not inside Fort, they can't
- Forced Marches are attempted at end of all regular movement in the Movement Phase and may result in AE
- A single Forced March is defined as one beginning on hex "X" and ending on hex "Z", regardless of the number of units involved. More than one Forced March situation cannot be created where units, starting on the same hex, all have the same destination.
- Inverted/Decoy counters remain inverted unless the 1/2E result is rolled in step 2. of the following PROCEDURE
PROCEDURE:
- moving player must state exactly which units are attempting Forced Marches, how many MP are being attempted, the exact route to be taken and the final-destination hex for all Forced Marches before any are attempted in that Movement Phase
- moving player rolls one die for each attempt and consults the Forced March Table applying each result to the units in question
- SELECTED LEADER'S ABILITY
- The following Leaders may subtract one (–1) from the Forced March die roll: Cornwallis, Grey, Tarleton, Greene and Wayne. However, the owning player must eliminate 1 Regular SP (not Elite; if none, Militia (not Elite) or Indian) from the force. This removal occurs before the die is rolled & must be done whether the March is successful or not.
- Knox may include Artillery in a Forced March attempt of up to 3 MP if he adds one (+1) to the Forced March die roll
- each entry in the Forced March Table indicates the number of MP gained (if any) by the stack in the attempt
- "1/2E" means that half the units, rounded up, are eliminated from the board per rule III.A.2.G. If Glover's MA was used, it must be removed first, counting as 1 SP.
- All MP gained must be expended in movement along the announced route. If the units attempting the Forced March can't expend all the additional MP due to terrain restrictions, presence of enemy units, or AE, they are eliminated after the March.
- SELECTED LEADER'S ABILITY
III. Combat Phase
- phasing player is Attacker, non-phasing player is Defender
- Both players may attack enemy units stacked with friendly units. Only units in the same stack may attack each other.
- EXCEPTION: only Attacker can do this in the Basic Game Scenario
- All eligible enemy units on the hex are attacked. All eligible friendly units on the hex must attack. None are excluded.
- combat is always voluntary and units may never be attacked more than once per turn
A. Procedure
BASIC GAME
- A. Attacker announces ONE hex he wishes to attack
- B. Total SP of the Attacker & total SP of the Defender. Compare these with one another in an odds ratio. Reduce that ratio in favor of the Defender to its simplest form and find it on the Basic Game Combat Results Table.
- C. roll one die and cross-index the number under the proper odds column
- D. apply the result from the table to SP involved in the attack
ADVANCED GAME & CAMPAIGN GAME
- Attacker announces ONE hex he wishes to attack
- one round of combat is resolved as follows
- A. if Attacker is Bombarding, go to rule V.D. (Naval Bombardment) first
- B. Supply use and Elite (rule III.G.) commitment must be announced, first by the Attacker and then by the Defender
- C. total all combat modifiers to get one DRM then add or subtract this number to the Attacker's die roll on the Advanced Game Combat Results Table (CRT)
- DRM less than –4 is treated as –4 and DRM greater than +4 is treated as +4
- D. Total each side's eligible SP (rule IV.B.) and compare these with one another in an odds ratio. Reduce that ratio in favor of the Defender to its simplest form and find it on the CRT (odds worse than 1-3 are not allowed; odds greater than 5-1 are treated as 5-1).
- E. Each side secretly chooses one of eight (8) Tactical Cards, simultaneously revealing them, and cross index the two cards on the Tactical Results Matrix. The outcomes from the Matrix are as follows:
- +2, –1, 0 etc. – add this number to the Attacker's die roll on the CRT
- +2, –2, 0 – add this number to Attacker's die roll as above, but NO FURTHER COMBAT is possible in that hex during the current Combat Phase
- NC – NO COMBAT: the die is not rolled & there is no combat in that hex during the current Combat Phase
- F. roll one die and cross-index the number under the proper odds column on the CRT
- die rolls less than –3 are treated as –3, die rolls greater than +10 are treated as +10
- G. apply result from the CRT to eliminate SP that participated in the combat using the following casualty priority lists
- NE – NO EFFECT: there is no more combat in that hex during the current Combat Phase
- AMERICAN:
- Elite if used
- 2 SP of RM/RD/AI in any combination
- 1CA
- alternate between 1RM (or RD/AI) and 1CA until all eliminated with no elimination of last CA until all RM/RD/AI are eliminated
- FR
- BRITISH:
- Elite if used
- 1BI
- 2 SP of TM/TD in any combination
- 1BR
- alternate between 1TM (or TD/BI) and 1BR with no elimination of last BR until all TM/TD are eliminated
- EXAMPLE: An American force of Elites, Militia and CA attacks a British force. If half the attacking force is eliminated, the American player must first remove the Elite if it was used. Then remove two Militia units, then one CA, and then alternate between Militia and CA until the half requirement is satisfied.
- H. RETREAT: if all SP controlled at start of this round are eliminated but friendly SP remain on hex, entire friendly force MAY retreat together one hex or inside friendly besieged Fort or embarked on Fleet(s) – if unable, force remains on hex
- can't retreat across mountain hexside or any larger than a class 1 river
- hex retreated to: clear over swamp, can't be enemy-occupied and if defending, can't be one the Attacker moved from
- if unable, retreat to adjacent hex occupied by both enemy/friendly forces
- I. if Defender plays Withdraw card ending combat, he MUST try to retreat same as above
- Attacker has the option to continue his attack for as long as he wants if NC on the Tactical Matrix has not been indexed, NE has not been rolled on the CRT and neither side has retreated
- if he continues, repeat step 2. (priority lists in step 2.G. are reset to "1)") – other Elites may be used
- if he declines, the Defender may continue by attacking that hex using steps 2. and 3. as if he was Attacker
- EXCEPTION: Washington when stacked with CA may break off tactical-card combat between rounds from 2nd round on
- repeat steps 1. thru 3. until Attacker decides to stop attacking
- in step 1., if at least 5 SP were attacked on a Strategic Town or at least 10 SP were attacked in a stack, check Leader promotion/demotion (Campaign Simulation Game rule IV.)
- Defender announces ONE hex he wishes to attack which was not already involved in combat this turn. Repeat steps 1. thru 5. with Defender as the new Attacker and Attacker as the new Defender (priority lists in step 2.G. are reset to "1)").
- EXCEPTION: may not initiate combat if either friendly or enemy units on hex are inside Forts or Entrenchments
- repeat steps 1. thru 6. until both sides decide or are forced to stop attacking, then check Leader casualties (rule IV.C.)
B. Supply Units
- EFFECT ON COMBAT or AE: if a Supply unit is not used, friendly SP are halved when attacking or defending (retain fractions)
- must be present on the same hex with friendly SP for them to attack or defend at full strength
- use is always optional
- only one can be used to support combat on any one hex per Combat Phase (even if multiple attacks occur)
- In combat (not AE), Supply used to support two or more rounds that turn is eliminated at end of the Combat Phase. If all friendly SP are eliminated, Supply used in only one round that turn is eliminated.
- if a player chooses not to use Supply in a combat round, he may choose to use it in a subsequent round without forcing its removal (if not used for two or more rounds)
- CAPTURE: Supply on hex or outside Fort without friendly SP are instantly captured if hex has an enemy SP
- simply replace with friendly Supply
- at least 1 SP of the capturing force must accompany the Supply during Segment it is captured
- The winner may opt to destroy captured Supply. He simply removes them from the board in Segment of capture.
- DESTRUCTION: players may destroy their Supply during their Movement Phase if enemy SP do not occupy the same hex
- EXCEPTION: inside Fort they may be destroyed even if enemy SP occupy hex
C. Magazine Units
- BUILDING: Magazines may only be built on Town hexes (not outside Fort) free of enemy units
- 2Sup must start their Movement Phase on same Town hex. Remove them and place 1Mag on hex.
- may be used normally in the turn of their construction
- EFFECT ON COMBAT: Magazines are similar to Supply but they are never consumed in combat
- may supply any number of multiple combats in different hexes in the same turn
- may supply all combat situations within a two-hex radius, limited by the following restrictions:
- two-hex radius cannot cross class 3 hexsides
- Two-hex radius cannot pass through an enemy-occupied hex to supply a combat in a second hex. In other words, there can't be enemy units on the intervening hex. Nor may there be enemy units on the hex that contains the Magazine (unless the friendly SP being supplied is on the same hex with, or adjacent to, the Magazine).
- a besieged Magazine inside Fort (enemy SP on same hex) can't supply friendly SP on adjacent hexes and vice-versa
- REDUCING: Magazines may never move. However, at start of a friendly Movement Phase, it may be reduced to 1Sup which may move about freely and supply combat normally on the same turn.
- CAPTURE: Magazines on hex without friendly SP are instantly captured if hex has an enemy SP
- simply replace with friendly Magazine
- The winner may opt to destroy captured Magazines. He simply removes them from the board in Segment of capture.
- DESTRUCTION: players may destroy their Magazines during their Movement Phase if enemy SP do not occupy the same hex
- EXCEPTION: inside Fort they may be destroyed even if enemy SP occupy hex
D. Forts
Units under a Fort counter are inside Fort. Units on top of it are outside Fort.
- BUILDING: Forts are built only on Town hexes unoccupied by enemy units. Only one Fort may be built per such hex.
- Must be 1Sup (or Magazine), 1Art, and 1SP of BR, CA or FR at the beginning of the turn on same hex. These units are removed and replaced with an inverted Fort counter at END of Combat Phase (any Entrenchment remains). The inverted counter does not function in any way as a Fort. If on a hex by itself with enemy SP, it is automatically removed.
- In the next friendly Combat Phase, even if hex is enemy-occupied, the inverted Fort counter is flipped and used normally. If an Entrenchment is on hex it is removed. If a Magazine is on hex it may be placed outside Fort.
- EFFECT ON MOVEMENT
- units entering hex with all enemy SP inside Fort may continue moving
- Units inside Fort with enemy SP outside may not leave hex. Instead they must stop outside Fort and end their movement. In the next turn they may move out of that hex normally.
- Units entering hex with friendly units inside Fort and enemy SP outside may not enter Fort in the same turn UNLESS they participate in an attack against the enemy SP. Units inside Fort are not required to participate in the attack but have the option of doing so. Friendly surviving units may immediately enter Fort.
- friendly units may move into or out of a besieged Fort (enemy SP on hex) by Bateau on class 3 hexsides only
- EFFECT ON COMBAT: Forts double the SP of those inside Fort for defense only (casualties are evaluated normally)
- SP (not Supply) inside Fort attacking enemy units outside lose all defensive benefits and are placed outside Fort. They may not move back inside until conclusion of all combat in the hex.
- neither Tactical Cards nor retreats are used when attacking units inside Fort
- All effects of supply in combat apply to units inside Forts. Unsupplied SP inside Forts would be halved and then doubled, thereby maintaining their basic total when unsupplied inside Fort.
- if enemy SP are both inside and outside Fort, they must be attacked separately
- all enemy SP outside Fort must be either eliminated or forced to retreat before attacking those inside
- both groups may be attacked consecutively in the same turn
- Both sides treat this as one continuous attack for supply purposes. However, casualty results against SP outside Fort do not affect SP inside Fort.
- CAPTURE: Forts on hex without friendly SP are instantly captured if hex has enemy SP
- simply replace with friendly Fort
- the capturing units may immediately enter Fort
- DESTRUCTION: Forts may be destroyed (dismantled) at END of the owning player's Movement Phase if there is at least one friendly SP also on hex. They may not be dismantled if there are enemy SP on hex. To dismantle Fort, remove it from the board.
E. Artillery Units
NOTE: Artillery has enhanced MP – British & French Artillery now have 7 MP, while American Artillery now has 8 MP
- EFFECT ON COMBAT
- Artillery may only affect combat if they themselves are supplied for combat
- EXCEPTION: unsupplied inside Fort, it may fire one round in combat – this means once per month
- gain –1 DRM for each Artillery unit defending inside Fort/Entrenchment or +1 for each unit attacking same
- Artillery may only affect combat if they themselves are supplied for combat
- CAPTURE: Artillery on hex or outside Fort without friendly SP are instantly captured if hex has an enemy SP
- simply replace with friendly Artillery
- at least 1 SP of the capturing force must accompany the Artillery during Segment it is captured
- The winner may opt to destroy captured Artillery. He simply removes them from the board in Segment of capture.
- DESTRUCTION: players may destroy their Artillery during their Movement Phase if enemy SP do not occupy the same hex
- EXCEPTION: inside Fort they may be destroyed even if enemy SP occupy hex
F. Militia and Indians
- Whenever Militia and/or Indians of either side are involved in combat by themselves against BR, CA, or FR, they suffer a –1 DRM penalty (in addition to other DRMs) when attacking or defending.
- EXCEPTION: Militia-only force whose overall commander is Tarleton, Ferguson, Morgan or Arnold (as American) does not suffer the DRM
- Indians with or without Leaders are Partisans (rule V.)
- EXCEPTION: Regular Leaders may lead Indians, but in that case the Indians cease being Partisans & may only move 8 MP
G. Elite Units
- Elite units (Elites) named after Leaders must accompany that Leader always. If separated (not by death or capture), the Elite is eliminated and replaced with 1 SP of the matching color, one turn after separation.
- units moving with Glover's MA reduce their cost of crossing each river (or using each ferry) by one MP
- EFFECT ON COMBAT
- may not be used to attack in combat where the odds are greater than 2:1
- may only be used in ONE round, as an Elite, in a combat situation, otherwise it acts as a normal combat SP of one; if a player has more than one Elite present he may choose to employ them (one per round) in subsequent rounds
- gain +1 DRM in the combat round they are used
- orange & green Elites with or without Militia are treated as BR & CA
IV. Leaders
Leaders represent commanders who fought on both sides throughout the war. Adding them to the game has increased realism in several ways, such as controlling the number of troops, forced marches, and combat.
- each Leader counter has the following information: Name, Rank, Seniority, Combat Rating, Max. SP per Round
- all Leaders have a movement allowance of 10
- EXCEPTION: if accompanying a Dragoon for its entire turn, the movement allowance is 13
- The highest-ranking Leader in a stack is the overall commander (2-star is higher than 1-star). Within rank, the lowest seniority number named Leader is highest ranked. Nameless Leaders & Knox outrank Partisan Leaders (rule V.).
- EXCEPTION: Leader E (not French) outranks 1 nameless Leader or 1 Partisan Leader (2 or more, he is subordinate)
A. Effect on Movement
- if BR, CA, or FR move on land, or by mapboard ferry, without a Regular Leader in their stack, movement costs are DOUBLED
- the Leaders don't have to begin the Movement Phase stacked with a SP for the SP to pay normal movement costs, they may move about the board and any number of times pick up or drop off SP as they go
- COMMAND: the number of SP that can be moved as a stack (lead) by a Leader is limited by his rank
- British 2-star leads 8 BR SP
- French 2-star leads any combination of 8 FR/CA
- British 1-star leads 4 BR SP but Rawdon if overall commander leads 6 BR SP
- French 1-star leads any combination of 4 FR/CA
- American 2-star leads 6 CA SP (not FR) but Washington leads 8 CA SP (not FR)
- American 1-star leads 3 CA SP (not FR) but Lafayette leads any combination of 3 CA/FR
- Partisan Leader leads 3 Partisans, no more than 2 of which can be Dragoons
- may be combined to lead a stack of SP
- EXAMPLE: Two British 1-star generals on hex with 10BR, 2TM, 1BI, 1Art. and 1Sup. can lead only 8 SP at normal cost. The two remaining BR may move but at double movement cost. There is no effect on the TM, BI, Supply or Artillery.
B. Effect on Combat
-
At beginning of combat, both players determine their overall commander on hex. Those two combat ratings are subtracted to determine a DRM (in addition to other DRMs).
-
COMMAND: the SP controlled by a Leader in the Combat Phase is the same as he leads in movement except in addition to Regular SP, Militia/Dragoon/Indian SP are also counted and French Leaders cannot control SP other than FR
- a side with uncontrolled SP in the combat hex or no Leader suffers a –1 DRM penalty
- each round, the total amount of SP (controlled + uncontrolled) eligible for combat is limited by the following table
Overall Commander American British French Washington or Howe no limit no limit — 2-star 24 32 24 Rawdon — 12 — 1-star named Regular 10 10 10 Leader E 6 8 — none or nameless 3 4 4 Partisan 3 3 — - When combining FR and American SP, the allies suffer –1 DRM in combat. The side with the most SP present has its highest-ranking Leader on hex as overall commander of the combined force (tied, use French).
- EXCEPTIONS: 1) if Washington is on hex, he is overall commander without the –1 DRM; 2) if Lafayette is highest ranking allied general on hex, he is overall commander without the –1 DRM
-
Carleton: outside of Canada, his printed combat rating is lowered to +1
-
Knox: (the "A" means artillery) stacked with Artillery while attacking a Fort or Entrenchment, American gains an additional +1 DRM for first round of combat
C. Casualties and Capture
Optional rule VI.A. (Leader Casualty Check) is mandatory in Scenarios 2, 7 and CSGs 1, 2, 3, 4, 6.
- MOVEMENT PHASE: Leader in hex or outside Fort without friendly SP is instantly captured if hex has an enemy SP
- named Leaders may be voluntarily removed from the game by their owner – treat them as killed (last bullet below)
- COMBAT PHASE: after last round of each combat (not NE result in 1st round), for both forces' SP
- if any survive, roll 2 dice for each named Leader & Leader E in that force: 2-10 no effect, 11 wounded, 12 killed
- if none left, nameless Ldrs. in that force are removed to Turn-Track & placed at start of next turn on a friendly-occupied hex
- if none left (not inside Fort), roll one die for each named Leader & Leader E in that force: 1-3 retreats to nearest friendly-occupied hex, 4 captured, 5 wounded, 6 killed
- if none left inside Fort, roll one die for each named Leader & Leader E in that force: 1 escapes to nearest friendly-occupied hex, 2-5 captured, 6 killed
- Captured Leaders are removed from the board. They are exchanged at end of each Interphase in CSG Scenarios and beginning of each turn in AG Scenarios. Prisoner exchange is mandatory and is on a one-to-one basis – ranking Leaders first.
- EXCEPTIONS: 1) Tarleton, Arnold (as British), and all Partisan Leaders are permanently removed from play (hanged); 2) Leaders E and nameless Leaders are placed at start of next turn on any friendly-occupied hex(es)
- Wounded Leaders are removed from the board. Roll one die for each one to see how many friendly turns (half-turns) he must wait to recover. At start of next friendly turn, place Leader on friendly-occupied hex.
- killed Leaders are permanently removed from the game and replaced by a nameless Leader (if none, players make their own)
- EXCEPTIONS: 1) Knox, Lafayette, and all Partisan Leaders are never replaced; 2) if no friendly SP left, any replacement is placed at start of next turn on friendly-occupied hex
V. Partisans
On each side of the Revolutionary War there emerged a special kind of leader who possessed the characteristics to effectively lead irregular forces against enemy Regulars. Francis Marion, the Swamp Fox, is one example.
- orange & green Leaders are Partisan Leaders & may only lead Militia/Dragoon SP – such SP are Partisans
- EXCEPTIONS: 1) Ferguson may lead 4 BR as a Regular (not Partisan) Leader; 2) Indians with or without a Leader are Partisans
- Sumter/Warner outrank Marion/Stark, British order of rank: 1 Watson, 2 Ferguson, 3 Johnson, 4 Brant
A. Effect on Movement
- Partisans (not Dragoons) have a movement allowance of 10
- Partisan Leaders (not Ferguson) are confined to the jurisdiction they start the game in. North is Middle States & New England (also Canada until 1777), South is Deep South & South Central. They and their Partisans are eliminated if outside jurisdiction.
- Marion: may lead units (or move) through ONE swamp hex each turn at the cost of one MP (not two)
- Sumter: prohibited from ending consecutive turns stacked with the same Leader
B. Effect on Combat
- RETREAT: if enemy force begins its Combat Phase on hex with friendly Partisans & no friendly Regulars (SP or Leaders), the entire Partisan force may try to retreat together by rolling one die: 1-4 no effect, 5-6 retreats same as rule III.A.2.H.
- Brant: only controls TM/TD and/or Butler'sRang if stacked w/BI at start of combat (BI killed that combat doesn't cancel control)
VI. Optional Rules
A. Leader Casualty Check
This method works best in games that contain a great number of SP. It is mandatory in Scenarios 2, 7 and CSGs 1, 2, 3, 4, 6.
- Casualty Die Roll (CDR): 1-3 no effect, 4 captured, 5 wounded, 6 killed
- EXCEPTIONS: 1) no SP left and outside Fort, 1-3 retreat to nearest friendly-occupied hex, 4 captured, 5 wounded, 6 killed; 2) no SP left and inside Fort, 1 escape to nearest friendly-occupied hex, 2-5 captured, 6 killed
COMBAT PHASE: after the last round of each combat (not NE result in 1st round),
- if a player has no SP left on hex,
- all friendly nameless Leaders (not Leader E) on hex are removed to Turn-Track & placed at start of next turn on friendly-occupied hexes in any combination
- each named Leader & Leader E on hex must undergo a CDR
- if a player lost SP but SP remain on hex, roll 2 dice & add result to friendly SP lost
- if total is 13 or more, each friendly 1-star named Leader & Leader E on hex must undergo a CDR
- if total is 14 or more, each friendly 2-star Leader on hex (not overall commander) must undergo a CDR
B. Inverted/Decoy Counters
This rule simulates the lack of precise information available to each side on the strength and disposition of opposing forces.
- Only CA & Militia/Dragoon/Indian SP can be used inverted. All other types must move and function face up.
- all inverted counters (including Dragoons) have a maximum movement allowance of 8
- Inverting counters is done at a player's option. Dragoon SP must be turned face up to move at their full movement allowance.
- inverted counters remain inverted until entering hex occupied by enemy SP, or enemy SP enter their hex
- Both sides immediately flip their SP on the mutually occupied hex. They cannot be inverted again until they begin their Movement Phase on hex unoccupied by enemy SP.
- DECOY COUNTERS: May only be used when noted in scenario Set-Up. They move in the same manner as real SP except:
- may never move into hexes occupied by enemy units
- If land-unit enters hex occupied by enemy Decoy Counter, that Decoy is immediately placed on the nearest hex (unoccupied by enemy units) containing friendly units. It may be turned over and moved normally in the next Movement Phase.
Campaign Simulation Game
The Campaign Simulation Game (CSG) provides the framework for recreating the entire Revolutionary War starting in January 1776. Since the course of the CSG will vary from its historical counterpart, most of the additional rules are devoted to establishing a resource allocation system responsive to the military situation present on the map at any one time. The full impact of British sea power and the unpredictability of French military intervention in the war are strikingly represented in the CSG.
NOTE: ALL PREVIOUS RULES ARE ALSO IN FORCE
CSG I. Strategic Areas and Towns
The 13 colonies are divided into four sections called Strategic Areas for the purposes of allocating SP (CA, RM, and TM) and American Supplies. Certain key Town hexes called Strategic Towns are the reference points in determining which side controls an Area and hence determine the number of SP available in that Area at the beginning of each quarter.
CONTROL: Only the British can control a Town, Strategic Town, Strategic Area or Halifax. Occupation must be by debarked SPs. Towns and Halifax are controlled by occupying with 1TM or 1BR.
A. Strategic Towns
A Strategic Town is controlled for Area status (only) by occupying it (regardless of enemy SP) with the following BR. For all other purposes it is controlled by occupation with 1BR (if Fort, the required garrison must be inside).
| TOWN | BR NEEDED |
|---|---|
| Boston | 4 |
| Newport | 3 |
| New York | 6 |
| Philadelphia | 4 |
| Charleston | 2 |
| All others | 1 |
B. Strategic Areas
British control an Area by controlling all Strategic Towns in that Area (listed in following table).
EXCEPTION: control of New England and/or Middle States also requires control of Montreal & Quebec (similar to Strategic Town)
| New England | Middle States | South Central | Deep South |
|---|---|---|---|
| Boston | Ticonderoga | Alexandria | Hillsboro |
| Newport | Ft. Stanwix | Charlottesville | Wilmington |
| Springfield | Albany | Richmond | Camden |
| Hartford | Wyoming | Petersburg | Charleston |
| Norwich | New York | Norfolk | Ninety-Six |
| Philadelphia | Augusta | ||
| Savannah |
C. Indian Villages
Indian Villages are Owego, Painted Post and Unadilla.
- Forts and Magazines may not be built on the three Indian Villages
- a player may not move units into an Indian Village until the enemy moves a BI or AI out of that Village or moves a Regular/Militia SP of any kind (not Leaders) into that Village
CSG II. Seasonal Interphase
CLARIFICATION: the Canada/Middle States border follows hexsides of divided hexes by the rule "containing more than 50% of the area", then continues along the St. Lawrence River to the western map edge
PROCEDURE: at end of each March, June, September and December turn, the following Interphase steps are performed
-
WINTER: total CA+CA Elite SP are reduced depending on location per the following table (fractions round down)
CA WINTER REDUCTION RATES — AREA STATUS 1776 1777 1778 1779 NO Strategic Towns controlled 25% 25% 0% 25% some Strategic Towns controlled 50% 50% 25% 50% controlled Area 100% 75% 50% 75% total: Canada + West Indies + at sea 75% 75% 75% 50% -
SPRING and FALL: each player rolls 2 dice & looks up result in Random Events Table. Results are applied in step 14.
RANDOM EVENTS TABLE
DR BRITISH AMERICAN 2 Increased Effort to End War at Home: enter 2BR on one controlled Port Spain Invades Georgia: enter 2 SP and a nameless 1-star Leader on one hex within 3 hexes of Savannah (use French counters) 3 Additional Supply from England: enter 1 Supply on controlled Port Improved Dragoon Training: replace 1RM with 1RD at no cost 4 Successful Attempt to Gain Indian Allies: enter 1BI on Montreal France Increases Support: enter 1 American or French Supply on an uncontrolled Port 5 Successful Recruitment of TM: enter 2TM, one each on North and South map portions Congress Raises Bounty for CA: enter 2CA on uncontrolled Town nearest largest American force 6-8 No Effect No Effect 9 Tories Fear Reprisals: remove 2TM, one each from North and South map portions Locals Fear Reprisals: remove 2RM, one each from North and South map portions 10 Storms Appear: next month, Fleets in Ports or entering Ports must remain there for the turn Royal Navy Interrupts French Aid: remove 1 American or French Supp anywhere on the board 11 Scandal in Admiralty: only 1 Supply this turn French Monarch Loses Interest: remove Fleet A for next month reappearing on an OBM Transit. Box 12 War Rumors in Europe: deduct 2BR from British reinforcements Local Governors Discourage Enlistments: deduct 2CA from American reinforcements -
all Leaders' combat ratings are reset to their printed value plus any Promotions
-
on land hexes in each Area plus Canada, each side's highest ranked Leader must be stacked with the largest number of SP
- if not, reduce both his and the "Leader stacked with the most (or equal number of) SP" combat ratings by one (–1)
- EXCEPTION: combat ratings of 0 are not reduced
- if not, reduce both his and the "Leader stacked with the most (or equal number of) SP" combat ratings by one (–1)
-
after 1776, each SPRING: if Middle States Area is uncontrolled, American rolls a die: 1-2 enter (or rebuild) the AI unit on Unadilla or, if green-striped BI (British ally) is on mapboard, replace it with AI unit, 3-6 remove it from the board
-
WINTER: if AI unit is on mapboard, replace it with green-striped BI unit placed at Unadilla
-
after 1778, each SPRING:
- both players may rebuild one lost Elite (not if its Leader is captured or eliminated)
- replaces 1 SP of the same color anywhere on the board
- A wounded Leader's Elite can be rebuilt however, the Elite can't be placed on the board until the Leader returns to the board. Place the rebuilt Elite with its Leader on the Time Record Card to appear with him when he returns.
- British may replace one BI lost anywhere with 1BI at Oswego or Montreal
- both players may rebuild one lost Elite (not if its Leader is captured or eliminated)
-
Check Area Status Chart (ASC) and adjust Status Indicator counters on the Rate Charts for each Area (located on the board). BR and CA in Canada/West Indies and units embarked on Fleets are NOT in an Area.
AREA STATUS CHART
AREA STATUS CA RM TM NO BR in Area Maximum Minimum Maximum NO Strategic Towns controlled, NO CA in Area Maximum Average Average some Strategic Towns controlled, NO CA in Area Minimum Average Minimum NO Strategic Towns controlled, CA in Area Average Maximum Average some Strategic Towns controlled, CA in Area Average Average Average controlled NONE Minimum* Minimum * if lower than the allowable level, can't be increased to that level
EXAMPLE: At the beginning of the April 1776 turn, BR control Charleston in the Deep South Area; CA are also in that Area. Consulting the ASC shows this to be a status which provides the following rates: CA-Average, RM-Average, and TM-Average. Consulting the Rate Chart for the Deep South yields the following number of SP: CA-1, RM-8, TM-5.
-
each player adjusts his Militia levels and enters his new arrivals
- the CA Rate Chart value is the number of CA reinforcement SP available for the Area
- the Militia Rate Chart value is the number of Militia + Elite Militia + Partisan SPs that can be in the Area at start of a season
- if Militia SP are below the allowed level, additional Militia SP are brought in to bring the number up to that level
- if Militia SP exceed the allowed level, all in excess must be removed from the board
- Militia in Canada (includes Halifax) are always totaled with those in the Middle States Area. Excess Militia SP may be removed from either Canada or Middle States Area; however, arriving SP must be placed in the Middle States Area.
- Militia in the West Indies are always totaled with those in the Deep South Area. Excess Militia SP may be removed from either West Indies or Deep South Area; however, arriving SP must be placed in the Deep South Area.
- all units scheduled for arrival must be entered as soon as they become available or they are lost
- unless noted in the following PROCEDURE, units scheduled for arrival may be placed on enemy-occupied hexes and may be split up and placed in any combination
- if friendly besieged Fort on entry hex, new units must be entered outside Fort
- EXCEPTION: may enter inside Fort if entry hex is a Port that is not blockaded (enemy Fleet on port-entry hexside)
PROCEDURE:
- adjust RM+RD SP per Rate Chart placing new SP in any combination on or within 1 hex of uncontrolled Strategic Towns
- if uncontrolled Area has all Strategic Towns controlled, place them on adjacent hexes of Strategic Towns
- RD may replace new or existing RM at the following rate: number of RM on the Rate Chart divided by 4 (round up)
- if number of RD exceeds this level at start of the Interphase, eliminate or replace them to the proper level
- EXAMPLE: for 1-4 on a Rate Chart, 1RD may replace 1RM. For 5-8 on the chart, 2RD may replace 2RM, etc.
- enter CA reinforcements per Rate Chart in the same manner as RM
- adjust TM+TD SP per Rate Chart placing new SP in any combination on controlled Strategic Towns
- if no controlled Strategic Towns are in the Area, place them on Strategic Towns unoccupied by enemy units
- if all Strategic Towns are enemy-occupied, place them on adjacent hexes of Strategic Towns
- TD may replace new or existing TM in the same manner as RD and are adjusted in the same manner as RD
- if no controlled Strategic Towns are in the Area, place them on Strategic Towns unoccupied by enemy units
- SPRING: enter 1 American Supply to each uncontrolled Area in the same manner as RM. SUMMER: enter 1 American Supply to each Area with no controlled Strategic Towns in same manner as RM
- beginning WINTER 1777:
- enter 2BR on one controlled Port and 2BR on New York (city) if controlled
- WINTER: enter 1BR on Charleston if controlled and 1BR on Philadelphia if controlled
- SPRING, SUMMER and FALL: enter 2 British Supplies on one controlled Port: Boston, New York, Philadelphia, Charleston or Quebec
-
after French Intervention, roll to call up Variable Forces (rule V.E.) including any damaged Fleets
-
after French Intervention, roll to remove Variable Forces (rule V.E.) including any damaged Fleets
-
if both sides have captured Leaders, they are exchanged on a one-to-one basis (ignore rank), each side's ranking Leaders first
- place exchanged Leaders on the Turn-Track at the current Interphase space
-
both players may Transfer Leaders – British does all his Transfers first, then American does all his
- If named Leaders are on Turn-Track at the current Interphase space, you may enter them in any combination to hexes occupied by friendly SP – American may enter his on uncontrolled Towns instead
- one named Leader on the mapboard may be placed on the Turn-Track at the next Interphase
- one nameless Leader on the mapboard may be moved to hex occupied by friendly SP – American may move his to an uncontrolled Town instead
-
SPRING and FALL: each player applies Random Event rolled in step 2. – American goes first
CSG III. Indian Reinforcements
- first time all Strategic Towns in a Deep South COLONY are controlled, enter 1BI on J5 at start of next British turn
- first time Deep South AREA is controlled, enter 1BI on R9 at start of next British turn
CSG IV. Promotion
- in a single Combat Phase, if a named Leader with a combat rating of 0 or +1 (not already promoted) is overall commander while achieving any of the following, he may add +1 to his combat rating
- attacks at least 5 SP on a Strategic Town on 2-1 or less CRT column and destroys them or causes retreat
- defends against at least 5 SP on a Strategic Town (any odds) and survives without retreating
- attacks at least 10 SP on 3-2 or less CRT column and destroys them
- promoted Leaders are demoted to original combat rating by failing to succeed as overall commander in any of the actions above
CSG V. Sea Power
The following rules recreate the critical aspects of naval and amphibious operations. In addition to onboard capabilities of maneuver and combat, these rules also include off-board operations reflecting influences outside the immediate North American sphere.
- Fleets on class 2 rivers prevent enemy land-units from crossing at that hexside
- each Fleet (BF, TF, CN, VF) has the following information on it: ID Letter, Naval Combat SPs, Hexside Movement Indicator, Transport Capacity, Type Symbol, Movement Allowance
A. Naval Movement
Movement of Fleets is executed in their Movement Phase in the same manner as land movement.
- ON-BOARD MOVEMENT: on-board movement is a combination of the following types
- RIVER AND CLASS 3 HEXSIDES: Fleets may move along river or class 3 hexsides at a cost of one movement point per hexside in the same manner as Bateaux with these limitations:
- NONE may move along class 1 rivers. Only TF and the CN may move along class 2 rivers.
- movement through hexes that contain land (not yellow islands) is prohibited
- may enter hexside occupied by enemy Fleets, but must stop there
- do not have to stop for enemy SP on land or enemy Bateaux
- TF on class 2 rivers must stop if entering a hexside adjacent to enemy Fort containing supplied Artillery
- SEA-LANE HEXES: Fleets expend one movement point per sea-lane hex entered
- units on sea-lane hexes may move to any class 3 hexside that is directly connected to that hex and vice-versa
- must stop when entering a sea-lane hex occupied by enemy Fleets
- PORT HEXES: Fleets may enter or leave port-hexes (Ports) at no cost in MP
- only enter or leave a Port by moving through the port-entry hexside indicated by the arrowhead symbol
- Fleets on the port-hex indicate they are in the Port and any on adjacent hexsides are outside the Port
- each Port holds an unlimited number of Fleets
- enemy Fleets may not enter a Port occupied by friendly Fleets
- Fleets in a Port containing enemy SP but no friendly SP are instantly placed on the port-entry hexside unless they immediately debark a SP
- RIVER AND CLASS 3 HEXSIDES: Fleets may move along river or class 3 hexsides at a cost of one movement point per hexside in the same manner as Bateaux with these limitations:
- OFF-BOARD MOVEMENT: There are three sea-lane exits marked NORTH, EAST, and SOUTH. Whenever Fleets leave the map via these exits they are placed on the Off-Board Movement (OBM) Chart as outlined below. Fleets must have at least one MP remaining after entering the edge-most sea-lane hex to move off the map.
- NORTH Exit
- British BF and TF have the option of moving to the NORTH box or to the HALIFAX box
- HALIFAX represents the British naval base (Port) at Halifax, Nova Scotia. Only British units may use this box. If entering or leaving via the NORTH exit, the cost to debark or embark is the same as a Port.
- French BF and the CN must always move to the NORTH box
- Fleets intending to move to the St. Lawrence River must enter either the NORTH or HALIFAX (if British) boxes. In their next Movement Phase, these Fleets appear on the first class 3 river hexside at a cost of one MP.
- British BF and TF have the option of moving to the NORTH box or to the HALIFAX box
- EAST Exit: Fleets are placed on the EAST box of the OBM Chart
- SOUTH Exit: Fleets are placed on the SOUTH box of the OBM Chart
- within the OBM Chart: Fleets may move from one box to another (once per turn) if they are joined by double-headed arrows
- entering/leaving the Halifax box via the NORTH box, there is no cost to debark/embark
- Transitional Boxes marked "FR" are sources of French Supply. French BF beginning their turn on such a box may embark 1Sup if they do not leave the box that Movement Phase.
- WEST INDIES: The West Indies boxes are Ports for both French and British forces (each restricted to side that owns it). There is never any cost to embark/debark.
- Fleets may re-enter the map only if they begin their Movement Phase on the SOUTH, EAST, NORTH or HALIFAX boxes. They are placed on the first sea-lane hex of the appropriate exit at a cost of one MP and may continue moving from there.
- NORTH Exit
B. Naval Transport
Fleets may transport certain land-units during their Movement Phase.
- British may transport Leaders, BR, TM, TD, Artillery and Supply by ship via British BF and TF
- American may transport Leaders, FR, CA, Artillery and Supply by ship via French BF and Supply/Artillery in the West Indies via the CN (rule V.F. WEST INDIES OPERATION)
- TM and named Leaders at sea (sea-lane hex or OBM Chart) without Regular SP at the start of a season are automatically eliminated (treat Leaders as killed).
- the land-units must begin their Movement Phase on either a Port (including West Indies and Halifax) or a hex adjacent to a class 2 or 3 hexside
- May be debarked onto either a port-hex or a hex adjacent to a class 2 or 3 hexside, or the West Indies (not Militia) or Halifax boxes. Onto a port-hex is only allowed by entering the Port.
- Fleets must begin the Movement Phase in a Port with or hexside adjacent to the land-units to be transported
-
Land-units are signified as embarked by being placed directly underneath the transporting Fleet. If stacked with other Fleets, passengers must be kept separate. Transferring directly between Fleets is prohibited.
-
The Transport Capacity located in the upper right corner of the Fleet indicates the maximum number of units that a Fleet can transport at one time. Capacity cost is determined by the same method as used for Bateaux.
-
embarking/debarking operations invoke MP penalties for both Fleets and land-units
TYPE FLEET COST LAND-UNIT COST Fleet in Port 5 MP may move only 1/2 MP (round down) upon debarking (0 MP) Fleet on class 2/3 river or class 3 bay/lake or port-entry hexside 10 MP may not move when debarked Fleet on class 3 coastal hexside 15 MP may not move when debarked Fleet debarking onto hex occupied by enemy SP 5 MP + cost listed above may not move when debarked -
Fleets can't debark land-units if they do not have enough MP left to accomplish the operation as outlined above
-
a land-unit may only embark once per turn
-
each individual stack of land-units debarked invokes MP penalties for both the Fleet and the stack
-
Fleets (not the CN) may act as ferries (rule II.B. AS FERRY) across class 2 or 3 hexsides. They may also embark/debark land-units in the same turn but can't move.
-
Fleets on the move (not stationary) can't debark land-units if they enter hexside with an enemy Fleet
-
if a Fort is besieged, land-units can only embark-from/debark-to the inside if the transporting Fleet is in a Port
-
C. Naval Combat
Fleets in their Combat Phase may attack enemy Fleets.
- must occupy the same sea-lane hex or class 3 hexside and may not be in the OBM Chart
- never forced to attack, but if attacked, must defend
- may not attack Bateaux and vice versa
- unescorted TF may never attack – if attacked, they are automatically sunk
- EXCEPTION: when TF are attacked by the CN the result is not automatic, but is resolved using the "0" column on the FEC
PROCEDURE:
- all naval SP of the Attacker are compared to all naval SP of the Defender and the DIFFERENCE (not odds ratio) between their strengths is located on the Fleet Engagement Chart (FEC)
- one die is rolled and cross-indexed with the strength difference to obtain the result of the engagement
- attacks less than –1 are not allowed; attacks greater than +4 are treated as +4
- Result is applied immediately. Damaged Fleets are removed from the board immediately (along with any land-units onboard). Previously damaged Fleets reappear with their cargo on any of the three Transitional Boxes on the OBM chart after the proper number of quarters has elapsed. Fleets sunk are permanently removed from the game (along with any land-units onboard).
- CLARIFICATION: D-1 = 3 months, D-2 = 6 months (ex: a Fleet suffering D-1 in March reappears at start of friendly turn in June)
- result of combat applies to all the Fleets of the side in question located on that hex
D. Naval Bombardment
Coastal Forts & Entrenchments under attack by land forces may also be bombarded by adjacent BF and/or BF in target's Port.
- Fleets that debarked land-units can bombard in same turn
- +1 DRM for each bombarding Fleet
PROCEDURE:
- at the very start of each round, Attacker announces which Fleets will attempt to bombard
- if defending force has supplied Artillery, Defender announces how he will inflict damage in the combat
- AL1, AE or 1/2AE results must be inflicted entirely on either land or naval forces
- AL2 result may be split between land and naval forces or inflicted entirely on one or the other
- Attacker rolls one die for each bombarding Fleet: 1-4 the Fleet may bombard, 5-6 it may not
- If any Fleets are damaged, a die roll is immediately made for each one. The number rolled is the number of QUARTERS (3 months) it is out of play. There is a strong chance that a Fleet would never see action again in a scenario, especially in a short or medium length scenario, therefore discretion is recommended in using Naval Bombardment.
E. Fleet Availability and Order of Appearance
Unless noted otherwise in scenario rules, British and French naval forces are grouped into two groups regarding their availability:
- ON STATION: units that are always available, barring combat damage
- British: available at start of game or as reinforcements – 2BF and 2TF
- French: available in, or after, the turn of French intervention – 2BF (rule VII.B. ORDER OF BATTLE)
- VARIABLE FORCES (VF): forces stationed in other areas called upon for limited duty in the North American sphere
- British VF are BF-VF1, BF-VF2 and TF-VF
- French VF are BF-VF carrying Ldr.B, Ldr.C, 5FR, 1Art, 1Sup initially, then 1Sup each additional appearance
- After French intervention, both sides may attempt to call up their own VF during each seasonal Interphase – British first. One die is rolled for EACH Fleet called upon: 5-6 that Fleet is available for the season.
- Arriving VF must be placed on OBM Transitional Boxes – British first. British VF are placed in any combination.
- each VF already called up at the beginning of a new season may remain in play on a die roll of 4-6 (each roll separately)
- VF unable to remain in play are immediately removed from the map
- Land-units onboard a VF Fleet unable to remain on the mapboard are removed with that Fleet. They may be brought back into play in a subsequent quarter
F. Continental Navy
The American Continental Navy existed, in one form or another, from the fall of 1775 to the end of the war. Organized squadrons, however, operated only through the middle of 1777. The following rules abstractly represent this. The CN unit also represents state navy ships used throughout the war.
- has no transport capacity (unless conducting the WEST INDIES OPERATION) and cannot act as a ferry
- has zero (0) combat SP; may not attack BF, only unescorted TFs but does not automatically sink them, it must attack them under the 0 column on the FEC instead
- if damaged, it must spend the required number of quarters in an uncontrolled American Port (not West Indies) or it is eliminated
- must end its Movement Phase in an uncontrolled American Port (not West Indies) at least once every 6 turns or it is eliminated
- remains in the game indefinitely or until it is SUNK by the British
- WEST INDIES OPERATION: the CN may sail to the West Indies box and attempt to pick up Supply and/or Artillery
- Each turn starting on the West Indies box, American rolls one die: 1-3 he instantly embarks 1Sup or 1Art, 4 he instantly embarks 2Sup or 2Art or one of each. If British BF are also on the box, add one (+1) for each Fleet to the die roll.
- the maximum it may carry is two units
- each time it enters, it must leave the West Indies on the first or second turn after its arrival
- Must transport these units back to the colonies. Once debarked, it may not transport the unit(s) again.
- British may send any number of BF to the West Indies to seek and destroy the CN. Both in the turn they arrive & (if CN remains) the following turn, British rolls one die: 1-3 they find the CN and naval combat commences.
CSG VI. Winter Turns
During winter turns (Jan., Feb., Mar.), restrictions are placed on both combat and movement.
- MOVEMENT: Middle States (and border hexsides), New England, and Canada
- Land-units and Leaders beginning the Movement Phase in these Areas or debarking on Ports in these Areas have their MP allowance halved (rounded down). Any debarking on Ports are halved again (rounded down).
- Bateaux, TF and the CN may not move or transport land-units on class 1, 2, or 3 river or lake hexsides. However, they may embark/debark land-units, move on class 3 bay or coastal hexsides, and act as ferries normally.
- CLARIFICATION: The last northern river frozen hexsides are: Susquehanna OO28/PP29, Delaware OO33/PP33, Hudson WW37/XX38, Connecticut BBB42/CCC43, St. Croix YYY56/ZZZ57. There are no bay hexsides on the St. Lawrence River.
- Forced Marches are not allowed (including into or out of Middle States)
- MOVEMENT: Deep South and South Central (and border hexsides): class 2 rivers are only crossed by ferry
- MOVEMENT: all Areas and Canada: no Automatic Elimination is allowed
- COMBAT
- No unsupplied attacks are allowed. SP may still defend unsupplied, however, at half strength.
- combat is limited to TWO rounds per hex per Combat Phase
CSG VII. French Intervention
A. Uncertain Entry
Starting April '78, the American rolls one die at the VERY start of each turn until he rolls a number permitting French entry according to the chart below (for each controlled Area at the beginning of a season, the die roll is modified with +1 DRM):
| TURN | NUMBER NEEDED |
|---|---|
| April/78 | 1 |
| May/78 | 1 |
| June/78 | 1, 2 |
| July/78 | 1, 2, 3 |
| August/78 | 1, 2, 3 |
| Sept./78 | 1, 2, 3 |
| Oct./78 and beyond | 1, 2, 3, 4 |
B. Order of Battle
- when French forces intervene, they have available the following French BFs and accompanying French forces:
- BF-A – D'Estaing, 4FR, 1Lt.Inf., 1Art, 1Sup
- BF-B – Rochambeau, Ldr.A, 4FR, 1Lt.Inf., 1Art, 1Sup
- 1Sup on the French West Indies box
- BF-VF – Ldr.B, Ldr.C, 5FR, 1Art, 1Sup initially, then 1Sup each additional appearance (rule V.E.)
- CLARIFICATION: Allow these Fleets to temporarily violate transport capacities until initial debarking. Overloaded, they may not enter an uncontrolled Port without enough MPs to debark. Once they do, they must immediately debark to within capacities.
- The American places the BF-A and BF-B on the board in, or any turn after, the turn of French intervention. At start of the American Segment, these BF are placed stacked together on the first row of hexes in either the South or East sea exits, or on the West Indies OBM Chart box.
- placed on the West Indies, they can embark the 1Sup but first the BF must debark at least 3 capacity points of units
C. Deployment
- French land forces may operate independently of the BF transporting them
- when engaged in combat, American/French Supply may be used interchangeably
- When building or reducing a Magazine, the same nationality must be retained. If building a Magazine from both nationalities, the American may choose which one will be created.
- Whenever a BF begins its turn on an OBM Chart box marked "FR," it may embark 1Sup (if not already loaded to capacity) if there is a French Supply available. It may not move for that turn.
D. West Indies Commitment
The British and French navies made serious commitments to the vital West Indies area. The following rules reflect this. After French Intervention, the British must match whatever forces the French commit to the West Indies OBM Chart box.
- whenever French BF or FR move (or Withdraw) into the West Indies box, the British must send an equal number of BF and BR into the West Indies box by the route that requires the fewest Movement Phases to move, embark and transport them
- if French BF are initially placed on the West Indies, the British only have to match BF and FR that debarked
- at start of his Movement Phase the British calculates the minimum number of turns required
- must assume all enemy forces will not move or attack
- must allow for delays caused by entering enemy-occupied hexes or hexsides
- if quicker, he must move through enemy units instead of around them
- at end of his Movement Phase that number of turns must be lower than in step 1.
- all forces on both sides (not TF) sent to the West Indies are required to remain there until the 3rd turn after arrival
- if French BF are initially placed on the West Indies, only BF and FR that debarked must remain
- The British are required to maintain matching forces in the West Indies for as long as French forces remain there. However, if all French BF move out of the West Indies, the British are relieved of the matching obligation until the French commit again.
- Matching of naval forces is executed in terms of Fleet counters, not naval combat SP. Matching of land forces is in terms of combat SP. Ignore Artillery and Supply for this determination.
EXAMPLE: One French BF carrying 5FR enters the West Indies box in June 1779. There is already 1BR in the box. The British player must respond by sending 1BF and 1TF carrying 4BR, which arrives in July. The French forces may leave the West Indies in September turn. The British TF may leave in August, but the 1BF and the 5BR must remain until October.
E. Withdrawal
If, due to combat, one or more French BF are ever sunk, ALL FR and French Artillery in North America must be transported to the West Indies and debarked there using the remaining BF.
- They must attempt to move, embark and transport them by the most direct route possible in the same manner as the British sending matching forces to the West Indies. Failure to do this results in the immediate elimination of all FR, Artillery and BF.
- if no French BF are on the board, all FR & French Artillery in North America are eliminated at end of the current Segment
- any arriving Fleets (BF-VF or repaired BF) with embarked units are immediately placed on the southernmost OBM Transitional box and must move to the West Indies box as quickly as possible
- once all the FR and Artillery in North America have been debarked, French BF are free to operate normally
CSG VIII. Optional Rules
The following optional rules add new options, or slightly change some of the mechanics of the Campaign Game rules. Players should use them with discretion, as some may alter the course of play from what players are used to in the earlier editions.
A. Intrinsic Artillery in Forts
- A Fort has an intrinsic value of 1Art that gives defending force –1 DRM (in addition to other DRMs) for first round of combat. If supply is used, the DRM may be applied for all rounds of combat.
- When dismantling a Fort, the player has the option of taking the intrinsic Artillery with him. He dismantles Fort and places 1Art on the same hex. The Artillery may move the turn after Fort is dismantled.
B. Supply Movement
This rule greatly effects the movement of armies on the board. Historically, Revolutionary armies tended to stay within established paths most of the time. Moving supply trains in the wilderness was a laborious endeavor.
NOTE: Use of this rule should be limited to the Campaign Game but Players may experiment with it in some of the Advanced Game scenarios. Some scenarios will not work well with it; for example, the revised Tory and Indian War.
- Supply moving into a clear hex without a Town costs 2 MP & into a swamp hex costs 4 MP
C. French Intervention and Forces
French military assistance was slow in materializing. A treaty of alliance was signed with the United States in February 1778, but actual military forces were not available until July of that year. As helpful as these seemed, they were only available for the season, sailing back to the West Indies before winter. A permanent army under Rochambeau made its arrival July 1780. Finally, the Americans were able to really hit back at the British, and the stage was set for Yorktown. The optional rules simulate these facts and force the American player to use the French in a historical manner.
Use of these rules requires the Campaign Game Time Record Chart to include an extra year, 1781.
- SEASONAL: the following French forces are available short-term for the American player
- August 1778: BF-A and BF-B, each carrying 3FR, 1Lt.Inf., 1Art, 1Sup, plus D'Estaing and Ldr.A are all placed on the EAST OBM box at start of American turn. These must be removed from the map at end of the November turn.
- August 1779: BF-A and BF-B, each carrying 3FR, 1Lt.Inf., 1Art, 1Sup, plus D'Estaing and Ldr.B are all placed on the SOUTH OBM box at start of American turn. These must be removed from the map at end of the November turn.
- August 1781: BF-VF carrying Ldr.C, 3FR, 1Lt.Inf., 1Art, 1Sup is placed on the SOUTH OBM box at start of American turn. These must be removed from the map at end of the November turn.
- if any Seasonal Fleet is sunk, ALL remaining Seasonal forces must be immediately removed from the map
- PERMANENT: the following French forces are permanent forces
- July 1780: BF-A and BF-B carrying a TOTAL of 8FR, 1Lt.Inf., 2Art, 1Sup, Rochambeau and Ldrs. A & B are all placed on the EAST OBM box at start of American turn
- May 1781: 2Sup are placed at a French-occupied Port (not West Indies)
- French may receive additional French Supply on the Transitional boxes labeled "FR" (see normal rules)
- French Intervention must be rolled for normally. For every turn the French do not intervene, the August 1778 Seasonal forces are delayed a turn. This continues up to the November 1778 turn. If the French do not intervene by then, these French forces are unavailable. The same applies to the August 1779 Seasonal forces if intervention has not yet occurred.
- under rule VII.D. WEST INDIES COMMITMENT, the British must still match anything the French place there
- use the 1779 column of the CA Winter Reduction Rates chart for the winter 1780 turn
- continue British and American reinforcements/replacements throughout the year 1781
- eliminate end of game (Dec. '80) victory conditions and use them at revised end of game (Dec. '81) instead
Scenarios
It was once said the scenarios "simply don't do justice to the game; most are silly." Over time this criticism has lost its punch; today, the scenarios are played more than the longer campaign games. Consequently, additional scenarios have been developed since 1776's initial release, and revisions of the originals have made the scenarios the most appealing part of the system. Here is a COMPLETE description of every scenario. These rules are official, being the final form in their development.
Scenarios I. Rules for All Scenarios
- REINFORCEMENT/TURN RECORD TRACK (Turn-Track): provides information as to which side moves first in each turn, length of game, reinforcement composition, location, turn-of-entry, and the passage of time – use Time Now counters to keep track of elapsed game turns directly on the Turn-Track
- AREA OF PLAY: units leaving the area of play are permanently out of the game
- SET-UP: Optional – substitute one Leader E (or both) for any other nameless Leader(s).
- CONTROL = (unless noted) occupy with SP either free of enemy SP or inside Fort (ignore Entrenchments)
- REINFORCEMENTS: (unless noted),
- enter immediately at start of friendly turn or they are lost
- enter ALL on ONE hex
- do not spend 1 MP to enter
- priority when entering the game:
- entry hex enemy-occupied, enter on adjacent hex free of enemy units
- entry hex surrounded by enemy units, enter on hex 2 hexes from entry hex & free of enemy units
- if still unable, enter on hex adjacent to entry hex & cannot move this turn
- COM COUNTERS: destroyed by SP beginning friendly turn on hex free of enemy SP (ignore enemy SP inside Fort/Entrenchment)
- RAIN: in both Deep South & South Central (including border hexes) Areas during Jan., Feb. & Mar. turns, class 2 rivers are only crossed by ferry
Scenarios II. Basic Game
This semi-historical scenario is specially designed to familiarize players with the basic mechanics of the game. It abstractly portrays the situation in mid-1776 during the initial British buildup.
AREA OF PLAY: the two northern pieces of the board
SPECIAL RULES
-
ignore all rules except II. MOVEMENT and III.A. PROCEDURE, BASIC GAME
-
CONTROL POINTS: Points are awarded to the British for having at least 1BR on any of the following hexes unoccupied by CA at end of the December '76 turn. The American player receives Control Points for any of the following hexes in which he has at least 1CA regardless of the presence of BR.
HEX CONTAINING CONTROL POINTS Philadelphia 15 New York 15 Newport 5 Boston 15 Albany 20 West Point 7 Fort Stanwix 10 Ticonderoga 6 Saint Johns 3 Montreal 5 Quebec 10
VICTORY CONDITIONS
- BRITISH wins by having at least 25 more Control Points than American at end of game
- any other result is an AMERICAN victory
TURN-TRACK: British moves first. Turns 1-7 = JUN. 1776 through DEC. 1776.
- British reinforcements: turn 2 (JUL.) 19BR: New York; turn 3 (AUG.) 21BR: one Port
- American reinforcements: turn 2 (JUL.) 6CA: Albany; turn 3 (AUG.) 4CA: Albany; turn 4 (SEP.) 4CA: Philadelphia; turn 5 (OCT.) 3CA: Philadelphia; turn 6 (NOV.) 1CA: Albany
SET-UP
- BRITISH: New York 20BR; Oswego 1BR; Saint Johns 10BR; Montreal 4BR; Quebec 1BR
- AMERICAN: Philadelphia 2CA; Morristown 17CA; West Point 6CA; Albany 1CA; Fort Stanwix 1CA; Ticonderoga 3CA; Boston 2CA
Scenarios III. Advanced Games
The Advanced Game scenarios illustrate specific campaigns of the revolutionary war more accurately than the Basic Game. The main source for several of these scenarios is from the Boardgamer's Unofficial Guide to 1776 (BUG) which was published by Bruce A. Monnin in 2000.
#1 – Canada Invaded - 1775
1776 Scenario #1 (Revised) by Gilbert Collins | rules source: BUG – pg. 48
AREA OF PLAY: the northernmost piece of the board, north of hexes NN21 through RRR51 (exclusively)
SPECIAL RULES
- Forts may not be dismantled, Artillery may not move
- if Carleton is in a British stack that is destroyed, he is placed at Quebec at start of next British turn
VICTORY CONDITIONS
- AMERICAN wins by fulfilling all 3 conditions at end of game
- owns Fort at Quebec
- owns last SP to enter Montreal
- has St. Johns free of British units
- BRITISH wins by fulfilling either condition at end of game
- has SP inside Fort at either Quebec or St. Johns
- has SP at Montreal
- any other result is a draw
TURN-TRACK: American moves first. Turns 1-6 = SEP. 1775 through FEB. 1776.
- American: turn 1 (SEP.) Arnold, 2RM: Ft. Western; turn 2 (OCT.) A; turn 3 (NOV.) 1RM: Albany
- British: turn 2 (OCT.) 1TM: Montreal; turn 3 (NOV.) 1TM, 1Sup: Quebec; turn 4 (DEC.) B
- A = Montgomery: hex where Schuyler is, then remove Schuyler from game
- B = 1BR: Quebec (if enemy SP outside friendly Fort, may enter inside)
SET-UP
- BRITISH: Quebec (Fort) 1TM, 1Sup, 1Art; Montreal Carleton, 1TM, Mag, 1Bat; Saint Johns (Fort) 1BR, 1Art
- AMERICAN: Ticonderoga (Fort) Schuyler, 3RM, 1Sup, 1Bat; Albany 1RM
#2 – Saratoga Campaign
1776 Scenario #2 (Revised) by Bob Furney | rules source: the Boardgamer - Vol. 7, No. 1
AREA OF PLAY: the northernmost piece of the board
SPECIAL RULES
-
CONTROL: ignore Forts. Victory Points (VP) are awarded by controlling Towns at end of game
- British: New York must have at least 6BR at end of Jun, Jul & Aug for reinforcements H; Philadelphia must have at least 4BR
TOWN VP AWARDED Philadelphia 4 to British New York 5 to American West Point 3 Albany 3 to British or 5 to American Ft. Stanwix 2 to British or 3 to American Oswego 1 to American Ticonderoga 1 Montreal 5 to American Quebec 5 to American -
rule V. SEA POWER (not V.F. WEST INDIES OPERATION)
-
optional rules VI.A. LEADER CASUALTY CHECK & VIII.B. SUPPLY MOVEMENT are mandatory
-
June: first player this turn to move a unit from row ZZ or south of it to north of row ZZ must pay 3 VP penalty
-
July: if no penalty paid in June, first player this turn to move a unit north of row ZZ must pay 2 VP penalty
-
August: if no penalty paid in June or July, first player this turn to move a unit north of row ZZ must pay 1 VP penalty
-
British may only embark 30 SP (plus any amount of others) on Fleets:
- embarked force is stacked as one during initial embarking and must remain that way during initial debarking
- right after initial embarking, British secretly writes down final destination of force and removes them from the board
- using naval movement, the turn the embarked force appears at Head of Elk, NN34/OO35, or YY37/ZZ38 it is placed back on the board and (other than Head of Elk) may continue to move from there to their final location
-
Saint Johns: Ldr.A and 2BR are inside Fort at start of game and can't move until enemy SP enters Canada
-
Quebec: all units are inside Fort at start of game and can't move until enemy SP enters Canada
-
COM counters are only used to mark bonus Supply entry hexes
-
REINFORCEMENTS (not H): if entry hex is enemy-controlled Town, enter on nearest friendly-controlled Town
VICTORY CONDITION: most VP wins (tie result is a draw)
TURN-TRACK: British moves first. Turns 1-6 = JUN. 1777 through NOV. 1777.
- British: turn 1 (JUN.) A, B, C; turn 2 (JUL.) 1Sup: Montreal; turn 3 (AUG.) E; turn 4 (SEP.) H
- American: turn 2 (JUL.) Ldr.A, 2CA, 2RM: Albany, and D; turn 3 (AUG.) Stark, 3RM: III40, and F, G; turn 4 (SEP.) I; turn 5 (OCT.) Ldr.B, 4RM: Albany
- A = 1Sup: hex III40 if BR or TM occupy hex – if unable, try next turn
- B = Ferguson, 1TM, 1Sup: Philadelphia if British-controlled last turn – if unable, try next turn
- C = Ldr.D, Brant, Butler'sRang, 1BI, 1Bat: Oswego
- D = 1Sup: Reading if British entered PA last turn – if unable, try next turn
- E = 1BI: Ft. Stanwix if British captured Fort there last turn – if unable, try next turn
- F = remove Schuyler from the game
- G = Gates, Arnold, 1st RI, Glover'sMA, 4CA, 1RM, 1Sup: Albany
- H = 6BR, 1Sup: British-controlled Port – New York, Quebec, or Philadelphia
- I = Lincoln, Morgan, Morgan'sRifles, 5CA, 1Sup: Albany
SET-UP
- BRITISH:
- Quebec (Fort) Carleton, 4BR, 1Sup
- Saint Johns (Fort) Burgoyne, Fraser, Riedesel, Ldr.A, 1Gren., 1Lt.Inf., 16BR, 1BI, 1Sup, 2Art, 2Bat
- Oswego (Fort) 1BR, 1Sup
- New York (Ent) Howe, H.Clinton, Cornwallis, Grey, G.Clinton, Knyphausen, Ldr.B, Ldr.C, 1Gren., 1Lt.Inf., 32BR, 6TM, 2Sup, 1Art, TF-A, TF-B, TF-VF
- AMERICAN:
- Ticonderoga (Fort) Schuyler, 4CA, 1Sup, 1Art, 1Bat
- Mt. Independence (Ent) Warner, 1RM
- Ft. Stanwix (Fort) 1CA, 1RM
- Albany 1RM, 1Sup
- West Point (Fort) 1CA, 1RM, 1Art
- Morristown (Ent) Washington, Sullivan, Lafayette, Stirling, Wayne, Knox, Wayne'sPA, Smallwood'sMD, 6CA, 4RM, 1Sup, 1Art
- Philadelphia (Fort) 2RM, CN
- Wilmington 1RM
- place 1 neutral COM each at Reading and hex III40
#3 – Greene's Southern Campaign - 1780
1776 Scenario #3 (Revised) by Jim Lawler | rules sources: BUG – pgs. 15, 20, 22, 24; 2nd Edition scenario card
AREA OF PLAY: the two southern pieces of the board
SPECIAL RULES
- 3RM in Charlotte at start of game can't move until CA SP begins turn in hex
- Bateaux may not be built
- the Bateau may not be used AS TRANSPORT
- if using optional rule VI.B., only American SP & 4 blue Decoys may be inverted
- December is a RAIN turn and March is not
VICTORY CONDITIONS
- AMERICAN wins by occupying with SP free of enemy SP a Deep South Strategic Town (not Hillsboro) at end of game
- BRITISH wins by having all 7 Deep South Strategic Towns free of enemy SP at end of game
- any other result is a draw
TURN-TRACK: British moves first. Turns 1-6 = DEC. 1780 through MAY 1781.
- British: turn 4 (MAR.) A
- American: turn 4 (MAR.) 2CA, 1Sup: hex on NC/VA border
- A = 1BR, 1Sup: Wilmington if free of enemy SP
SET-UP
- BRITISH: Wilmington Ldr.A, 2BR; Camden Tarleton, Tarleton'sLeg., 2BR, 1Sup, Mag; Georgetown 1TM; Winnsboro Cornwallis, 1Gren., 5BR, 1TM, 1TD; Charleston 2BR; Ninety-Six (Fort) 1BR, 1TD; Augusta 1BR; Savannah 1TM
- AMERICAN: Charlotte 3RM; Ramsay's Mill 1RM
- British places Rawdon at any hex, then American places the following:
- Morgan, Ldr.A, 2RM: in any combination to any hexes
- if using optional rule VI.B., American places 4 blue Decoys: in any combination to any hexes
- 4CA, 1Sup: stacked within 1 hex of Cheraw
- 1RD, 1RM: stacked within 2 hexes of Georgetown north of Santee River
- 1CA, 1RM: stacked within 2 hexes of Thickety Fort
- 1RM: within 2 hexes of Ft. Prince George
- Marion: within 2 hexes of Georgetown
- 1Bat: Dan River hexside completely in North Carolina
- Greene, Lee'sLeg, Smallwood'sMD: stacked within 1 hex of Camden
- all American SP may start the game entrenched
#4 – Yorktown Campaign - 1781
1776 Scenario #4 (Revised) by Robert Furney | rules source: the Boardgamer – Vol. 7, No. 4
AREA OF PLAY: the two middle pieces of the board and the OBM Chart
SPECIAL RULES
-
rule V. SEA POWER; rule VI.A. LEADER CASUALTY CHECK is mandatory
-
non-moving Fleets may attempt to intercept to any adjacent hex/hexside entered by an enemy Fleet to attack it:
- roll 1 die per intercepting Fleet: 1-2 succeeds (more than 1 Fleet may intercept to combine for attack)
- only 1 successful interception allowed per turn for each Fleet
- if enemy Fleet survives, it may continue moving
-
Fleet Engagement Chart no. of Quarters = no. of turns instead
-
damaged Fleets: British may also reappear at New York or Halifax, French only reappear at French West Indies OBM box
-
Bateaux may ferry units at coastal hexsides at cost of 3 MP
-
Norfolk: NOT a Port but still a Town
-
Yorktown: if Fort in hex, Town is a Port
-
New York: at least 6BR must occupy hex for entire game
-
Victory Points are awarded as follows:
BRITISH ACTION BRITISH VP destroy all 5 COM counters +1 sink Fleet +2 damage Fleet +1 dismantle Fort at West Point +1 at least 2:3 ratio of British/American SP in VA at end of game +1 fail to build Fort at either Yorktown or Portsmouth –1 AMERICAN ACTION AMERICAN VP at least 1 COM counter remains at end of game +1 sink Fleet +2 damage Fleet +1 capture or kill Arnold +2 dismantle Fort at either Yorktown or Portsmouth +1 move friendly unit south of row RR before May –1
VICTORY CONDITIONS
- AMERICAN wins at start of friendly turn if friendly SP occupies New York with less than 6BR in hex
- most VP wins (tie result is a draw)
TURN-TRACK: British moves first. Turns 1-9 = MAR. 1781 through NOV. 1781.
- British: turn 2 (APR.) A; turn 3 (MAY) B, C; turn 4 (JUN.) D, E; turn 6 (AUG.) G; turn 7 (SEP.) H
- American: turn 3 (MAY) 2RM: within 2 hexes of Charlotte; turn 4 (JUN.) Ldr.C, 1CA: within 2 hexes of Charlotte, and F; turn 5 (JUL.) 2RM: within 2 hexes of Charlotte; turn 7 (SEP.) 2RM: within 2 hexes of Charlotte, and I; turn 9 (NOV.) J
- A = Phillips, 1Lt.Inf, 3BR, 2Art: Portsmouth occupied by BR – if unable, try next turn
- B = 1Sup: Portsmouth occupied by BR – if unable, try next turn
- C = Cornwallis, Leslie, Tarleton, 2BR, 1TD: hex on NC/VA border
- D = remove Phillips and Arnold from game
- E = Ldr.B, 3BR: Portsmouth occupied by BR or Yorktown with Fort in hex – if unable, try next turn
- F = Wayne, Wayne'sPA, 1CA, 1Sup: hex on PA/MD border
- G = Ldr.C, 5BR, 1Sup, BF-A, BF-VF1, TF-A: New York
- H = 1Sup: Portsmouth occupied by BR or Yorktown with Fort in hex – if unable, try next turn
- I = French forces Ldr.B, Ldr.C, 5FR, 1Lt.Inf, 1Sup, 1Art, BF-B, BF-VF: sea-lane hex south of row U (divide units between Fleets per transport capacities)
- J = remove French forces Ldr.B, Ldr.C, 5FR, 1Lt.Inf, 1Art, 1BF, BF-VF
SET-UP
- BRITISH: Portsmouth Arnold, 2BR, 1TM, 1Sup; New York (Ent) H.Clinton, Grey, Prevost, Knyphausen, Ldr.A, 27BR, 2TM, 1Sup, 2Art; CCC45 BF-B; Petersburg 1RM
- AMERICAN: Williamsburg (Ent) 1RM, 1Sup; Baltimore Lafayette, 3CA, 1Sup; Morristown (Ent) Washington, Lincoln, Knox, Ldr.A, 1stRI, 13CA, 1Sup, 1Art; West Point (Fort) Ldr.E, Ldr.B, 4CA, 2RM, 1Sup; Newport French: Rochambeau, Ldr.A, 1Lt.Inf., 7FR, 1Sup, 1Art, BF-A
- place 1 blue COM each at Charlotte, Charlottesville, Richmond, Petersburg and Williamsburg
#5 – Tory and Indian War - 1778
Scenario #5 by Robert Furney | rules sources: BUG–pg. 75; the Boardgamer–Vol. 6, No. 4; Consimworld; PBEM tourney 4-16-02
AREA OF PLAY: the northernmost piece of the board
SPECIAL RULES
-
when bidding for sides, British can't remove neutral Indian SPs (Owego BIs) as part of his bid
-
optional rule VIII.B SUPPLY MOVEMENT cannot be used
-
2BI in Owego at start of game may not move until attacked
-
1BR in Oswego at start of game can't move until turn 6; the other 3BR can't move the entire game
-
Brant's combat rating can only be used if stacked with BI or after it is killed in that combat
-
Morgan's Rifles are treated as a stand-alone Elite unit.
-
REINFORCEMENTS: if entry hex (not XX34) was captured (Fort) or destroyed (COM) by enemy, enter on nearest friendly Town or Village, then apply rule I. REINFORCEMENTS, priorities 1) thru 3)
-
WINTER TURN:
- no Movement or Combat
- British units on mapboard may be placed in any combination at Oswego, Unadilla, Painted Post and Owego
- American units on mapboard may be placed at nearest controlled Town
- Forts/COM counters are only dismantled/destroyed if friendly/enemy SP remains in hex
-
Victory Points are awarded as follows:
BRITISH ACTION BRITISH VP destroy COM at Wyoming +2 dismantle Fort at UU29 +1 destroy COM at XX34 +2 dismantle Fort at DDD36 +1 destroy COM at DDD35 +2 destroy COM at FFF34 +2 dismantle Fort at Fort Stanwix +3 AMERICAN ACTION AMERICAN VP destroy COM at Unadilla +3 destroy COM at Owego +3 destroy COM at Painted Post +3 dismantle Fort at Oswego +4 kill Brant +1 -
if using optional rule VI.B., only TM, BI & 7 red Decoys may be inverted
VICTORY CONDITION: most VP wins (tie result is a BRITISH victory)
TURN-TRACK: British moves first. Turns 1-5 = JUL. 1778 through NOV. 1778, then a WINTER turn, then turns 6-10 = MAY 1779 through SEP. 1779.
- British: turn 1 (JUL.) Brant: Unadilla, 1TD: Oswego; turn 3 (SEP.) 1Sup: Unadilla; turn 4 (OCT.) 1TM: Painted Post; turn 6 (MAY) B, C; turn 7 (JUN.) D; turn 9 (AUG.) F
- American: turn 2 (AUG.) A; turn 3 (SEP.) Ldr.B, 1RM, 1Sup: York; turn 4 (OCT.) Morgan's Rifles, 1Sup: Albany; turn 5 (NOV.) 1RM, 1Sup: Albany; turn 6 (MAY) Ldr.C, 3CA, 1Sup: Albany; turn 7 (JUN.) E
- A = 1RM: hex XX34 if a British SP ended or attacked there last turn – if unable, try next turn
- B = 1BI: Painted Post if an Indian SP has been eliminated
- C = At-Start Owego 2BI: if not attacked yet, roll one die, they may move on dr 6
- D = At-Start Owego 2BI: if not attacked yet, roll one die, they may move on dr 5-6
- E = Sullivan, 3CA, 2RD, 1Sup, 1Art: Easton
- F = At-Start Owego 2BI: if not attacked yet or activated, both may now move
SET-UP
- BRITISH: Oswego (Fort) Ldr.A, Butler'sRang., 4BR, 2Sup; Painted Post Ldr.B, 1BI, 1TM, 1Sup, 1 red COM; Owego 2BI, 1 red COM; Unadilla 1BI, 1TM, 1Sup, 1 red COM
- AMERICAN: Wyoming (Ent) 1RM, 1Sup, 1 blue COM; UU29 (Fort) none; Albany (Ent) Ldr.A, 1RM; DDD36 (Fort) none; DDD35 (Ent) 1RM, 1 blue COM; FFF34 (Ent) 1RM, 1 blue COM; XX34 1 blue COM; Fort Stanwix (Fort) 2RM, 1Sup
- if using optional rule VI.B., British places 7 red Decoys in any combination to any hexes
#6 – Lincoln's Southern Campaign - 1779
Scenario #6 by Jim Lawler | rules sources: BUG – pgs. 20, 65; the Boardgamer–Vol. 6, No. 4
AREA OF PLAY: the two southern pieces of the board, south of the VA/NC border
SPECIAL RULES
- COM counters are destroyed by BI beginning friendly turn in same hex free of enemy SP
- rule VI. WINTER TURNS
- British may move up to 2BR, 1Sup & 1 Leader (by sea) from ONE Port to another during turns 2 thru 5 (one event per turn)
- British must have 2BR at Savannah for entire game (if any eliminated in combat/AE, replace fast as possible)
- Forts at Savannah and Charleston may not be dismantled
- Artillery in Charleston at start of game may not be moved or destroyed
- unsupplied Artillery can fire once per combat
VICTORY CONDITIONS
- at end of game if any COM counters remain:
- BRITISH wins by fulfilling both conditions
- controls Savannah and Augusta
- controls Charleston or any 3 of Ninety-Six, Camden, Wilmington, Hillsboro
- AMERICAN wins by fulfilling both conditions
- controls Savannah or Augusta
- controls Charleston and any 3 of Ninety-Six, Camden, Wilmington, Hillsboro
- any other result is a draw
- BRITISH wins by fulfilling both conditions
- at end of game if all COM counters destroyed:
- AMERICAN wins by fulfilling both conditions
- controls Savannah or Augusta
- controls any 4 of Ninety-Six, Charleston, Camden, Hillsboro, Wilmington
- any other result is a BRITISH victory
- AMERICAN wins by fulfilling both conditions
TURN-TRACK: British moves first. Turns 1-8 = MAR. 1779 through OCT. 1779.
- British: turn 2 (APR.) A, B, C, D, E, F; turn 4 (JUN.) 1BR: controlled Port; turn 6 (AUG.) 1BR: controlled Port
- American: turn 2 (APR.) G, H, I, J; turn 7 (SEP.) K
- A = 1BI: J5 if 2 Red Star Towns in NC or SC (any combination) were British-controlled last turn – if unable, try next turn
- B = 1BI: R9 if any Red Star Town in NC or SC was British-controlled last turn – if unable, try next turn
- C = 2TM: friendly-occupied hex if at least 3BR in NC – if unable, try next turn
- D = 2TM: friendly-occupied hex if at least 3BR in SC – if unable, try next turn
- E = 1TD: Wilmington if British-controlled last turn – if unable, try next turn
- F = 1TM: Charleston if British-controlled last turn – if unable, try next turn
- G = 1RM: hex in GA if at least 2CA in GA last turn – if unable, try next turn
- H = 2RM: CA-occupied hex in SC if at least 3BR in SC this turn – if unable due to BR requirement, try next turn
- I = 2RM: CA-occupied hex in NC if at least 3BR in NC this turn – if unable due to BR requirement, try next turn
- J = Sumter, 1RD: hex in SC if British controlled Charleston this turn – if unable, try next turn
- K = French forces D'Estaing, 7FR, 1Sup: Port or coastal hex using debarkation rules in V.B. NAVAL TRANSPORT
SET-UP
- BRITISH: Savannah (Fort) Prevost, Ldr.B, 1Lt.Inf., 9BR, 1TD, 1TM, 2Sup, 1Art; Augusta Ldr.E, 2BR, 1TD, 1TM, 1Sup
- AMERICAN: Charleston (Fort) Lincoln, Ldr.E, 4CA, 1RD, 3RM, 1Sup, 1Art; Ninety-Six (Ent) 1CA, 3RM, 1Sup; I6 (Ent) 1RM; N8 (Ent) 1RM; Hillsboro (Ent) Ldr.A, 1CA, 1RD, 1RM; Cross Creek (Ent) 1RM; Wilmington (Ent) 1RM
- place 1 blue COM each at I6, N8, P11 and U13
#7 – The British Dilemma - 1778
Scenario #7 by Jim Lawler | rules source: BUG – pgs. 16, 20, 23, 68
AREA OF PLAY: the two northern pieces of the board
SPECIAL RULES
- rules V.A. NAVAL MOVEMENT and V.B. NAVAL TRANSPORT
- rule VI. WINTER TURNS
- optional rule VI.A. LEADER CASUALTY CHECK is mandatory
- REINFORCEMENTS: if entry hex is enemy-controlled (not C), enter on nearest Town not enemy-occupied or surrounded by enemy units
- NORTHERN STRATEGY = British control West Point, Albany & either Ft. Stanwix or Ticonderoga. SOUTHERN STRATEGY = British have not met requirements for Northern Strategy
VICTORY CONDITIONS
- AMERICAN wins instantly if he controls New York or British is unable to remove required units (see Turn-Track)
- NORTHERN STRATEGY
- AMERICAN wins by fulfilling both conditions at end of game
- avoids all 3 British victory conditions
- controls any 2 of Newport, Boston, or Philadelphia
- BRITISH wins by fulfilling all 3 conditions at end of game
- controls either Philadelphia or Newport
- controls New York, West Point, Albany, Ticonderoga, Montreal, and Quebec
- controls any 2 other Strategic Towns
- any other result is a draw
- AMERICAN wins by fulfilling both conditions at end of game
- or SOUTHERN STRATEGY
- AMERICAN wins by controlling any 3 of Newport, Boston, West Point, or Philadelphia at end of game
- BRITISH wins by fulfilling all 4 conditions at end of game
- controls either Philadelphia or Newport
- controls New York and West Point
- controls either Montreal or Quebec
- controls Boston or any 2 other Strategic Towns
- any other result is a draw
TURN-TRACK: American moves first. Turns 1-8 = MAR. 1778 through OCT. 1778. BRITISH STRATEGY is determined between turns 4 and 5 (see special rule).
- American: turn 2 (APR.) 2RM: Albany; turn 3 (MAY) 1CA: Boston, 1RM: Ft. Stanwix; turn 4 (JUN.) 1RM: Ft. Stanwix, A, B; turn 5 (JUL.) 3RM: Boston, 2RM: Albany; turn 6 (AUG.) 4RM: Albany; turn 7 (SEP.) E
- British: turn 2 (APR.) 2BR: New York; turn 3 (MAY) 1TM, 2BI, 1Sup: Oswego; turn 4 (JUN.) 2TM: if controlled, Albany; turn 5 (JUL.) 2BR, 1Sup: New York, C; turn 6 (AUG.) D; turn 7 (SEP.) F; turn 8 (OCT.) G
- A = 2CA, 1Sup: Albany
- B = French forces D'Estaing, 5FR, 1Sup, 1Art, BF-A: sea-lane hex LL43, NN44, or PP45
- C = SOUTHERN STRATEGY: remove 2BR at New York from the board – if unable, American wins
- D = SOUTHERN STRATEGY: remove 2BR at New York & one British 1-star Ldr. from board – if unable, American wins
- E = remove all French forces from board at start of turn
- F = SOUTHERN STRATEGY: remove 6BR at New York & one British 2-star Ldr from board – if unable, American wins
- G = SOUTHERN STRATEGY: remove 2BR at New York from the board – if unable, American wins
SET-UP
- BRITISH:
- Quebec (Fort) 1BR, 2TM, 1Sup, 1Art
- Montreal (Fort) Carleton, Ldr.A, 3BR, 3TM, 1BI, 1Sup
- Saint Johns (Fort) 1Lt.Inf., 1BR
- Oswego (Fort) Ldr.B, Johnson, Butler'sRang., 1BR
- Painted Post Brant, 1BI
- Newport (Ent) Ldr.C, 5BR, 1TM, 1Sup
- New York (Ent) Grey, Heister, Ferguson, Ferg.Prov., 1Gren., 13BR, 5TM, 1Art, Mag, BF-A, TF-A
- Philadelphia (Ent) H.Clinton, Cornwallis, Leslie, Phillips, Knyphausen, Tarleton, Ldr.D, Tarleton'sLeg., 36BR, 1TM, 2Sup, 2Art
- AMERICAN:
- Norwich Warner, 1RM
- Ticonderoga (Fort) Schuyler, Stark, 2RM, 1Sup
- Ft. Stanwix Ldr.A, 1RM
- Albany 1RM
- Boston 2RM, 1Sup
- Providence Sullivan, Glover'sMA, 1stRI, 2RM
- West Point (Fort) Ldr.B, 2CA, 2RM, 1Sup, 1Art
- Wilmington (Ent) Arnold, 2CA, 1RM
- American places Washington, Lee, Greene, Lafayette, Stirling, Wayne, Morgan, Morgan'sRifles, Smallwood'sMD, Wayne'sPA, 16CA, 5RM, 2Sup, 1Art, stacked in one hex within 2 hexes of Philadelphia
#8 – Montcalm and Wolfe - 1759
Scenario #8 by Fred Sassin | rules sources: BUG – pgs. 16, 21, 23, 71-73; the Boardgamer – Vol. 6, No. 4; PBEM tourney 4-16-02
AREA OF PLAY: the northernmost piece of the board
SPECIAL RULES
-
CONTROL: ignore Forts
-
TM = Canadian Militia (CM), RM = British Colonials (BC), BI = French Indians (FI)
-
treat BC as BR for combat & Fort-build
-
British can build Fort in hex GGG36 (Fort William Henry)
-
Bateau transport cost for British Supply is 1 point per unit
-
Ticonderoga: until Fort William Henry is built, can't be attacked & siege effects are ignored
-
Forts at Ticonderoga, Saint Johns and Quebec may not be dismantled
-
Amherst only moves 5 MP per turn and cannot Force March
-
Levis: if not stacked with FR, leads CM and/or FI as a Partisan Leader
-
Rogers leads BC and/or AI as a Partisan Leader
-
Victory Points are awarded as follows:
BRITISH ACTION BRITISH VP control Quebec at end of game +7 control Saint Johns & Montreal at end of game +5 destroy COM at RRR40 with Rogers +2 destroy COM at RRR40 without Rogers +1 Prideaux & 6BR have not moved off board thru ZZ26 by end of turn 3 –5 fail to build Fort at Oswego –1 fail to build Fort at GGG36 –1 fail to destroy COM at RRR40 –1 FRENCH ACTION FRENCH VP control Fort at Ticonderoga at end of game +5 control Albany at end of turn +2 per turn control Oswego at end of turn +1 per turn dismantle Fort at Oswego +1 dismantle Fort at Ft. Stanwix +1 dismantle Fort at GGG36 +1 dismantle Fort at HHH38 +1
VICTORY CONDITION: most VP wins (tie result is a FRENCH victory)
TURN-TRACK: British moves first. Turns 1-7 = MAY 1759 through NOV. 1759.
- British: turn 2 (JUN.) 1Sup: island at AAAA45, and A; turn 3 (JUL.) A, C; turn 4 (AUG.) 1Sup: island at AAAA45; turn 5 (SEP.) A, F; turn 6 (OCT.) 1Sup: island at AAAA45
- French: turn 2 (JUN.) B; turn 3 (JUL.) D, E; turn 5 (SEP.) E
- A = 1Sup: Albany (not if occupied by French units only)
- B = 1FI: within 3 hexes of Quebec – may be withheld for a later turn
- C = 1AI: Oswego if occupied by at least 6BR
- D = 1FI, 1CM: any combination within 3 hexes of Ft. Levis – may be withheld for a later turn
- E = 1Sup: Montreal (not if occupied by British units only)
- F = 2Bat: GGG36 (in any combination)
SET-UP
- BRITISH:
- on the island (not river bank) at AAAA45: Wolfe, Monckton, Townshend, Ldr.C, 1Lt.Inf., 14BR, 2BC, 1Sup, 1Art
- HHH38 (Fort Edward) (Fort) Ldr.B, 1BR, 1BC
- Albany Amherst, Prideaux, Ldr.A, Rogers, 13BR, Rogers'sRang., 7BC, 2Sup, 2Art
- Fort Stanwix (Fort) 1BC
- FRENCH:
- Quebec (Fort) Montcalm, Bougainville, Ldr.B, 1Lt.Inf., 5FR, 9CM, 1Sup, 1Bat
- Trois Riviers 1CM
- RRR40 (Abenaki Village) 2FI, 1 neutral COM
- Montreal Levis, 1FR, 1CM, 1Sup, 1Bat
- Saint Johns (Fort) 1CM
- KKK32 (Fort Levis) (Fort) 1CM
- Ticonderoga (Fort) Bourlamaque, Ldr.A, 1Lt.Inf., 4FR, 1CM, 1Sup, 1Bat
- British places 4 Bateaux in any combination on any of the class 3 river hexsides at AAAA45
#9 – The British Receding - 1781
Scenario #9 by Jim Lawler | rules sources: BUG – pgs. 23, 77, 82; the Boardgamer – Vol. 6, No. 4; PBEM tourney 4-16-02
AREA OF PLAY: the two southern pieces of the board, south of VA-NC border (border hexes are playable)
SPECIAL RULES
-
at start of American June turn, if Cornwallis, Leslie & 3BR have not left the area of play into VA, British lose 2 VP and Cornwallis & Leslie are removed from the game
-
Victory Points are awarded by controlling Strategic Towns and Commerce Towns (CT) at end of game
- control of unoccupied CT = last side to occupy with SP at end of friendly turn
TOWN VP AWARDED Savannah 2 Augusta 1 Ninety-Six 1 Charleston 5 Orangeburg CT 1 Ft. Watson CT 1 Georgetown CT 1 Camden 2 Cheraw CT 1 Hillsboro 1 Cross Creek CT 1 Wilmington 3
VICTORY CONDITIONS
- AMERICAN wins if he controls Charleston at start of friendly turn
- BRITISH wins
- if he controls all 7 Strategic Towns at start of friendly turn, or
- at end of game if he has at least 13 VP
- any other result is an AMERICAN victory
TURN-TRACK: British moves first. Turns 1-9 = MAR. 1781 through NOV. 1781.
- British: turn 2 (APR.) A1; turn 3 (MAY) 1BR: Charleston; turn 4 (JUN.) A2; turn 5 (JUL.) E1; turn 6 (AUG.) 1BR: Charleston; turn 7 (SEP.) E2; turn 8 (OCT.) 1BR: Charleston (turn 9 NOV.)
- American: turn 2 (APR.) B, C; turn 4 (JUN.) D; turn 5 (JUL.) F; turn 7 (SEP.) G
- A1 = 1TM: hex in NC if no CA in NC – if unable, try next turn
- B = 1RM: any force if American VP total at end of previous month included 6 VP from Towns
- C = 1Sup: any force if American controls 3 or more VP Towns
- D = 1RM: Hillsboro if American-controlled
- A2 = 1TM: hex in NC if A1 entered at least 2 turns ago & no CA in NC – if unable, try next turn
- E1 = 1TM: hex in SC if no CA in SC – if unable, try next turn
- F = 1RM: hex where Greene is if Greene in SC
- E2 = 1TM: hex in SC if E1 entered at least 2 turns ago & no CA in SC – if unable, try next turn
- G = 1RM: CA force in GA if CA in GA
SET-UP
- BRITISH: Savannah (Fort) 2BR; Augusta (Ent) 1BI, 1TM; Ninety-Six (Fort) Ldr.E, 1BR; Charleston (Fort) Ldr.A, 1Gren., 1Lt.Inf., 2BR, 1Sup, 1Art; Orangeburg (Ent) Rawdon, 3BR, 1 red COM; Ft. Watson (Ent) Watson, 1TD, 1 red COM; Camden (Ent) 1BR; Cheraw (Ent) 1TM, 1 red COM; Ramsay's Mill (Ent) Cornwallis, Leslie, 4BR, 1TD, 1TM, 1Sup; Wilmington (Ent) Ldr.B, 2BR
- AMERICAN: Ramsour's Mill (Ent) Sumter, 1RM; Hillsboro (Ent) Greene, Ldr.A, Lee'sLeg., 3CA, 1RD, 6RM, 1Sup; M20 or M21 (Ent) Marion, 1RM
- American places 1RD (Ent) within 1 hex of Ft. Prince George
- Place 1 neutral COM each at Georgetown and Cross Creek
#10 – The Carolinas - 1776
Scenario #10 by Michael Anchors | rules source: BUG – pgs. 16, 23, 24, 81
AREA OF PLAY: the two southern pieces of the board
SPECIAL RULES
- British units at sea may only land at a Port (even enemy-occupied) – once landed, can't move until next turn
- British units at a Port may transfer (costs entire MP allow.) to sea or another Port (even enemy-occupied)
- British Artillery may not move on land
- if using optional rule VI.B. INVERTED/DECOY COUNTERS, only 3 blue & 3 red Decoys may be used
VICTORY CONDITIONS
- AMERICAN wins by having Wilmington or Charleston free of BR (ignore Forts/Entrenchments) at end of game
- BRITISH wins by fulfilling either condition at end of game
- occupies Wilmington & Charleston with BR & no Fort or friendly SP both inside & outside Fort
- has Wilmington & Hillsboro free of enemy SP or occupied by an entrenched friendly SP
- any other result is a draw
TURN-TRACK: British moves first. Turns 1-5 = FEB. 1776 through JUN. 1776.
- British: turn 2 (MAR.) A, B; turn 3 (APR.) A, C; turn 4 (MAY) A, D; turn 5 (JUN.) A
- American: turn 2 (MAR.) 1CA: Charleston, Lee, 1RM: Hillsboro; turn 3 (APR.) 1CA: Hillsboro, 1RM, 1Sup: Camden; turn 4 (MAY) 1RM: Camden; turn 5 (JUN.) 1RM: Camden
- A = 2TM: if British occupy a Port in NC or SC, enter one each on Ninety-Six and Salisbury
- B = H.Clinton, 2BR, 1Sup: sea-lane hex (at sea)
- C = 1Sup, 2Art: sea-lane hex (at sea)
- D = 1Lt.Inf., 2BR: sea-lane hex (at sea)
SET-UP
- BRITISH: Augusta Ldr.B, 2TM; Ninety-Six (Fort) Ldr.A, 3TM; Ramsay's Mill 2TM
- AMERICAN: Savannah (Ent) 1RM; Charleston (Ent) Ldr.E, 3RM, 1Sup, 1Art; Camden (Ent) 1RM; Wilmington (Ent) Ldr.A, 1RM; Hillsboro (Ent) 1RM; Charlotte (Ent) 1RM; Lynchburg (Ent) 1RM
- if using optional rule VI.B. INVERTED/DECOY COUNTERS, each side places 3 Decoys in any combination at any hexes – British places his first
#11 – 1775 Campaign
Scenario #11 by Charles Diamond | rules source: Old Soldiers magazine – Vol. 2, No. 3
AREA OF PLAY: the entire board
SPECIAL RULES
- nameless Leaders are permanently eliminated if killed or captured
- Artillery in Quebec & Ticonderoga can't be destroyed unless accompanied by SP and can't move unless accompanied by Knox
- Artillery in Boston & Charleston can't be destroyed or moved unless accompanied by SP
- BI in J5 at start of game is confined to Deep South and can't enter hex with Fort unless accompanied by TM or BR
- April: American forces may not enter Boston and British forces may not AE
- REINFORCEMENTS: may enter on hex adjacent to entry point
- if entry hex is enemy-occupied or surrounded by enemy units, enter on within 1 hex of nearest Town free of enemy units
- rule V. SEA POWER
- optional rule VI.A. LEADER CASUALTY CHECK cannot be used
OPTIONAL RULES
- Add 3BI to set-up, one each at Unadilla, Owego and Painted Post. They may not be attacked until moved.
- all American forces suffer –1 DRM (in addition to –1 DRM for Militia-only in rule III.F.) when attacking mostly BR
VICTORY CONDITIONS
- AMERICAN wins
- instantly by fulfilling either condition
- occupies Boston with SP free of enemy SP
- has British garrison at Boston fall below 4BR
- by fulfilling both conditions at end of game
- occupies free of enemy units: Montreal, St. Johns, Norfolk, Charleston & Ninety-Six
- preserves both COM counters
- instantly by fulfilling either condition
- BRITISH wins by fulfilling all 3 conditions at end of game
- occupied Boston with at least 4BR the entire game
- controlled Ninety-Six the entire game
- destroyed both COM counters
- any other result is a draw
TURN-TRACK: British moves first. Turns 1-9 = APR. 1775 through DEC. 1775.
- Turn 1 (APR.): A, B, C
- Turn 2 (MAY): D; American E, F, G, H
- Turn 3 (JUN.): I; American J, K, L, M
- Turn 4 (JUL.): N, O; American P, Q
- Turn 5 (AUG.): 1TM: Oswego
- Turn 6 (SEP.): American 2RM: Hillsboro
- Turn 7 (OCT.): 2TM: Norfolk, R; American S, T
- Turn 8 (NOV.): 1TM: Oswego, U, V, W, X
- Turn 9 (DEC.): 1Lt.Inf.: Quebec; American Y, Z
- A = Ldr.B, Ldr.C, Glover'sMA, 14RM, 1Sup: hex adjacent to Boston at end of British Movement Phase
- B = Stark, 2RM: Portsmouth, NH at end of British Movement Phase
- C = Ldr.A, 6RM: Hartford at end of British Movement Phase
- D = Howe, H.Clinton, Burgoyne, 1Gren., 8BR, 1Sup, TF-A, BF-A: Boston – cannot move this turn
- E = Arnold, Warner, 1RM: Ticonderoga
- F = Schuyler, 1RM, 1Sup: Albany
- G = 2RM: New London
- H = Greene, 3RM: Providence
- I = 4TM: one each to Montreal, Quebec, Oswego, Augusta
- J = Montgomery, 1RM: Albany
- K = 4RM: one each to Ft. Stanwix, New York, Philadelphia, Annapolis
- L = Morgan, Morgan'sRifles: Alexandria
- M = Ldr.D, 4RM, 1Sup: Charleston
- N = Ldr.B, 1BR: Norfolk
- O = Ldr.C, 2TM: Ninety-Six
- P = Washington, Lee, Gates, Lincoln, Sullivan, Knox, 2RM, 1Sup: hex where main American army is
- Q = Ldr.E, 2RM: Alexandria
- R = 3TM: one each to Montreal, Boston, Ninety-Six
- S = Stirling, 2RM: Morristown
- T = 2RM: one each to Camden and Savannah
- U = Remove Burgoyne from game
- V = 1TM, 1Sup: Quebec
- W = 3BR: Boston
- X = 2TM: Salisbury
- Y = 3RM: one each to Albany, Charlottesville, Lynchburg
- Z = 1RM: Montreal if RM occupies Montreal free of enemy SP – if unable, try next turn
SET-UP
- BRITISH: Quebec (Fort) Carleton, 1Sup, 1Art; Montreal Mag; Saint Johns (Fort) 1BR; Ticonderoga (Fort) 1Art; Boston (Ent) Ldr.A, 8BR, 1Sup, 1Art; J5 1BI; Ninety-Six (Fort) none; Charleston (Fort) 1Art
- AMERICAN: Portsmouth, NH (Fort) 1RM; Cambridge (Ent) 1RM, 1 blue COM; Fort Stanwix (Fort) 1RM; Williamsburg 1RM, 1 blue COM
#12 – Boston - 1775
Scenario #12 by Charles Diamond | rules source: Old Soldiers magazine – Vol. 2, No. 3
AREA OF PLAY: the entire board
SPECIAL RULES
- nameless Leaders are permanently eliminated if killed or captured
- Greene & Morgan's combat ratings are reduced to 1
- Artillery in Quebec & Ticonderoga can't be destroyed unless accompanied by SP and can't move unless accompanied by Knox
- Artillery in Boston can't be destroyed or moved unless accompanied by SP
- April: American forces may not enter Boston and British forces may not AE
- REINFORCEMENTS: may enter on hex adjacent to entry point
- if entry hex is enemy-occupied or surrounded by enemy units, enter on within 1 hex of nearest Town free of enemy units
- rule V. SEA POWER
OPTIONAL RULES
- Add 3BI to set-up, one each at Unadilla, Owego and Painted Post. They may not be attacked until moved.
- all American forces suffer –1 DRM (in addition to –1 DRM for Militia-only in rule III.F.) when attacking mostly BR
- extend game length to 11 turns (April '75 to February '76) and add Quebec to "end of game" American Victory Condition
VICTORY CONDITIONS
- AMERICAN wins
- instantly if he fulfills either condition
- occupies Boston with SP free of enemy SP
- has British garrison at Boston fall below 4BR
- at end of game by occupying with SP free of enemy SP Montreal & St. Johns and preserving COM counter
- instantly if he fulfills either condition
- BRITISH wins by occupying Boston with at least 4BR the entire game and destroying COM counter
- any other result is a draw
TURN-TRACK: British moves first. Turns 1-9 = APR. 1775 through DEC. 1775.
- Turn 1 (APR.): A, B, C
- Turn 2 (MAY): D; American E, F, G, H
- Turn 3 (JUN.): I
- Turn 4 (JUL.): American J, K
- Turn 5 (AUG.): 1TM: Oswego; American L, M
- Turn 7 (OCT.): 1TM: Boston, 1TM: Montreal; American Stirling, 2RM: Morristown
- Turn 8 (NOV.): 1TM: Oswego; American 1RM: Albany, Q
- Turn 9 (DEC.): 1Lt.Inf.: Quebec, N, O, P
- A = Ldr.B, Ldr.C, Glover'sMA, 14RM, 1Sup: hex adjacent to Boston at end of British Movement Phase
- B = Stark, 2RM: Portsmouth, NH at end of British Movement Phase
- C = Ldr.A, 6RM: Hartford at end of British Movement Phase
- D = Howe, H.Clinton, Burgoyne, 1Gren., 8BR, 1Sup, TF-A, BF-A: Boston – cannot move this turn
- E = Arnold, Warner, 1RM: Ticonderoga
- F = Schuyler, 1RM, 1Sup: Albany
- G = 2RM: New London
- H = Greene, 3RM: Providence
- I = 3TM: one each to Montreal, Quebec, Oswego
- J = Montgomery, 1RM: Albany
- K = 3RM: one each to Ft. Stanwix, New York, Philadelphia
- L = Washington, Lee, Gates, Lincoln, Sullivan, Knox, 2RM, 1Sup: hex where main American army is
- M = Morgan, Morgan'sRifles: Philadelphia
- N = Remove Burgoyne from game
- O = 1TM, 1Sup: Quebec
- P = 3BR: Boston
- Q = 1RM: Montreal if RM occupies Montreal free of enemy SP – if unable, try next turn
SET-UP
- BRITISH: Quebec (Fort) Carleton, 1Sup, 1Art; Montreal Mag; Saint Johns (Fort) 1BR; Ticonderoga (Fort) 1Art; Boston (Ent) Ldr.A, 8BR, 1Sup, 1Art
- AMERICAN: Portsmouth, NH (Fort) 1RM; Cambridge (Ent) 1RM, 1 blue COM; Ft. Stanwix (Fort) 1RM
#13 – Southern Campaign - 1775
Scenario #13 by Charles Diamond | rules source: Old Soldiers magazine – Vol. 2, No. 3
AREA OF PLAY: the entire board
SPECIAL RULES
- nameless Leaders are permanently eliminated if killed or captured
- Artillery may not be destroyed or moved unless stacked with SP
- BI in J5 at start of game is confined to Deep South and can't enter hex with Fort unless accompanied by TM or BR
- REINFORCEMENTS: may enter on hex adjacent to entry point
- if entry hex is enemy-occupied or surrounded by enemy units, enter on within 1 hex of nearest Town free of enemy units
VICTORY CONDITIONS
- AMERICAN wins by fulfilling both conditions at end of game
- occupy with SP free of enemy SP Norfolk, Charleston & Ninety-Six
- preserved COM counter
- BRITISH wins by fulfilling both conditions at end of game
- controlled Ninety-Six the entire game
- destroyed COM counter
- any other result is a draw
OPTIONAL RULE
- split scenario into two separate games #13V and #13C – play either one
- for Set-Up and reinforcements, ignore units that are out-of-play
- #13 – VIRGINIA
- Area of Play: northern middle piece of the board
- Victory Conditions: ignore Charleston and Ninety-Six
- use 7 SP for each Militia SP
- set up 3BR and 5TM at Norfolk instead of 1BR
- #13 – CAROLINA
- Area of Play: southern middle piece of the board
- Victory Conditions: ignore Norfolk and the COM counter
TURN-TRACK: British moves first. Turns 1-6 = AUG. 1775 through JAN. 1776.
- British: turn 3 (OCT.) 1TM: Ninety-Six, 2TM: Norfolk; turn 4 (NOV.) 2TM: Salisbury
- American: turn 2 (SEP.) 2RM: Hillsboro; turn 3 (OCT.) 1RM: Camden, 1RM: Savannah; turn 4 (NOV.) 1RM: Charlottesville, 1RM: Lynchburg
SET-UP
- BRITISH: Norfolk (Ent) Ldr.A, 1BR; J5 1BI; Ninety-Six (Fort) Ldr.B, 2TM; Augusta 1TM
- AMERICAN: Annapolis 1RM; Alexandria Ldr.E, 2RM; Williamsburg (Ent) 1RM, 1 blue COM; Charleston (Fort) Ldr.A, 4RM, 1Sup, 1Art
Scenarios IV. Campaign Simulation Games (CSG)
Between two evenly matched players, the CSG becomes a contest of endurance and control. The American player must avoid an all-out battle of attrition yet prevent the British from controlling large areas of the colonies. A war of hit-and-run raiding will characterize a successful American strategy. The British player, on the other hand, must aggressively and ceaselessly pursue the American player while guarding controlled territory from American raids and incursions.
- optional rule VI.A. LEADER CASUALTY CHECK – mandatory except for CSG-5
- optional rule VI.B. INVERTED/DECOY COUNTERS – during Set-Up each side places 7 Decoys in any combination on any hex(es) (British first)
- each turn, British moves first
CSG-1
1776 Campaign Simulation Game #1 | rules sources: BUG – pgs. 16, 18-21, 24; the Boardgamer – Vol. 6, No. 4; 2nd Edition scenario card
AREA OF PLAY: the entire board
SPECIAL RULE: beginning Oct. '79, at VERY start of each turn British rolls one die: 6 Arnold deserts – remove American Arnold from game and place British Arnold on Turn-Track at next turn at such time he enters on hex with at least 1BR
VICTORY CONDITIONS
- AMERICAN wins if British do not control 11 Strategic Towns or 1 Area at end of Dec. '77 turn
- AMERICAN wins if British do not control 11 Strategic Towns including 1 Area at end of Dec. '79 turn
- AMERICAN wins if British do not control 20 Strategic Towns including Boston, Newport, New York, Philadelphia, Charleston and Savannah at end of game
- any other result is BRITISH victory
TIME RECORD CHART (1776 through 1780; Interphases at the end of March, June, September and December)
-
WINTER (Jan., Feb., Mar.)
- Interphase (start of 1777, 1778, 1779, 1780): Replace AI with BI
- JAN: 1777 P; 1779 P
- FEB: 1776 CN: uncontrolled Port
- MAR: 1776 A
- RANDOM EVENTS: DR on Table (every year)
-
SPRING (Apr., May, Jun.)
- Interphase: 1776 B, C; 1777 AI on dr 1-2; 1778, 1779, 1780 AI on dr 1-2, Rebuild Elite, Replace BI
- APR: 1776 Brant: Indian Village, D, E, F; 1777 Q; 1778 FRENCH on dr 1; 1780 T
- MAY: 1776 G, H; 1778 FRENCH on dr 1
- JUN: 1776 I, J; 1778 FRENCH on dr 1-2
-
SUMMER (Jul., Aug., Sep.)
- JUL: 1776 K, L; 1777 R; 1778 FRENCH on dr 1-3
- AUG: 1776 M; 1778 FRENCH on dr 1-3
- SEP: 1778 FRENCH on dr 1-3
- RANDOM EVENTS: DR on Table (every year)
-
FALL (Oct., Nov., Dec.)
- OCT: 1776 Johnson: Indian Village, N; 1777 Lafayette: hex where Washington is; 1778 BEGIN FRENCH on dr 1-4, S; 1779 BEGIN Arnold Deserts on dr 6
- NOV: 1776 O
- DEC: 1777 11 Towns or 1 Area; 1779 11 Towns and 1 Area; 1780 14 Towns + Boston, Newport, New York, Philadelphia, Charleston, Savannah
-
CA WINTER REDUCTION: Eliminate CA per Table (every year)
-
A = Cornwallis, 7BR, 2Sup, 1Art, TF-A, BF-A: divide units between Fleets per transport capacities, then enter on sea-lane hex south of PA-MD border hexsides and hexes
-
B = Watson: hex in SC the Interphase after 5BR appear disembarked in NC/SC
-
C = Sumter, Marion: any hex(es) in Deep South the Interphase after 5BR appear disembarked in Deep South/South Central
-
D = 1BR: Wilmington if controlled – if unable, try next turn
-
E = Wayne'sPA: hex with Wayne & at least 1CA, then remove 1 of those CA – if unable, try next turn
-
F = Stark, Warner: Norwich
-
G = Burgoyne, Fraser, Riedesel, 20BR, 1Sup: controlled Port, Quebec or Halifax – if unable, try next turn
-
H = 1BI: if a Deep South colony was controlled last turn, enter on J5 – if unable, try next turn
-
I = Leslie, G.Clinton, Knyphausen, Ldr.B, 1Gren., 18BR, 1Sup, 1Art: controlled Port, either Boston, New York, Philadelphia or Halifax – if unable, try next turn
-
J = 1BI: if Deep South Area was controlled last turn, enter on R9 – if unable, try next turn
-
K = Smallwood'sMD: hex with at least 1CA, then remove 1 of those – if unable, try next turn
-
L = 1stRI: hex with at least 1CA, then remove 1 of those – if unable, try next turn
-
M = Grey, Phillips, Heister, Rall, Ldr.C, 1Lt.Inf., 23BR, 1Sup, 1Art: controlled Port – if unable, try next turn
-
N = Prevost, Rawdon, 6BR: controlled Port – if unable, try next turn
-
O = Ldr.D, 4BR: controlled Port – if unable, try next turn
-
P = 1BR: Wilmington if controlled
-
Q = Tarleton, Ferguson, Tarleton'sLeg.: hex where British (not Partisan) Leader is
-
R = Butler'sRang.: Oswego if it has at least 1TM, then remove 1 of those – if unable, try next turn
-
S = Ferguson'sProv.: hex with Ferguson & at least 1TM, then remove 1 of those TM – if unable, try next turn
-
T = Lee'sLeg.: hex with at least 1CA, then remove 1 of those – if unable, try next turn
SET-UP
- BRITISH: Quebec (Fort) Carleton, 1Lt.Inf., 3TM, 1Sup, 1Art; Boston (Ent) Howe, H.Clinton, Ldr.A, 1Gren., 17BR, 1TM, 1Art, Mag, BF-B, TF-B; Oswego 3TM; Unadilla 1BI; Owego 1BI; Painted Post 1BI; Norfolk 2TM; Portsmouth, VA 1TM; Salisbury 1TM; Ninety-Six (Fort) 3TM; Augusta (Fort) 2TM
- AMERICAN: Montreal (Ent) 1RM, Mag; Saint Johns (Fort) 1RM; Ticonderoga (Fort) 2RM, 1Art; Fort Stanwix (Fort) 1RM; Albany Schuyler, 1RM; Portsmouth, NH (Fort) 1RM; Newport 2RM; Springfield 1RM, 1Art; Hartford 2RM; New Haven 2RM; New York 1RM; Philadelphia 1RM; Alexandria 1RM; Williamsburg 3RM; Charlottesville 1RM; Lynchburg 1RM; Hillsboro 1RM; Charlotte 1RM; Camden 1RM; Charleston (Fort) 4RM, 1Sup, 1Art; Savannah 1RM
- American places Washington, Lee, Gates, Greene, Lincoln, Sullivan, Stirling, Wayne, Montgomery, Knox, Ldr.D, Glover'sMA, 17CA, 1Sup in any combination on or within 1 hex of Boston
- American places blue Ldr.A, Ldr.B, Ldr.C, Ldr.E in any combination on any hexes
- American places Arnold, Morgan, Morgan'sRifles, 1CA, 2RM, 1Sup, 1Bat in any combination on or within 1 hex of Quebec
- after American sets up, British places red Ldr.E on any hex
CSG-2
1776 Campaign Simulation Game #2 | rules sources: BUG – pgs. 16, 18-21, 24; the Boardgamer – Vol. 6, No. 4; 2nd Edition rules – pg. 22; 2nd Edition scenario card
AREA OF PLAY: the entire board
VICTORY CONDITIONS
- BRITISH wins by controlling Montreal & Quebec free of enemy SP at end of game and either
- controls 11 Strategic Towns, or
- controls 1 Area, or
- controls Boston, Newport, New York, Philadelphia, Charleston & Savannah
- any other result is AMERICAN victory
TIME RECORD CHART (1776 and 1777)
-
WINTER: FEB 1776 CN: uncontrolled Port; MAR 1776 A. RANDOM EVENTS: DR on Table (both years).
-
SPRING: Interphase 1776 B, C; 1777 AI on dr 1-2. APR 1776 Brant: Indian Village, D, E; 1777 O. MAY 1776 F, G. JUN 1776 H, I.
-
SUMMER: JUL 1776 J, K; 1777 P. AUG 1776 L. RANDOM EVENTS: DR on Table (both years).
-
FALL: OCT 1776 Johnson: Indian Village, M; 1777 Lafayette: hex where Washington is. NOV 1776 N.
-
CA WINTER REDUCTION: Eliminate CA per Table.
-
A = Cornwallis, 7BR, 2Sup, 1Art, TF-A, BF-A: divide units between Fleets per transport capacities, then enter on sea-lane hex south of PA-MD border hexsides and hexes
-
B = Watson: hex in SC the Interphase after 5BR appear disembarked in NC/SC
-
C = Sumter, Marion: any hex(es) in Deep South the Interphase after 5BR appear disembarked in Deep South/South Central
-
D = Wayne'sPA: hex with Wayne & at least 1CA, then remove 1 of those CA – if unable, try next turn
-
E = Stark, Warner: Norwich
-
F = Burgoyne, Fraser, Riedesel, 20BR, 1Sup: controlled Port, Quebec or Halifax – if unable, try next turn
-
G = 1BI: if a Deep South colony was controlled last turn, enter on J5 – if unable, try next turn
-
H = Leslie, G.Clinton, Knyphausen, Ldr.B, 1Gren., 18BR, 1Sup, 1Art: controlled Port, either Boston, New York, Philadelphia or Halifax – if unable, try next turn
-
I = 1BI: if Deep South Area was controlled last turn, enter on R9 – if unable, try next turn
-
J = Smallwood'sMD: hex with at least 1CA, then remove 1 of those – if unable, try next turn
-
K = 1stRI: hex with at least 1CA, then remove 1 of those – if unable, try next turn
-
L = Grey, Phillips, Heister, Rall, Ldr.C, 1Lt.Inf., 23BR, 1Sup, 1Art: controlled Port – if unable, try next turn
-
M = Prevost, Rawdon, 6BR: controlled Port – if unable, try next turn
-
N = Ldr.D, 4BR: controlled Port – if unable, try next turn
-
O = Tarleton, Ferguson, Tarleton'sLeg.: hex where British (not Partisan) Leader is
-
P = Butler'sRang.: Oswego if it has at least 1TM, then remove 1 of those – if unable, try next turn
SET-UP
- BRITISH: Quebec (Fort) Carleton, 1Lt.Inf., 3TM, 1Sup, 1Art; Boston (Ent) Howe, H.Clinton, Ldr.A, 1Gren., 17BR, 1TM, 1Art, Mag, BF-B, TF-B; Oswego 3TM; Unadilla 1BI; Owego 1BI; Painted Post 1BI; Norfolk 2TM; Portsmouth, VA 1TM; Salisbury 1TM; Ninety-Six (Fort) 3TM; Augusta 2TM
- AMERICAN: Montreal (Ent) 1RM, Mag; Saint Johns (Fort) 1RM; Ticonderoga (Fort) 2RM, 1Art; Fort Stanwix (Fort) 1RM; Albany Schuyler, 1RM; Portsmouth, NH (Fort) 1RM; Newport 2RM; Springfield 1RM, 1Art; Hartford 2RM; New Haven 2RM; New York 1RM; Philadelphia 1RM; Alexandria 1RM; Williamsburg 3RM; Charlottesville 1RM; Lynchburg 1RM; Hillsboro 1RM; Charlotte 1RM; Camden 1RM; Charleston (Fort) 4RM, 1Sup, 1Art; Savannah 1RM
- American places Washington, Lee, Gates, Greene, Lincoln, Sullivan, Stirling, Wayne, Montgomery, Knox, Ldr.D, Glover'sMA, 17CA, 1Sup in any combination on or within 1 hex of Boston
- American places blue Ldr.A, Ldr.B, Ldr.C, Ldr.E in any combination on any hexes
- American places Arnold, Morgan, Morgan'sRifles, 1CA, 2RM, 1Sup, 1Bat in any combination on or within 1 hex of Quebec
- after American sets up, British places red Ldr.E on any hex
CSG-3
1776 Campaign Simulation Game #3 | rules sources: BUG – pgs. 16, 18-21, 24; the Boardgamer – Vol. 6, No. 4; 2nd Edition rules – pg. 23
AREA OF PLAY: the entire board
SPECIAL RULE: do not roll for French Intervention before July '78 (optional rule VIII.C. cannot be used)
VICTORY CONDITIONS
- BRITISH wins instantly if for one complete turn he either
- controls Montreal & Quebec free of enemy SP while controlling Middle States Area, or
- controls Montreal & Quebec free of enemy SP while controlling Deep South Area & New York city
- any other result is AMERICAN victory
TURN-TRACK: Turns 1-9 = APR. 1778 through DEC. 1778; turns 10-18 = JAN. 1779 through SEP. 1779.
- Turn 3 (JUN. 1778): A, B, C; American D
- Turn 4-6 (JUL., AUG., SEP. 1778): FRENCH on dr 1-3; turn 4 American E
- Turn 7 (OCT. 1778): begin FRENCH on dr 1-4, F
- Turn 8/9: 1BR: if controlled, Wilmington
- Interphases: AI on dr 1-2 (SUMMER 1778 and SPRING 1779)
- Turn 13 (APR. 1779): American G
- A = 1BI: if a Deep South colony was controlled last turn, enter on J5 – if unable, try next turn
- B = 1BI: if Deep South Area was controlled last turn, enter on R9 – if unable, try next turn
- C = 1BR: Wilmington if controlled – if unable, try next turn
- D = Sumter: hex in SC if Charleston is controlled – if unable, try next turn
- E = 1stRI: hex with Sullivan & at least 1CA, then remove 1 of those – if unable, try next turn
- F = Ferguson'sProv.: hex with Ferguson & at least 1TM, then remove 1 of those TM – if unable, try next turn
- G = Lee'sLeg.: hex with at least 1CA, then remove 1 of those – if unable, try next turn
SET-UP
- BRITISH:
- Halifax Ldr.B, 4BR
- Quebec (Fort) Ldr.A, 5BR, 1Art, Mag
- Montreal Carleton, 2BR, Mag
- Saint Johns (Fort) G.Clinton, Rawdon, 1Lt.Inf., 7BR
- Oswego Ldr.C, Johnson, 2BR, Butler'sRang., 1Sup
- Unadilla Brant, 1BI
- Newport Grey, 9BR, 1Sup
- New York Heister, Ferguson, Ldr.D, 1Gren., 14BR, 3TM, 1Art, Mag, BF-B, TF-B
- Philadelphia H.Clinton, Cornwallis, Leslie, Phillips, Knyphausen, Tarleton, 1Gren., 1Lt.Inf., 31BR, Tarleton'sLeg., 1TM, 1Art, Mag, BF-A, TF-A
- Augusta Watson, 5TM
- AMERICAN:
- Ticonderoga (Fort) Schuyler, Warner, 2CA, 1RM, 1Art
- Norwich Stark
- Ft. Stanwix (Fort) 1RM
- Albany 1RM, 1Sup, 1Art
- Boston 1RM
- Providence Sullivan, 6RM, 1Sup
- West Point (Fort) Stirling, Ldr.A, 4CA, 2RM, 1Sup, 1Art
- Norfolk (Fort) Ldr.B, 1CA, 1RM
- Georgetown Marion, 1RM
- Charleston (Fort) Lincoln, 2RM, 1Art
- Savannah 2CA, 1RM, 1Sup
- American places Washington, Lee, Greene, Lafayette, Wayne, Morgan, Wayne'sPA, Smallwood'sMD, Glover'sMA, 10CA, Morgan'sRifles, 1Sup stacked on one hex within 5 hexes of Philadelphia, north of PA-MD border & west of Delaware River
- American places 3RM stacked on hex in Middle States, 2RM stacked on hex in South Central and blue Ldr.E on any hex
- after American sets up, British places red Ldr.E on any hex
CSG-4 Tournament
Campaign Simulation Game #4 by Matt Burkins | rules sources: BUG – pgs. 16, 18-21, 24; the Boardgamer – Vol. 6, No. 4; 2nd Edition scenario card; PBEM tourney 4-16-02
AREA OF PLAY: the entire board
SPECIAL RULE: Montreal & Quebec are Strategic Towns for VP purposes only
VICTORY CONDITIONS
- BRITISH wins at end of game if he controls the number of Strategic Towns bid (or more)
- any other result is AMERICAN victory
TURN-TRACK: Turns 1-9 = JAN. 1776 through SEP. 1776.
- Turn 2 (FEB.): American CN: uncontrolled Port
- Turn 3 (MAR.): A, B
- SPRING Interphase: C, D
- Turn 4 (APR.): Brant: Indian Village; American E, F
- Turn 5 (MAY): G, H
- Turn 6 (JUN.): I, J
- Turn 7 (JUL.): American K, L
- Turn 9 (SEP.): M
- A = Cornwallis, 7BR, 2Sup, 1Art, TF-A, BF-A: divide units between Fleets per transport capacities, then enter on sea-lane hex south of PA-MD border hexsides and hexes
- B = 1BR: Wilmington if controlled – if unable, try next turn
- C = Watson: hex in SC the Interphase after 5BR appear disembarked in NC/SC
- D = Sumter, Marion: any hex(es) in Deep South the Interphase after 5BR appear disembarked in Deep South/South Central
- E = Wayne'sPA: hex with Wayne & at least 1CA, then remove 1 of those – if unable, try next turn
- F = Stark, Warner: Norwich
- G = Burgoyne, Fraser, Riedesel, 20BR, 1Sup: controlled Port, Quebec or Halifax – if unable, try next turn
- H = 1BI: if a Deep South colony was controlled last turn, enter on J5 – if unable, try next turn
- I = Leslie, G.Clinton, Knyphausen, Ldr.B, 1Gren., 18BR, 1Sup, 1Art: controlled Port, either Boston, New York, Philadelphia or Halifax – if unable, try next turn
- J = 1BI: if Deep South Area was controlled last turn, enter on R9 – if unable, try next turn
- K = Smallwood'sMD: hex with at least 1CA, then remove 1 of those – if unable, try next turn
- L = 1stRI: hex with at least 1CA, then remove 1 of those – if unable, try next turn
- M = Grey, Phillips, Heister, Rall, Ldr.C, 1Lt.Inf., 23BR, 1Sup, 1Art: controlled Port – if unable, try next turn
SET-UP
- BRITISH: Quebec (Fort) Carleton, 1Lt.Inf., 3TM, 1Sup, 1Art; Boston (Ent) Howe, H.Clinton, Ldr.A, 1Gren., 17BR, 1TM, 1Art, Mag, BF-B, TF-B; Oswego 3TM; Unadilla 1BI; Owego 1BI; Painted Post 1BI; Norfolk 2TM; Portsmouth, VA 1TM; Salisbury 1TM; Ninety-Six (Fort) 3TM; Augusta 2TM
- AMERICAN: Montreal (Ent) 1RM, Mag; Saint Johns (Fort) 1RM; Ticonderoga (Fort) 2RM, 1Art; Fort Stanwix (Fort) 1RM; Albany Schuyler, 1RM; Portsmouth, NH (Fort) 1RM; Newport 2RM; Springfield 1RM, 1Art; Hartford 2RM; New Haven 2RM; New York 1RM; Philadelphia 1RM; Alexandria 1RM; Williamsburg 3RM; Charlottesville 1RM; Lynchburg 1RM; Hillsboro 1RM; Charlotte 1RM; Camden 1RM; Charleston (Fort) 4RM, 1Sup, 1Art; Savannah 1RM
- American places Washington, Lee, Gates, Greene, Lincoln, Sullivan, Stirling, Wayne, Montgomery, Knox, Ldr.D, Glover'sMA, 17CA, 1Sup in any combination on or within 1 hex of Boston
- American places blue Ldr.A, Ldr.B, Ldr.C, Ldr.E in any combination on any hexes
- American places Arnold, Morgan, Morgan'sRifles, 1CA, 2RM, 1Sup, 1Bat in any combination on or within 1 hex of Quebec
- after American sets up, British places red Ldr.E on any hex
CSG-5 British Southern Campaign
Campaign Simulation Game #5 by Bruno Sinigaglio | rules sources: BUG – pgs. 18-21, 50; the Boardgamer – Vol. 6, No. 4
AREA OF PLAY: the entire board except the land hexes (not New York and Newport) on the two northernmost pieces
SPECIAL RULES
-
CONTROL:
- British: occupy with BR free of CA/FR or friendly SP inside Fort
- EXCEPTION: Charleston – occupy with BR either free of CA/FR or inside Fort
- American: have free of enemy SP or occupy with CA/FR free of BR
- British: occupy with BR free of CA/FR or friendly SP inside Fort
-
EVACUATED = embarked on Fleet from land-hex in Deep South or South Central and directly sailed (or is sailing) to New York. Once in New York, the 10BR are eliminated.
-
Victory Points are awarded as follows:
BRITISH ACTION BRITISH VP Greene killed or captured +10 Lafayette killed or captured before Sep. 1781 +10 Sumter killed or captured +10 Marion killed or captured +10 each French BF sunk +15 1780 Jan. thru Jul. & 1781 Jan. thru Jul., more BF than French BF in West Indies at end of American turn +10 per turn 1780 Dec. & 1781 Dec., for any 8FR & 2Art, each one not embarked on either French BF-A or French BF-B at end of American turn due to combat loss (naval or land) +2 per turn START OF EACH INTERPHASE & END OF GAME: control Fort at Charleston +3 control Richmond +2 control Savannah +2 other than Charleston, Richmond & Savannah, each Port or Strategic Town controlled (13 total) +1 control Savannah & Augusta: GA +5 control Charleston, Ninety-Six, Camden & Georgetown: SC +10 control Hillsboro & Wilmington: NC +5 control Charlottesville, Richmond, Petersburg, Alexandria, Norfolk & Portsmouth: VA +15 control Annapolis & Baltimore: MD +5 control all Deep South Strategic Towns & Sumter (not killed or captured) is not placed on the board +5 control all Deep South Strategic Towns & Marion (not killed or captured) is not placed on the board +5 AMERICAN ACTION AMERICAN VP Tarleton killed or captured +10 Ferguson killed or captured +10 Arnold killed or captured +10 each British BF sunk +10 each British TF sunk +5 1780 Jan. thru Jul. & 1781 Jan. thru Jul., each turn more BF than British BF in West Indies at end of turn +10 per turn 1780 Jul., Aug. & Sep., each turn Clinton, Leslie & 10BR are not EVACUATED by end of turn +10 per turn START OF EACH INTERPHASE & END OF GAME: control Fort at Charleston +3 control Richmond +2 control Savannah +2 other than Charleston, Richmond & Savannah, each Port or Strategic Town controlled (13 total) +1 control Savannah & Augusta: GA +5 control Charleston, Ninety-Six, Camden & Georgetown: SC +10 control Hillsboro & Wilmington: NC +5 control Charlottesville, Richmond, Petersburg, Alexandria, Norfolk & Portsmouth: VA +15 Charleston is British-controlled & Ferguson (not killed or captured) is not placed on the board +10 Gates is highest ranked American Leader & all Ports & Strategic Towns in GA & SC are not British-controlled +10 -
ignore rules III. INDIAN REINFORCEMENTS, VII. FRENCH INTERVENTION and V.E. FLEET AVAILABILITY...
-
Artillery that starts game at Charleston may not move regardless of who controls it
-
winter turn effects are reduced to Combat Restrictions only
-
Partisans ignore winter turn effects
-
BIs may attempt a Forced March without a Leader
-
BIs (with or without Leaders) stacked without friendly SP may retreat before combat on dr 1-2
-
on land (or by ferry), BR, CA, & FR move normally only if beginning the movement phase under command of a Leader and that Leader accompanies them for the entire turn, otherwise their MP cost is doubled for entire turn
-
SP entering hex with Partisans eligible to retreat and no AE possible must stop there and end movement
-
accompanied by Partisan Leader for entire turn, up to 3 infantry SP may move up to 10 MP
-
accompanied by Partisan Leader for entire turn, up to 3 Dragoons & that Leader may move up to 15 MP
-
stacked without friendly Regular SP or Leaders, each Partisan Leader with up to 3 Militia SP may retreat before combat on dr 1-2
- EXCEPTION: Marion on a swamp hex retreats on dr 1-4
-
each round of combat, if any SP on a side is uncontrolled, its final Leader DRM is 0
-
H.Clinton: if stacked with SP outside NYC, his army must have the most BR (if involuntarily reduced, it must be brought back up)
-
Rawdon:
- commands 6 SP in movement & combat, even if not overall commander
- once per game, if present in combat, he gains +1 DRM for 1st round of combat
-
Cornwallis:
- may attempt a Forced March with –1 DRM by eliminating a SP before the attempt
- if in command, at end of any round of tactical card combat he may automatically withdraw by firing grapeshot at both sides
- British roll 1 die: each side subtracts his ranking Ldr's DRM & suffers Defender's result on the 1-1 column of the CRT
- casualty priority list is reversed (BR & CA first instead of last)
-
Clarke: confined to Georgia or South Carolina
-
Tarleton:
- may attempt a Forced March with –2 DRM
- for any Forced March attempt, if 1/2E is rolled, only 1 SP is lost
- in command of force that Forced-Marched 3 or more hexes this turn, he gains +1 DRM for 1st round of combat
-
Ferguson:
- cannot lead BR
- in command in combat, no +/–1 penalty for Militia-only vs. Regulars
-
Rochambeau outranks all American Leaders except Washington
-
Washington may only be captured or killed if his entire force is eliminated
-
Gates:
- may attempt a Forced March with –1 DRM
- if in command for combat without Morgan, roll a die after each round: if no. of round or less rolled, move Gates & all RM (not RD) 10 hexes towards north edge of the board
-
Greene:
- for any Forced March attempt, if 1/2E is rolled, only 1 SP is lost
- once per game, in command for combat without Cornwallis or Rawdon he may gain +1 DRM for 1st round of combat
- if in command, may break off tactical-card combat after the 2nd round
-
Lafayette:
- may attempt a Forced March with –1 DRM
- if in command, may break off tactical-card combat after the 2nd round
-
Wayne:
- when present in combat, American gains +1 DRM each time they play Frontal Assault
-
Morgan:
- may attempt a Forced March with –2 DRM
- for any Forced March attempt, if 1/2E is rolled, only 1 SP is lost
- when present in combat, no +/–1 penalty when leading Militia-only vs. Regulars
- in command for combat, he may do the following:
- secretly remove (or keep) Withdraw card from hand prior to 1st round
- at end of 1st round, state if Withdraw card is in hand or not
- if not in hand, it can't be used for rest of combat and American gains +1 DRM for 1st round and rest of combat
-
Sumter:
- confined to Deep South
- may attempt a Forced March with –1 DRM
- for any Forced March attempt, if 1/2E is rolled, only 1 SP is lost
- in command for combat vs. Tarleton-lead force, –1 DRM penalty for Militia-only vs. Regulars does not apply
- in command for combat, he may do the following:
- secretly remove (or keep) Withdraw card from hand prior to 1st round
- at end of 1st round, state if Withdraw card is in hand or not
- if not in hand, it can't be used for rest of combat and American gains +1 DRM for 1st round and rest of combat
-
Marion:
- confined to Deep South
- may attempt a Forced March with –1 DRM
- for any Forced March attempt, if 1/2E is rolled, only 1 SP is lost
- any time within 2 hexes of Rawdon & stacked with a RD, cancels Rawdon's one-time +1 DRM for rest of turn
-
Leader Casualties & Capture:
- nameless Leaders captured, wounded or killed are removed to Turn-Track & placed at next Interphase
- MOVEMENT PHASE: Leaders either caught on hex without friendly SP or Overrun are captured (Marion on swamp hex with 1-3RM/RD rolls 1 die instead: 1-5 remove him to Turn-Track at next Interphase, 6 executed)
- COMBAT PHASE: if they lost SP, after the last round of each combat, Leaders may be captured, wounded or killed
- casualty dr (CDR): 1-4 no effect, 5 wounded (roll again for # months (including current one) recuperating), 6 killed
- PROCEDURE: each player goes through the following,
- roll 2 dice & add number of SP lost: 13 make CDR for all 1-star Leaders (nameless also), 14-or-more all 2-star Leaders also (not highest ranked unless all friendly SP were lost)
- if all SP are lost & enemy SP remain, all wounded Leaders are captured & dr is made for each surviving unwounded Leader: 1-5 place Leader on nearest hex occupied by friendly SP free of enemy SP (Marion & Sumter are removed to Turn-Track instead, at next Interphase), 6 captured
- EXCEPTION: if inside Fort, all surviving Leaders are automatically captured
- if all SP are lost & no enemy SP remain, surviving unwounded Leaders are placed on nearest hex occupied by friendly SP free of enemy SP (Marion & Sumter are removed to Turn-Track instead, at next Interphase)
-
naval & Bateau transport cost is 1 point per unit for ALL land-units
-
British Fleets may not enter the Port at Newport; French BF may only enter the Port at New York if void of British BF
-
British Fleets may not disembark units in NC until British control Charleston
-
TF may not enter or leave Santee or Pee Dee Rivers if American controls Georgetown
-
TF may not enter or leave Cape Fear River (including Q25/Q26) if American controls Wilmington
-
West Indies: British may have no more than 2BF there and French BF-VF may not enter
-
damaged French Fleets reappear on the Right Transitional Box in the OBM chart during the Winter Interphase
-
at start of each British turn, roll one die on the Weather Table to determine the weather for that month:
MONTH DIE ROLL = WEATHER Jan. 1 = Clear, 2-6 = Storms Feb. and Dec. 1-2 = Clear, 3-6 = Storms Mar. and Nov. 1-3 = Clear, 4-6 = Storms Apr. and Oct. 1-4 = Clear, 5-6 = Storms May to Aug. automatically Clear Sep. 1-5 = Clear, 6 = Storms -
during Clear Weather turns,
- MP allowances for Fleets are doubled
- if entering OBM box with 30 MP or more, you may move to adjacent box
- if starting on OBM box, you may move 2 boxes
- if starting on OBM box adjacent to South, East, North, or Halifax boxes, you may move through one of those boxes & enter map with printed MP allowance (less 1) remaining.
-
Fleets in West Indies at end of a Sep., Oct. or Nov. turn are automatically sunk by hurricanes
-
French BF-A & BF-B
- beginning Jan. '80, must sail directly to the West Indies and stay until Aug. '80
- at start of American Aug. '80 turn, move both (with their original embarked units) directly to the South OBM box and roll 1 die for each Fleet: 1 free to move normally; 2-5 remove Fleet/embarked units from board and place them on Turn-Track at Winter Interphase; 6 remove to Left Transitional Box but can't move
- at start of American Sep. '80 & Oct. '80 turns, if either is on Left Transitional Box by rolling a 6, roll 1 die for each: 1 free to move normally; 2-5 remove Fleet/embarked units from board and place them on Turn-Track at Winter Interphase; 6 can't move
- at start of Nov. '80 turn, if still on Left Transitional Box, it may move normally
- at end of Dec. '80 turn & Dec. '81 turn: both (not sunk or on Turn-Track) must be on an OBM box or game ends in British victory
- WINTER Interphase, Fleets (with their cargo) on Turn-Track at Winter Interphase space are placed on the Right Transitional Box in the OBM chart
- beginning Jan. '81, if not sunk or on Turn-Track, must sail directly to the West Indies and stay until Aug. '81
-
French BF-VF
- Aug. '80 thru Jun. '81, if in Newport, can only move by the following PROCEDURE:
- if all the following applies at start of American turn, go to step 2.
- Clear weather
- total BF combat ratings in Newport exceed total in New York
- 3FR from reinforcements K have not disembarked in South Central and/or Deep South
- no BF in New York or, if any BF in New York, British roll one die resulting in a 6 (dr 1-5 BF was intercepted & forced to return to Newport)
- transport Ldr.C, 3FR, 1Sup from reinforcements K to southern map then move normally except further transporting is prohibited until Aug. '81
- if all the following applies at start of American turn, go to step 2.
- beginning Aug. '81,
- if moved, it may transport any Artillery or Supply at Newport to South Central only
- if NOT moved, it may transport Ldr.C & 3FR from reinforcements K plus any Artillery or Supply at Newport to southern map (no other transporting allowed) or move normally without transporting
- Aug. '80 thru Jun. '81, if in Newport, can only move by the following PROCEDURE:
-
only South Central and Deep South Rate Charts are used and their CA AVG. and MAX. boxes are changed to "1"
-
PROCEDURE for Seasonal Interphase:
-
adjust VP totals per Victory Point table
-
same as CSG step 1. except use CA Winter Reduction Rate for 1777
-
Check ASC and adjust Status Indicator counters for both Areas. Units embarked on Fleets are not considered in an Area.
AREA STATUS CA RM TM NO BR in Area Maximum Minimum Maximum NO Strategic Towns controlled, NO CA in Area Maximum Average Average Some Strategic Towns controlled, NO CA in Area Minimum Average Minimum NO Strategic Towns controlled, CA in Area Average Maximum Average Some Strategic Towns controlled, CA in Area Average Average Average ALL Strategic Towns controlled NONE Average Minimum ALL Strategic Towns & Ports controlled NONE Minimum* Minimum * If lower than the allowable level, can't be increased to that level.
-
same as CSG step 9. except change PROCEDURE to:
- enter CA reinforcements per Rate Chart placing them on or within 1 hex of a Strategic Town not British-controlled
- SPRING: enter 1 American Supply to each uncontrolled Area in the same manner as CA
- adjust RM/RD SP per Rate Chart placing new units (not reinforcements E and F – see step 4.9.) on or within 1 hex of Strategic Towns or Ports uncontrolled by British
- if all Strategic Towns & Ports in Deep South are British-controlled, RM may be brought up to Minimum by entering Partisan SP
- RD may replace new or existing RM at following rate: 1RD for 1-4RM allowed on Rate Chart
- if number of RD exceeds this level at start of Interphase, eliminate or replace them to the proper level
- SPRING, SUMMER and FALL: enter 1 British Supply on Charleston if British-controlled
- enter 2BR on one British-controlled Port
- WINTER: enter 1BR on Charleston if British-controlled
- 1780 SUMMER: British place 1 or 2 BI replacements at any hex if any were lost
- adjust TM/TD SP (not Ferguson's Provincials (FP) or Watson's TD) per Rate Chart placing new units on British-controlled Strategic Towns
- if none, place them on Strategic Towns unoccupied by enemy units
- if all Strategic Towns are enemy-occupied, place them on adjacent hexes of Strategic Towns
- TD may replace new or existing TM in the same manner as RD and are adjusted in the same manner as RD
- if none, place them on Strategic Towns unoccupied by enemy units
- if available, enter reinforcements E and F
- place 1 or 2 FP replacements with Ferguson if any were lost
- place Watson's TD replacement with Watson if it was lost
-
captured Leaders may be exchanged equally (1-star for 1-star, 2-star for 2-star) & immediately placed anywhere
-
nameless Leaders anywhere may be relocated to any hex – British first
-
VICTORY CONDITIONS
- AMERICAN wins
- at end of any turn starting Sep. '80 if Fort at Charleston is free of BR inside
- at end of Oct. '80 turn, if Clinton, Leslie and 10BR have not been EVACUATED
- instantly if French BF occupies Port at New York free of British BF
- at end of game if he has same or more VP than British
- BRITISH wins
- at end of turn if he controls all 12 Strategic Towns & friendly BF occupies Port at New York
- instantly if he captures or kills Washington
- at end of Dec. '80 turn or end of game if either French BF-A or BF-B is on the board but not in an OBM box
- at end of game if he has more VP than American
B. OPTIONAL RULES
- if American is weaker, add "during Interphase, control Annapolis & Baltimore +5 VP" to American Action on VP table
- if American is weaker, in step 9. of first Interphase that Ferguson & 2FP are on the board American places 2RM & 2RD to within 8 hexes of Ferguson
- in step 9. of each Interphase, American places 1 to 4 RM/RD replacements to within 8 hexes of Ferguson if any were lost
TIME RECORD CHART (1780 and 1781)
- WINTER: Interphase 1781 P. JAN 1780 A or B; 1781 Q. FEB 1781 R. MAR 1780 C, D, E; 1781 S, T.
- SPRING: Interphase 1780 F, G, H. APR 1780 I, J. MAY 1780 Ldr.C, Smallwood'sMD, 2CA: Baltimore; 1781 2 French Sup: Newport. JUN 1780 1BI: if British-controlled, Augusta; 1781 U, V, W.
- SUMMER: Interphase 1780 K. JUL 1780 Gates: any land hex in column MM. AUG 1780 L. SEP 1781 X, Y, Z.
- FALL: Interphase 1780 M. OCT 1781 A1. NOV 1780 Morgan: any hex in VA, N. DEC 1780 O.
- CA WINTER REDUCTION: Eliminate CA per Table.
- A = Clear weather, H.Clinton, Cornwallis, Leslie, Tarleton, 1Gren., 1Lt.Inf., 12BR, Tarleton'sLeg., 1Sup, 2Art: New York embarked on BF-VF1 and TF-A – all must disembark at Savannah by end of turn
- B = Stormy weather, H.Clinton, Cornwallis, Leslie, Tarleton, 1Gren., 1Lt.Inf., 12BR, Tarleton'sLeg., 1Sup: New York embarked on BF-VF1 and TF-A – all must disembark at Savannah by end of Feb. '80 turn, then remove TF-A to April '80 space on Turn-Track
- C = 2BR: Savannah or embarked on BF-VF1
- D = if Stormy weather in Jan. '80, 1Art: embarked on BF-VF1 – remove from map when British capture Charleston
- E = 1BR: Wilmington if controlled – if unable, try next turn
- F = Marion: if British control Charleston, enter in step 4.3. of Interphase stacked with up to 3 available RM/RD (per ASC) on any hex between the Santee, Wateree, Catawba Rivers & the NC/SC border (including border hexes) – if unable, try next Interphase
- G = Sumter: if British control Charleston, enter in step 4.3. of Interphase stacked with up to 3 available RM/RD (per ASC) on hex within 6 hexes of Ramsour's Mill – if unable, try next Interphase
- H = Ldrs. A, B, C, D: in any combination to any land hexes (including New York) – may withhold any until next Interphase
- I = if Stormy weather in Jan. '80, TF-A: New York in Port
- J = Rawdon, Ferguson, 5BR: New York embarked on one Fleet – first landing must be in Deep South
- K = 2FP: if British control Charleston, hex where Ferguson is (embarked if he is) – if unable, try next Interphase
- L = French forces Ldr.C, 3FR, 1Sup all embarked on BF-VF plus 2Art disembarked: Newport in Port
- M = Greene: if British control either 1) all Red-Star Towns in GA & SC or 2) all Red-Star Towns in VA, enter in step 5. of Interphase on land hex in column MM & remove Gates from game – if unable, try next Interphase – if able, may withhold and enter/replace Gates any Interphase
- N = Watson, 1Lt.Inf., 4BR: New York embarked on one Fleet – if Leslie is there, add him to force
- O = Arnold, 3BR: New York embarked on one Fleet – must leave New York this turn or they're lost; first landing must be in South Central
- P = Watson'sTD: hex where Watson is (embarked if he is). Note: Watson's TD is not an Elite unit.
- Q = Lee'sLeg.: hex with at least 1CA, then remove 1 of those – if unable, try next turn
- R = 2BR: New York embarked on one Fleet – first landing must be in Area with highest-ranking British Leader
- S = Phillips, 4BR, 2Art: New York embarked on one Fleet
- T = Lafayette, 3CA: hex in column MM
- U = Gould, 4BR, BF-VF3: Charleston; remove Rawdon from the game
- V = 5BR: New York embarked on one Fleet – if Leslie is there, add him to force
- W = Wayne, 2CA: hex in column MM
- X = French forces Rochambeau, 1Lt.Inf., 7FR, 1Sup: hex in column MM
- Y = Washington, Wayne'sPA, 4CA, 1Art (and Lincoln if he is killed or captured): hex in column MM
- Z = Ldr.D: if Lincoln is on mapboard, enter on hex where Washington is
- A1 = 8BR, 1Sup: New York embarked on one Fleet – if Clinton is there, add him to force
SET-UP
- BRITISH: New York BF-VF2, TF-B, TF-VF; Augusta (Ent) 1TM, 1BI; Savannah (Ent) Clarke, 3BR, 4TM, 1Sup, 1Art; West Indies BF-A, BF-B
- AMERICAN: Richmond (Ent) Ldr.B, 2CA, 1RM, 1Sup; Hillsboro (Ent) Ldr.A, 2CA, 1RM; hex H16 (Ent) 1RD; Charleston (Fort) Lincoln, 3CA, 1RM, Mag, 1Art; OBM Chart Right Transitional Box French forces: Ldr.A, 4FR, 1Sup, 1Art embarked on BF-A, Ldr.B, 4FR, 1Sup, 1Art embarked on BF-B
- British places red Ldr.E on any hex
- British places 2TM stacked on hex in South Central
- After British completely sets up:
- American places blue Ldr.E on any hex
- American places 2RM stacked on hex in NC or SC
- American places 3RM stacked on hex within 3 hexes of Ninety-Six
- American places 2RM stacked on hex in South Central
CSG-6 1775 Lead-In Plus CSG-1
Campaign Simulation Game #6 by Charles Diamond | rules sources: BUG – pgs. 16, 18-21, 24; the Boardgamer – Vol. 6, No. 4; Old Soldiers magazine – Vol. 2, No. 3; 2nd Edition scenario card
AREA OF PLAY: the entire board
SPECIAL RULES
- during 1775 only:
- include nameless Leaders when rolling for casualties
- if killed or captured, remove to Turn-Track & enter on any hex at start of friendly Jan. '76 turn
- Artillery on Quebec & Ticonderoga at start of game may not be destroyed unless stacked with SP and may not be moved unless accompanied by Knox
- Artillery on Boston & Charleston at start of game may not be destroyed or moved unless stacked with SP
- BI on J5 at start of game must remain in Deep South and can't enter hex with Fort unless accompanied by TM or BR
- Boston:
- 4BR must occupy hex until start of Nov. turn
- April: American forces may not enter Boston and British forces may not AE
- REINFORCEMENTS:
- may enter on any hex adjacent to entry point
- entry hex enemy-occupied or surrounded by enemy units, enter on within 1 hex of nearest Town free of enemy units
- include nameless Leaders when rolling for casualties
- Nov. '75 thru Feb. '76, the British may evacuate all SP from Boston by overloading Fleets only if they move straight to Halifax and immediately debark the surplus
- the 4BR garrison requirement at Boston is lifted
- enter Leader E on hex where Burgoyne is and remove Burgoyne to Turn-Track stacked with reinforcements C1
- if killed, place his replacement there
- if captured, place an unused nameless Leader there
- REDEPLOY PHASE: at start of Jan. '76 turn (before British moves),
- replace up to 20RM in New England with CA
- if Glover'sMA is eliminated, enter it on hex with CA, then remove 1CA (if unable, try next turn)
- if RM reinforcement was received last fall and Canada has RM, replace 1RM in Canada with 1CA
- if COM counters on the board, for each one:
- a) replace with 1Sup & 1CA
- b) remove 1RM from any hex
- c) move the 1Sup & 1CA to nearest friendly force
- remove British Ldr.C to Turn-Track stacked with reinforcements H1
- remove British Ldr.D to Turn-Track stacked with reinforcements J1
- Place 3BI, one each on Unadilla, Owego and Painted Post. They may not be attacked until moved.
- Brant and Johnson may not be captured until moved
- beginning Oct. '79, at VERY start of each turn British rolls one die: 6 Arnold deserts – remove American Arnold from game and place British Arnold on Turn-Track at next turn at such time he enters on hex with at least 1BR
OPTIONAL RULES
- place 3BI at their Villages during set-up instead of during Redeploy Phase. They can't be attacked until moved
- 1775 only: American forces suffer –1 DRM (in addition to –1 DRM for Militia-only in rule III.F.) when attacking mostly BR
VICTORY CONDITIONS
- AMERICAN wins if British do not control 11 Strategic Towns or 1 Area at end of Dec. '77 turn
- AMERICAN wins if British do not control 11 Strategic Towns including 1 Area at end of Dec. '79 turn
- AMERICAN wins if British do not control 20 Strategic Towns including Boston, Newport, New York, Philadelphia, Charleston and Savannah at end of game
- any other result is BRITISH victory
TIME RECORD CHART (1775 through 1780)
-
1775: no Winter Interphase. APR A, B, C; American 2RM: New London, D, E, F, G. MAY American Ldr.D, 4RM, 1Sup: Charleston. JUN H, I, J, K. No summer Interphase. JUL American Ldr.E, 2RM: Alexandria, L, M, N. AUG 1TM: Oswego, O. SEP American 2RM: Hillsboro; NO RANDOM EVENTS. No fall Interphase. OCT American Stirling, 2RM: Morristown, P, Q, R. NOV S, T, U, V, W, X. DEC 1Lt.Inf.: Quebec. NO CA WINTER REDUCTION.
-
1776: Interphase REDEPLOY (no normal Interphase). JAN Y. FEB CN: uncontrolled Port. MAR Z. SPRING Interphase A1, B1. APR Brant: Indian Village. MAY C1, D1. JUN E1. JUL F1, G1. AUG H1. OCT Johnson: Indian Village, I1. NOV J1. CA WINTER REDUCTION: Eliminate CA per Table.
-
1777: JAN 1BR: if controlled, Wilmington. Interphase AI on dr 1-2. APR K1. JUL L1. OCT Lafayette: hex where Washington is. DEC 11 Towns or 1 Area.
-
1778: Interphase Replace AI with BI; AI on dr 1-2, Rebuild Elite, Replace BI. APR/MAY FRENCH on dr 1. JUN FRENCH on dr 1-2. JUL/AUG/SEP FRENCH on dr 1-3. OCT BEGIN FRENCH on dr 1-4, M1.
-
1779: JAN 1BR: if controlled, Wilmington. Interphase Replace AI with BI; AI on dr 1-2, Rebuild Elite, Replace BI. APR N1. OCT BEGIN Arnold deserts on dr 6. DEC 11 Towns and 1 Area.
-
1780: Interphase Replace AI with BI; AI on dr 1-2, Rebuild Elite, Replace BI. DEC 14 Towns + Boston, Newport, New York, Philadelphia, Charleston, Savannah.
-
RANDOM EVENTS: DR on Table each spring & fall from 1776 onward.
-
A = Ldr.B, Ldr.C, Glover'sMA, 14RM, 1Sup: after British move but before combat enter on hex adjacent to Boston
-
B = Stark, 2RM: after British move but before combat, enter on Portsmouth, NH
-
C = Ldr.A, 6RM: after British move but before combat, enter on Hartford
-
D = Howe, H.Clinton, Burgoyne, 1Gren., 8BR, 1Sup, TF-A, BF-A: Boston – cannot move this turn
-
E = Arnold, Warner, 1RM: Ticonderoga
-
F = Schuyler, 1RM, 1Sup: Albany
-
G = Greene, 3RM: Providence
-
H = 4TM: one each to Montreal, Quebec, Oswego, Augusta
-
I = Montgomery, 1RM: Albany
-
J = 4RM: one each to Ft. Stanwix, New York, Philadelphia, Annapolis
-
K = Morgan, Morgan'sRifles: Alexandria
-
L = Ldr.D, 1BR: Norfolk
-
M = Ldr.C, 2TM: Ninety-Six
-
N = Washington, Lee, Gates, Lincoln, Sullivan, Knox, 2RM, 1Sup: hex where main American army is
-
O = 1BR: Wilmington if controlled – if unable, try next turn
-
P = 3TM: one each to Montreal, Boston, Ninety-Six
-
Q = 2TM: Norfolk
-
R = 2RM: one each to Camden and Savannah
-
S = 1TM, 1Sup: Quebec
-
T = 1TM: Oswego
-
U = 2TM: Salisbury
-
V = 1BR: Boston
-
W = 3RM: one each to Albany, Charlottesville, Lynchburg
-
X = 1RM: Montreal if RM occupies Montreal free of enemy SP – if unable, try next turn
-
Y = Before British move, enter Wayne, Wayne'sPA on Philadelphia.
-
Z = Cornwallis, 7BR, 2Sup, 1Art, TF-A, BF-A: divide units between Fleets per transport capacities, then enter on sea-lane hex south of PA-MD border hexsides and hexes
-
A1 = Watson: hex in SC the Interphase after 5BR appear disembarked in NC/SC
-
B1 = Sumter, Marion: hex(es) in Deep South the Interphase after 5BR appear disembarked in Deep South/South Central
-
C1 = Burgoyne, Fraser, Riedesel, 20BR, 1Sup: controlled Port, Quebec or Halifax – if unable, try next turn
-
D1 = 1BI: if Deep South Area was controlled last turn, enter on R9 – if unable, try next turn
-
E1 = Leslie, G.Clinton, Knyphausen, Ldr.B, 1Gren., 18BR, 1Sup, 1Art: controlled Port, either Boston, New York, Philadelphia or Halifax – if unable, try next turn
-
F1 = Smallwood'sMD: hex with at least 1CA, then remove 1 of those – if unable, try next turn
-
G1 = 1stRI: hex with at least 1CA, then remove 1 of those – if unable, try next turn
-
H1 = Grey, Phillips, Heister, Rall, Ldr.C, 1Lt.Inf., 23BR, 1Sup, 1Art: controlled Port – if unable, try next turn
-
I1 = Prevost, Rawdon, 6BR: controlled Port – if unable, try next turn
-
J1 = Ldr.D, 4BR: controlled Port – if unable, try next turn
-
K1 = Tarleton, Ferguson, Tarleton'sLeg.: hex where British (not Partisan) Leader is
-
L1 = Butler'sRang.: Oswego if it has at least 1TM, then remove 1 of those – if unable, try next turn
-
M1 = Ferguson'sProv.: hex with Ferguson & at least 1TM, then remove 1 of those – if unable, try next turn
-
N1 = Lee'sLeg.: hex with at least 1CA, then remove 1 of those – if unable, try next turn
SET-UP
- BRITISH: Quebec (Fort) Carleton, 1Sup, 1Art; Montreal Mag; Saint Johns (Fort) 1BR; Ticonderoga (Fort) 1Art; Boston (Ent) Ldr.A, 8BR, 1Sup, 1Art; J5 1BI; Ninety-Six (Fort) none; Charleston (Fort) 1Art
- AMERICAN: Portsmouth, NH (Fort) 1RM; Cambridge (Ent) 1RM, 1 blue COM; Fort Stanwix (Fort) 1RM; Williamsburg 1RM, 1 blue COM
CSG-7 The 1813 Campaign
CREDITS: Scenario Design & Research: Jim Lawler. Rules & notes are in the Boardgamer - Vol. 9, No. 3.
INTRODUCTION: This scenario covers the War of 1812 Northern Campaign in the year 1813.
COMPONENTS
- MAPBOARD: the board used is the "Crucible of Liberty" mapboard (see Galvez Scenarios)
- PLAYING PIECES: Players must obtain an expansion counter set to use in conjunction with some of the original 1776 pieces. Included are several new types of counters such as naval Leaders and small gunships.
The new counters to play this campaign game are in the Boardgamer - Vol. 9, No. 3.
Scenarios V. #13, #14, #15, CSG-8 – Galvez Scenarios – 1779 to 1781
CREDITS: Scenario Design & Research: Jim Lawler, Jim Caudle, J.F. Engler. Rules & notes are in Old Soldiers magazine - Vol. 1, No. 4.
INTRODUCTION: These scenarios are about the Spanish retaking of the Florida's. This was important to the revolution as it created additional problems and stretched the resources of the British. There are 3 smaller scenarios and one campaign game to choose from.
COMPONENTS
- MAPBOARD: The board consists of the original 1776 mapboard extended to include America west to the Mississippi River and several hundred miles beyond that, so that New Orleans, St. Louis, and upper Great Lakes are now included. Depicted on the map are terrain features, settlements and Forts for the French & Indian War, American Revolution, and the War of 1812.
The new mapboard is entitled "Crucible of Liberty" and can be downloaded in Cyberboard gamebox form from the Yankee Air Pirates website.
- PLAYING PIECES: Players must obtain a new set of counters to play these scenarios. Included are several new types of counters such as independent companies, stockades, piroux (small bateaux) and raid markers.
Printed and laminated counter sheets are available through OLD SOLDIERS magazine.