Give Me Liberty
Give Me Liberty Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Components
- 3.0 Sequence of Play
- 4.0 Activation
- 5.0 Leaders
- 6.0 Terrestrial Movement
- 7.0 Naval Movement
- 8.0 Combat
- 8.1 Naval Combat
- 8.13 Naval Combat Explanation and Resolution
- 8.14 Port Naval Combat
- 8.15 Amphibious Assault
- 8.16 Naval Defense Markers
- 8.17 Naval and Combat Transports
- 8.2 Land Combat
- 8.21 Combat Value Modifiers
- 8.22 Combat Results
- 8.23 Militia and Combat
- 8.24 Naval Units and Land Combat
- 8.25 Retreats
- 9.0 Normal Turn Reinforcements
- 10.0 Supply
- 11.0 Strategic Interface
- 12.0 Battle Scenarios
- 13.0 Campaign Game
- 15.0 Designer's Notes
- 16.0 Bibliographic Notes
- Game Tables
1.0 Introduction
Give me liberty! is a strategic simulation of the American Revolution. Battle scenarios are included, as well as the campaign game. It is recommended that players first play one of the short battle scenarios before attempting the campaign game.
2.0 Game Components
Each game of Give Me Liberty! must contain the following:
- 2 maps, 56 x 86 cm
- 1 rules booklet
- 400 die-cut counters
- 1 ten-sided die
Note: When using the ten-sided die, a result of 0 is considered a 10.
Two opaque containers (such as coffee cups or paper cups) are needed, but are not included.
2.1 Game Map
The game maps depict the thirteen colonies and Canada in 1775. A series of spaces and communication lines are superimposed on the map to regulate play.
2.2 Game Counters
The game counters represent combat units, leaders, naval units and informational markers.
Terrestrial unit
Combat value (lower left) and movement capacity (lower right).
Leader unit
Name (top). Offensive combat value (lower left), command value (center), defensive combat value (lower right). The rank is shown by the rank marker (see 5.0).
Naval unit
Combat value (left) and movement capacity (right).
Unit type
- Militia: the printed abbreviation "DE" appears on the counter (as printed in the source). Combat value 3, movement capacity 3.
- Experienced militia: printed "EX". Combat value 4, movement capacity 3.
Nationalities and sides are indicated by background color. They are:
- American militia: beige
- Continental Army: light blue
- American Indians: beige with a light blue stripe
- French: purple
- British: red
- British Indians: beige with a red stripe
- Tory: green
- Hessians: grey
Counter types
- Continental Army: combat 4, movement 4
- Experienced Continental Army (printed "EX"): combat 5, movement 4
- British Army: combat 5, movement 3
- Experienced British Army (printed "EX"): combat 6, movement 4
- Artillery: combat 6, movement 2
- Naval: combat 5, movement 5
- Trenches
- In Fort
- Inside Fort
Information markers
- Game Turn
- American Initiative
- Battle
- Year
- Blockade
- In Port
- Political Track
3.0 Sequence of Play
Each turn is divided into a series of phases, during which certain actions are carried out. When all the phases have been completed, the turn marker is moved one space on the turn record track and the next turn begins. Four times during each year of play, a different sequence of play called the Strategic Interface is carried out. This only occurs when the turn marker moves to a space of the Strategic Interface track. In all other cases, the following sequence of play is used.
It should be noted that the player whose turn it is is sometimes called the "player in phase" in the rules, and his opponent the "player out of phase."
3.1 Normal Game Turn Sequence of Play
During most turns (except Strategic Interface Turns) the following sequence of play is used:
I. Normal Game Turn
A. British Command Phase
- The American player decides whether to play or not his Initiative Counter. If he plays it, he first carries out his part of the turn, and then the British player carries out his. If not, the game continues normally.
- The British player decides whether to roll a die on the Command Table or to activate a unit or a group.
B. British Activation Phase
- The British player moves all his naval units and carries out naval transport (first he rolls a die to see how many units may conduct naval transport).
- The British player then activates and moves units up to the number permitted in the Command Phase, or carries out other actions with them.
C. British Combat Phase
- The British player carries out all naval combat.
- The British player must attack in each case where British and American units find themselves in the same space, except when one side is entrenched or in a fort (in which case combat is voluntary).
- One combat unit in each major victory advances to veteran status.
D. British Reinforcement Phase
- The British player rolls a die for each region and consults the Militia Table.
- If he succeeds in the first step, new militia units are placed in the corresponding region, in any space not occupied by enemy units.
E. American Command Phase
The American player decides whether to roll a die on the Command Table or to activate a unit or stack during the Movement Phase.
F. American Activation Phase
- All naval units (French and American) may move.
- The American player rolls a die to determine naval transport and moves the corresponding number of units.
- The American player may activate the appropriate number of units and move them or carry out other actions.
G. American Combat Phase
- All naval combat is resolved.
- All American units in the same space as enemy land units must attack, except when one side is entrenched or in a fort (in which case combat is voluntary).
- One combat unit in each major victory may advance to experienced status.
H. American Reinforcement Phase
- The American player rolls a die for each region and consults the Militia Table.
- The militia units obtained in step 1 are placed in an appropriate space, always one not occupied by enemy units.
I. Supply Phase
Both players check supply and roll dice to determine the amount of supply for units without supply.
J. Final Phase
The turn ends. The turn marker moves to the next turn.
3.2 Strategic Interface Sequence of Play
II. Strategic Interface
(This occurs four times a year.)
A. Political Indicator Adjustment Phase
The Political Track Adjustment Table is consulted and the positions of the markers are adjusted. Each player reviews the political indicator and records victory points.
B. Militia Demobilization (Winter Interface only)
Each player reviews his militia units to check whether they are demobilized.
C. Continental Army Attrition (Winter Interface only)
The American player reviews the attrition of the Continental Army units.
D. Reinforcement Phase
Both players roll dice on the Strategic Interface Table and place new units on the map.
E. India Alliance Phase
The British player begins the game. Each player with a leader on a neutral Indian settlement space rolls dice on the India Alliance Table and applies the results.
F. Leader Verification
Each player verifies his leaders with special abilities, which must be verified during the Interface.
G. Lord Germain Table (Winter Interface only)
The British player rolls dice on the Lord Germain Table and records the results.
H. Withdrawal and Re-entry of the French (Winter and Spring Interfaces only)
During the Winter Interface, the American player withdraws the French units and places them on the Spring Interface space of the turn track. During the Spring Interface, the French units are removed from the turn track and reincorporated into the game.
I. Exchange of Captured Leaders
Captured leaders may be exchanged.
J. End of Phase
The turn ends. The turn marker advances one space.
4.0 Activation
In order for units and leaders to move, they must be activated. The player decides how many units and leaders he will activate during the Command Phase.
Each player may choose either to activate a unit or leader, together with the units and other leaders that this activated leader controls, or to roll dice on the Command Table instead of activating a unit or leader. The result of the Command Table indicates the number of units or leaders that can be activated. This result replaces the activation option; it is not added to it.
4.1 Command Table Results
There are three types of results on the Command Table. They are:
- Results 1, 2, 3, 4, 5 and 6 (Explanation): This is the number of activations the player may make during the Movement Phase.
- The opponent activates 1 or 2 units: The opposing player immediately activates that number of units or leaders. Then the player performing the phase rolls the dice again.
- None: The player performing the phase may not activate any unit or leader this turn.
Note: these are the results of the rolls, not the dice rolls themselves; see the Command Table.
4.2 American Initiative
During the British Command Phase, the American player may play his Initiative Counter, which allows him to reverse the turn order so that the American player carries out the Movement first and the British player goes second. The American player receives an Initiative Counter in the turn in which the French forces enter the game, and one for every 10 victory points he obtains during the game. Once used, the Initiative Counter is removed from play (until it is "won" again).
5.0 Leaders
The core of Give Me Liberty! is leadership. Leaders have 3 values, in addition to a rank. The 3 values are: Offensive Combat Value, Command Value and Defensive Combat Value. The rank is divided as shown in the graphic on the following page.
5.1 Offensive Combat Value
On each leader counter, the number located furthest to the left in the lower part is the Offensive Combat Value. It is the number of combat value points the leader adds to the units in the stack when attacking. For example, if a leader has an Offensive Combat Value of 2, he could raise the Combat Value of two of his units by 1 each, or raise the Combat Value of one unit by 2. Keep in mind that no unit can ever exceed 7 combat value points.
5.2 Command Value
The Command Value is the central number of the three that appear in the lower part of each leader counter. It represents the number of units that the leader can control for movement. These units must be placed under or on the leader's space to indicate that they are under his control.
5.3 Defensive Combat Value
The Defensive Combat Value is the number that appears furthest to the right in the lower part of each leader counter. It indicates the number of combat value points the leader can add to the Combat Value of his units when acting as defender in combat.
5.4 Rank
Each leader has a rank. When leaders are in the same space as other leaders, rank is used to determine which leaders are controlled by others. Three-star leaders may control two one-star leaders or one two-star leader. Two-star leaders may control one one-star leader. One-star leaders may not control other leaders. When a leader is activated, the leaders he controls may also be activated.
Example: Washington (a three-star leader) is in a space with Lincoln (a one-star leader), Gates (a two-star leader) and Knox (a one-star leader). The American player places Gates under Washington's command and then places Knox under Gates' command. When Washington is activated, Gates is also activated. Because Gates has Knox under his command, Knox is also activated. Lincoln is not activated. A separate activation would be needed to use Lincoln.
5.5 Special Leader Abilities (Optional)
Many leaders have special abilities. These are found in the Leader Special Abilities Tables. They may or may not be used during the game. It is recommended to play some games before using them. Leaders with a dot in front of their name must be checked during some Strategic Interfaces.
5.6 Leader Casualties
Casualty checks must be made for leaders in two situations: when a leader is alone in a space entered by enemy units; and during combat, when all units accompanying a leader disappear, whether through elimination or retreat. Roll a die:
- 1 to 7: the leader is placed in another space with friendly units.
- 8: the leader is captured. The opposing player may later use him in a leader exchange (see 11.8).
- 9: the leader is wounded and placed in the opaque container that holds that side's unused leaders.
- 10: the leader dies and is removed from the game.
5.7 Leader Nationalities and Restrictions
Leaders have restrictions on the types of units they may control. American leaders may control the rebel militia, the Continental Army, artillery and Indian units. An American three-star leader may also control French troops. A French leader may control French units and Continental Army units. A British leader may control British units, Indian units, Tory militia and Hessian units. A Hessian leader may control Hessian and Indian units.
6.0 Terrestrial Movement
When a unit or leader and its force are activated, they may move, entrench, or be placed in reserve. When a leader is activated, that leader and the units under his command are activated; likewise, other leaders under his command are activated. The owning player may move some units, entrench others and put others in reserve, but no unit may perform more than one of these actions.
6.1 General Movement Rules
The following rules are general for the movement of units and leaders.
6.11 Leaders have a movement limit of 4 spaces when they move alone.
6.12 When moving as a group (which is only permitted under a leader's command), the group moves at the speed of the unit with the lowest movement capacity.
For example, if Washington had 4 units under his command, 3 of them with a movement capacity of 3 and one artillery unit with a movement capacity of 2, the group would move at a speed of 2 spaces, even if the artillery unit moved only one space together with the other three.
[Translator's note: the Spanish sentence on the artillery unit in this example is ambiguous as printed; it is translated literally.]
6.121 There is no limit to the number of units that may be stacked in a space. However, there is a limit to the number of units that each leader may control.
6.13 Units may separate from groups during movement, but no unit may join a group during movement. For example, if Washington's stack of 3 infantry units and 1 artillery unit moved, it would be possible to separate the artillery unit from the others. However, it would not be permitted to stack immediately with another unit, nor to move in the same turn as part of a new stack. Only activated units may move.
6.14 At the start of an activation, units that did not form part of a leader's force, but begin the activation in the same space as the activated leader, may become part of that leader's force during the current turn, provided that the total number of units does not exceed the leader's Command Value.
6.15 When an individual unit is activated, it must move on its own.
6.16 To move from one space to another, a unit or stack pays the movement cost of the communication line that connects the space it is in with the space it is heading to.
6.17 Units may never spend more movement points in a single turn than they have been assigned. Units may not enter a space if they do not have enough movement points to do so. The only exception is that an activated unit may always move to a connected space, even if it does not have enough movement points.
6.18 Units that enter a space containing enemy units that are neither entrenched nor in a fort may not move further that turn (exception: see American Retreat, 6.3). They may move on if all the enemy units are inside a fort or entrenched. Units that begin the turn in a space containing enemy units may leave it, even if it is another space occupied by the enemy (where their movement would otherwise end), unless all of my units are entrenched or in a fort. [Translator's note: the Spanish source reads "todas mis unidades" (all my units) here, which appears to be a typo for "todas sus unidades" (all their units); it is translated as printed.]
6.19 Many spaces are contiguous to one another and separated by rivers, without communication lines. To move in such circumstances, a unit crossing a river from one space to an adjacent space on the other side must spend its entire movement capacity. This movement cannot be carried out if the space it wants to enter is occupied by the enemy.
6.2 Reserve Movement
When a leader is activated, the owning player may place that leader and the units he controls in reserve, instead of moving them. A subordinate leader (and the units he controls) that is activated may also be placed in reserve, together with him or separately. To place a leader in reserve, turn his counter over to its reserve side.
6.21 When to use reserve movement. Units in reserve may move during the Movement Phase of the owning player. To move units in reserve, the owning player announces the reserve movement and interrupts the movement of the units that are moving. An interrupted unit returns to the space it last occupied, and may only resume its movement once the actions derived from the reserve movement have been completed. Units in reserve move and, if they enter a space occupied by the enemy (enemy units that are not entrenched or in a fort), combat is resolved. Once this process is complete, the interrupted movement may be resumed.
6.22 Reserve movement restrictions.
- Units in reserve may not interrupt the movement of another unit in reserve. However, they may interrupt a unit or stack that is moving, or a unit or stack in reserve that has itself interrupted another unit.
- A combat unit without a leader may never place itself in reserve by itself.
- Units in reserve that do not move once the other player has completed the movement of his units may not move afterwards. Leaders that were turned over return to their original position. Reserve status may not be carried over from one turn to the next.
6.3 American Retreat Option
Whenever a British or Tory unit enters a space occupied by an American unit (Continental Army or rebel militia, but not Indians or French), the American player may retreat the American unit to any adjacent space that does not contain enemy units. The British or Tory unit may then continue moving, if it has enough movement points. The American retreat does not cost movement points and may be repeated without cost.
6.4 Entrenchments
When units are activated, they may entrench instead of moving. To entrench, the units remain in place, are activated, and do not move. Instead, a trench marker is placed on top of the units. When friendly units move into a space where other friendly units are entrenched, they are placed on top of the trench marker to indicate that they are not entrenched. When all the entrenched units abandon a space, the trench marker is removed from the game.
6.5 Overrun
Whenever a stack of 5 or more units (not counting leaders) enters a space containing 1 enemy unit that is not entrenched or in a fort, the player performing the phase may carry out an overrun (for an exception to this rule, see 6.3). To do so, a combat round is carried out. If the enemy unit is destroyed, the overrunning stack may continue its movement without spending any movement points for the combat. If the enemy unit survives, the overrunning units end their movement for the turn, and the units of both sides remain in the space.
6.6 Forts
When one or more units occupy a fort space, the owning player must decide whether to remain inside or outside the fort, or both. Units inside the fort are marked with an "Inside Fort" marker ("Dentro del Fuerte"). Only the units of one side may be inside the fort. If during movement units enter a fort space where enemy units are outside the fort, the enemy units may be placed inside the fort. If they are not, the units entering the space may enter the fort and are given an "Inside Fort" marker.
6.7 Initial Militia Call
Whenever a British or Hessian unit enters a state for the first time, movement stops and the American player consults the Initial Militia Call column of the Militia Table. He then places that number of militia units (if available) in any space of that state not occupied by enemy units (including Tory militia). This happens only once, and the game begins with the Massachusetts Initial Call already used.
7.0 Naval Movement
During each turn, both players, during their movement, may move all their naval units and some land units across maritime zones. Activation is not required to carry out naval movement.
7.1 Naval Movement Costs
A naval unit, or a combat unit using transport, spends one movement point to move from one maritime zone to another. Entering a port costs one movement point, and leaving a port costs one movement point. The San Lorenzo River is divided into two zones, and moving into either of them costs one movement point. Naval units may enter Lake Ontario from the San Lorenzo River, but may not move on to Lake Erie. To move from Maritime Zone 1 to the San Lorenzo River, a naval unit must first move to the maritime zone of Halifax and then to the San Lorenzo River.
7.2 Naval Transport
Land units may move overseas, using transport. To do so, the unit must be in a port at the start of the turn. A die is rolled to determine how many units may use naval transport; the result is the number of units that may move out from the port. Units on transports that are already at sea continue moving and do not count toward the result of the transport die roll. Transport units have a movement limit of 4. They may disembark at any port space, even one occupied by the enemy. They may not move through a maritime zone, nor enter a port space that contains enemy naval units, unless at least the same number of friendly naval units are present.
7.3 Naval Movement Restrictions
Naval and transport units that begin the turn at sea must be in a port space at the end of the turn. If they are not, the unit is eliminated. Naval and transport units that begin the turn in a port may finish the Movement Phase in a maritime zone.
7.4 Naval Interception
Whenever a naval unit enters a maritime zone occupied by an enemy naval unit, the player who is not performing the phase may attempt to intercept it. To do so, he rolls a die and adds one to the result for each naval unit he has in the zone in excess of the naval units of the player performing the phase. With a modified die roll of 10 or more, the naval units performing the phase must stop, and the combat is resolved during the Combat Phase.
Example: The British have 3 naval units in maritime zone 2. During the American Movement Phase, the American player moves a French fleet and an American fleet into maritime zone 2. The British player announces that he will attempt to intercept them. Since there is another British fleet in the zone, the British player has a +1 modifier to the die roll. He rolls a 9 and, with the modifier, obtains a 10. This means that the American player may not move those naval units any further, and there will be combat during the Combat Phase.
7.41 Restrictions on Interception
A naval unit may attempt to intercept any number of units in a maritime zone, but may attempt to intercept each unit only once. A player is not obliged to attempt an interception.
7.5 Blockade
To blockade a port, a naval unit may enter the port zone even if it is occupied by the enemy. Transports may only do so if there are more friendly naval units than enemy naval units. When blockading, the naval units and transports are considered to be within the port zone (although not "In Port"), rather than in a maritime zone. Units that blockade have a Blockade marker placed on top of the units. A blockaded port may not be used to trace supply.
8.0 Combat
Once all movement has been completed, the Combat Phase begins. Combat is resolved in the following order:
- A. Naval combat in maritime zones.
- B. Naval combat in port zones.
- C. Amphibious assaults on ports.
- D. Combat between enemy land units in the same space, where neither side is entrenched or in a fort (combat is mandatory).
- E. Combat between enemy land units in the same space, where one or both sides are entrenched or in a fort (combat is voluntary).
8.1 Naval Combat
There are three types of naval combat: maritime combat, port combat and amphibious assault.
8.11 Maritime combat. Whenever there are enemy naval units in the same zone, or naval units of the player in phase and transports that are not in phase, maritime combat may take place. Units of the player in phase that have been intercepted fight first.
To decide on other maritime combats, the player in phase rolls a die and adds one to the result for each naval unit he has more than the other player has present. If the result is 10 or more, there is combat. If the result is 9 or less, there is no combat.
8.12 Naval combat procedure. The following procedure is used to resolve naval combat:
- The players place their ships in the spaces of the Battle Panel that correspond to the Combat Value of the ships. For example, a naval unit with a Combat Value of 5 is placed in space 5 of the Battle Panel.
- Each player rolls a die to determine who has the wind advantage during the first 3 rounds of combat. The player with the higher die roll has the advantage. In case of a tie, the player in phase has the advantage. At the start of the fourth round of combat, this is checked again, and then every three rounds from then on.
- Each combat round begins with the player who has the wind advantage rolling dice for each of his ships, and the results are applied.
- The other player rolls dice for each of his ships and applies the results.
- At the end of the first combat round, the player with the wind advantage may decide to interrupt the combat. If he does so, combat ends, and the naval forces of both sides are withdrawn from the Battle Panel and returned to the sea area. If the player with the advantage decides not to interrupt, the other player may interrupt the combat if he wishes. If the player without the advantage wishes to interrupt, both players roll a die. The player with the advantage adds one to his result. The results are compared. If they are equal, or if the player with the advantage obtains a higher result, the next combat round begins. If the player without the advantage obtains a higher result, combat ends and both forces return to the sea on the map.
- If both sides still have naval units on the Battle Panel, the next round begins and steps 3 to 5 are carried out. Combat continues until no naval units remain, or until only those of one side remain on the Battle Panel.
8.13 Naval Combat Explanation and Resolution
To resolve a naval combat, the player rolls one die for each of his naval units. A unit hits if the die result is equal to or less than its Combat Value. If a unit is hit, the opposing player chooses which of his units will take the hit. A hit reduces a naval unit to its reduced value, or eliminates a unit that is already reduced.
For example: the attacking player announces that he rolls a die for a naval unit with a Combat Value of 4. If he obtains a 3, it hits. The defender has two naval units: one with a Combat Value of 5 at full strength, and one with a Combat Value of 4 that is already reduced. The defender may turn the 5-point unit to its reduced value of 4 or eliminate the naval unit that is already reduced. If he decides to turn the 5-point naval unit to its 4-point side, it is placed in space 4 of the Battle Panel.
*If the die roll for the resolution of combat is greater than the Combat Value of the unit firing, it misses and has no effect.
**The defender always chooses which unit receives the hit.
8.14 Port Naval Combat
When a combat round begins with enemy naval units occupying the same port space, the player who begins the turn decides whether or not to start combat. If combat is started, the following procedure is followed:
- Both players place their naval units on the Battle Panel. If the defender has an "In Port" marker on his units, a Naval Defense marker is also placed on the Battle Panel. A Naval Defense marker of 4 is used if the port is only a port space. If it is also a fort, a Naval Defense marker of 5 is used.
- Both players roll a die to determine who has the wind advantage. The player with the higher result has the advantage. In case of a tie, the player who began the turn has the advantage. The wind advantage is checked for the first three combat rounds. It is checked again in the fourth round, then every three rounds thereafter (that is, in the fourth, seventh, etc. rounds).
- If a Naval Defense marker is in use, the player who holds it rolls dice to determine its result. A Naval Defense marker of 4 hits with a result of 4 or less, while a Naval Defense marker of 5 hits with a result of 5 or less.
- If there is a hit, it is applied immediately, and the player decides which of his units suffers the hit.
- The player with the advantage rolls a die for each of his naval units, and the opposing player decides which units receive hits.
- The other player rolls the dice for each of his naval units, and the results are applied.
- The player with the advantage may decide to end the combat or continue it. If he decides to end the combat, his naval units are placed in the adjacent maritime zone. If his naval units began the turn "In Port", they may return to the "In Port" marker. If his naval units began the Combat Phase blockading, they may not return to the blockade; instead they are placed in the adjacent maritime zone.
- If the player with the advantage wishes to continue with the next combat round, the other player may attempt to end the combat, with both players rolling a die. The player with the advantage adds one to his result, and the results are compared. If the player without the advantage obtains a higher result than the player with the advantage, the combat ends and the player without the advantage moves his units to the adjacent maritime zone. Exception: if the naval units of the player without the advantage began the turn "In Port", they may return to their "In Port" status.
- If neither player has ended the combat during steps 7 or 8, the next combat round begins and steps 3 to 8 are repeated. This continues until one of the two players ends the combat through steps 7 or 8, or until one side has all of its naval units eliminated on the Battle Panel.
8.15 Amphibious Assault
If the port combat concludes with the attacking player (that is, the one who began the combat) being the only one with naval units on the Battle Panel (not counting an enemy Naval Defense marker), and there are friendly transport units present, the attacking player may carry out an amphibious assault. To do so, the transport units are placed on the Battle Panel in spaces one less than their Combat Value, and Land Combat is resolved.
Example: a transported unit with a Combat Value of 5 would be placed in space 4 at the start of the amphibious assault.
8.16 Naval Defense Markers
Naval Defense markers are used in any combat where the defender (the player not in phase) begins the combat with ships in port. The Naval Defense marker of 5 is used when the port is also a fort; otherwise the Naval Defense marker of 4 is used. Naval Defense markers represent the defense of the port. They may be struck by enemy forces and turned to their reduced side. They are also used as a combat unit when an enemy force launches an amphibious assault.
8.17 Naval and Combat Transports
Whenever transport ships are present in a port space or maritime zone where a naval combat takes place, they do not suffer hits while friendly naval units are present. If no friendly naval units are present, the transports become targets and are eliminated upon suffering a hit (unlike naval units, which are reduced before being eliminated). Transports have no maritime combat capacity, and therefore no dice are rolled for them as part of naval combat.
8.2 Land Combat
At the beginning of any land combat section of the Combat Phase, in which enemy units occupy the same space, land combat may take place. If neither side has all of its units inside a fort or entrenched, combat is mandatory. If one side has all of its units entrenched or inside a fort, combat is optional. The following procedure is used whenever land combat takes place:
- All units of both sides in the space are placed on the Battle Panel.
- The battle marker is placed on the space where the combat takes place, to indicate where the units are fighting on the map.
- The units are arranged on the Battle Panel according to their forces, leaders, trenches and terrain (see below).
- The attacking player designates artillery units to fire at a trench or fort if the defender is inside one of them. If the attacking player achieves a hit on a trench, the trench is destroyed and the defending units lose their trench modifiers for land combat. If the attacking player achieves two hits on a fort, the fort is destroyed and the defending units lose their fort modifiers for land combat. Each artillery unit fires once. This artillery fire occurs before the fire of any other unit, from either side. Artillery units may not fire again in the first combat round. From the second round onwards they are treated as normal combat units, that is, they fire at enemy units, not at the defensive structures.
- The defending player rolls a die for each of his units, and the attacking player applies the results to his own units. (The owning player decides which units receive hits.)
- The attacking player carries out his combat and rolls a die for each of his units. The defending player applies the results to his units.
- If there are casualties, the morale of the allied Indians of the player who suffers the casualties is checked. With a result of 4 to 10, the Indians flee and are eliminated from the game.
- If militia suffers casualties, the players who control them check whether they hold. The defender is checked first, then the attacker (see 8.23).
- The defender decides whether he wishes to remain in combat or retreat.
- If the defender wishes to continue the combat, the attacker must decide whether to attempt to continue combat or retreat. If the attacker does not retreat, the second round begins.
- In the second round and the rounds that follow, combat is considered simultaneous. Both players roll the dice for each of their units before the results are applied; that is, the results are applied only after both sides have fired.
- Once combat has been resolved, steps 7, 8, 9, 10 and 11 are carried out. If both sides remain on the Battle Panel, another combat round begins, following steps 11 and 12.
8.21 Combat Value Modifiers
After placing the units on the Battle Panel, each player checks the combat value modifiers. The modifiers are as follows:
- The Offensive and Defensive values of leaders may modify the combat values of units. See sections 5.1 and 5.3. Leaders are placed on the Battle Panel in a space next to the units they control.
- Consult the Terrain Effects Table.
- Defending units that are entrenched or in a fort have their Combat Value increased by 1.
- Units that carry out an amphibious assault have their Combat Value reduced by 1.
**Modifiers are cumulative, but no unit may have its Combat Value reduced to less than 1, or increased to more than 7.
8.22 Combat Results
When a unit participates in combat, its owning player rolls a die and compares the result with the space in which the unit is located on the Battle Panel. If the die result is equal to or less than the number of that space, a hit is produced, and the owner must turn one of his full-strength units to its reduced side, or eliminate a unit already on its reduced side. The player receiving the hit always chooses which unit(s) receive hits. If the die result is greater than the number of the space, there is no effect.
Example: It is the first combat round. The American player has one unit in space 5 of the Battle Panel and one unit in space 4. He announces that he rolls for the unit in space 5 and throws a die. The result is a 3, which is less than the 5 of the space where the firing unit is located. This means that it is a hit. The British player immediately turns one of his full-strength units to its reduced side and moves it to its new space on the Battle Panel (which reflects the unit's new Combat Value). The American player rolls for the unit in space 4 of the Battle Panel and obtains a 7. As this result is greater than 4, there is no hit and no effect on the British units.
When combat ends, any units still on their reduced side are turned back to their full-strength side, including units that have retreated. Note that in the second and following rounds of combat, both players roll the dice for their units before the results are applied; that is, the combat is simultaneous.
8.23 Militia and Combat
Whenever a militia unit is turned to its reduced side or eliminated, all militia units of the owning player present must check their morale at the end of the current combat round, before either player decides whether to retreat or remain in combat. To check morale, the owning player rolls a die for each militia unit. If the result is equal to or less than the unit's Combat Value without modifiers, the unit holds. If the result is greater than the unit's Combat Value without modifiers, the unit routs. Experienced militia units that rout move to an adjacent space, following the rules of retreat. Militia units without experience are removed from the game when they rout.
8.24 Naval Units and Land Combat
When land combat occurs in a port space, the naval units present take part. They are placed on the Battle Panel in the space that matches the Combat Value of the naval unit. Naval units may not receive hits from land units, and may fight only if friendly land units are present on the Battle Panel. If all friendly land units are eliminated or defeated, the naval units retire from the Battle Panel and are placed in the adjacent maritime zone.
8.25 Retreats
When a player decides to retreat, or has an experienced militia unit that is forced to retreat, the following priority list is applied. If a unit can retreat by step one, it must do so. If it cannot retreat by step one, it must do so by step two if possible. If this is also impossible, the unit retreats by step three. Units that cannot retreat are eliminated from the game.
8.251 Retreat Priorities
- If possible, units retreat to a space connected to the one from which they retreat, that does not contain enemy units, and from which no enemy unit has entered the current combat.
- If point 1 is not possible, units that entered the combat from a fort or trench within the space where the combat takes place may retreat to that fort or trench (placing them under the corresponding marker). The opposing player must choose either to continue the combat, in which case his opponent receives the benefits of the fort or trench, or to end the combat.
- If neither point 1 nor point 2 is possible, units may retreat to a space containing an enemy unit, provided that no enemy unit has entered the current combat from that space. To retreat into a space containing an enemy unit, at least 3 units must retreat. Two of these units may fight one combat round against the enemy unit. If the enemy unit is eliminated, the retreating units may enter the space. If the enemy unit is a militia unit, suffers a hit and is not eliminated, its morale is checked. If it routs, the retreating units may enter the space. If the enemy unit remains in its place after the combat, the retreating units may not enter the space. A "Step 3" retreat may only be attempted at the end of each combat round.
8.252 Retreat Restrictions
All units that retreat from a combat must retreat to the same space.
8.26 Forts and Trenches
Forts and trenches increase the Combat Value of each unit within them by +1. Trenches are destroyed if enemy artillery achieves a hit during step four of the land combat resolution (see 9.0). Forts are destroyed if they receive 2 hits from enemy artillery during step four of the land combat resolution. Only units that were inside a fort or in trenches at the start of the combat may receive the benefits of the fort or trench.
Translator's note: the source refers to "see 9.0" for the land combat resolution; the step four described here is in section 8.2 as printed.
8.27 Greater Victory
When both sides have at least one leader and four land units present, the British have at least one British or Hessian unit, and the Americans have at least one Continental Army unit, a greater victory is possible. A greater victory is declared for one side if, at the end of a combat round, the other side retreats or is eliminated. The winning side must still have some land units on the Battle Panel to claim the victory. A greater victory immediately causes a shift of one space on the Political Track, in favor of the winner. The first greater victory of the American player results in the entry of the French six turns later (not counting Strategic Interface turns). For example, if the first American greater victory occurs on the April 1 turn, the French enter on the July 1 turn.
8.28 Ascension
At the end of a combat in which a greater victory occurs, the winning player may replace a unit with an experienced unit of the same type. For example, if the American player obtains a greater victory, he may replace a militia unit with an experienced militia unit, or a Continental Army unit with an experienced Continental Army unit. Artillery, Indian and naval units have no experienced versions and therefore cannot be promoted.
9.0 Normal Turn Reinforcements
At the end of each normal turn, there is a Reinforcement Phase. During this phase, two types of reinforcements may enter the game: militia and the Initial French force.
9.1 Militia Reinforcements
During the British and American Reinforcement Phases of a normal turn, the player performing the turn rolls dice for each region on the Militia Table. Each region has two lines: R for Rebels or Americans, and T for Tories or the British side. When the American player rolls the dice, he uses the R line; the British player uses the T line. Note that the American player may roll dice for militia in Canada. There are four columns: no British presence in the region; British presence, no strategic cities controlled; British presence, some strategic cities controlled; and British presence, all strategic cities controlled. The following table explains each of these columns:
No British presence in the region. There are no British or Hessian land units in the region. There may be Tory units in the area.
British presence, no victory-point cities controlled. There is at least one British or Hessian land unit in the region, but it does not control any city with victory points. For these purposes, Tory units may not control a city with victory points.
British presence, some victory-point cities controlled. There is at least one British or Hessian land unit in the region, and at least one city with victory points is controlled by a British or Hessian unit. Tory units do not count.
British presence, all victory-point cities controlled. There are British or Hessian land units in the region. All cities with victory points are controlled by British or Hessian units.
9.2 Control of Victory-Point Cities
To control a city with victory points, the units of one player must have been the last to occupy it exclusively, or must be occupying the space at present. If enemy units are present in the space, it is not controlled by either player. For militia reinforcement and victory purposes, the Tory militia and the British player's Indian units may not control a space that is a victory-point city (Tory militia may control a city for supply purposes; see 10.2). The British player needs at least one British or Hessian unit occupying the space, or one that was the last to occupy it, for the space to be considered controlled. American militia may control a victory-point city; American Indian allies may not.
9.3 Explanation of the Militia Table
Militia reinforcements are determined by rolling dice on the Militia Table. For example, the British player rolls dice in the "No British in Region" column for the South region. Crossing the column and the row, the result is 6. To receive a militia reinforcement for the South region, the British player must obtain a 6 or less on the roll. If he obtains a 7 or more, he receives no reinforcement.
9.4 Militia Placement
If a player obtains a successful dice roll for a region on the Militia Table, he receives one militia unit to place in that region. The player chooses in which of the states of the region wishes to receive a reinforcement, and takes a militia unit from that state, placing it in any space not occupied by enemy units. If there are no militia units of that state available to place on the map, the player must choose another state in the region that does have militia units not yet on the map.
Example: the British player has successfully obtained militia reinforcements in the South region. Since Georgia, South Carolina and North Carolina make up the South region, the British player may choose a militia unit from any of these three states. On reviewing his militia units off the map, the British player notes that both Georgia units are in play. He must therefore choose a militia unit from North Carolina or South Carolina. He chooses a North Carolina militia unit and places it in the Wilmington space.
Note: militia units, once placed, may be moved out of their home state without penalty.
9.5 French Initial Force
In the sixth normal turn after the first American greater victory, the French Initial Force enters the game as a reinforcement during the Reinforcement Phase. The Initial French Force consists of the French leader Rochambeau, 6 French land units and 3 naval units. They may deploy to any port controlled by American forces, or to the spaces of Florida, Halifax or the Caribbean. They may not enter a space blockaded by British naval units, nor a space occupied by British land and/or naval units (including Hessian, British, Indian allies, and Tories loyal to the British Crown).
Translator's note: the Spanish source for the last clause is grammatically garbled ("unidades terrestres y/o navales Británicas"); it is translated as close to the original as possible.
10.0 Supply
At the end of each turn, during the Supply Phase, each player must check the supply of his units. To have supply, a land unit must be able to trace a line to a supply source; otherwise, it must seek supply. Naval units and leaders do not need to check supply.
10.1 American Supply
American land units may trace supply to any victory-point city within 5 connected spaces of the space in which they are located. The victory-point city must not be under enemy control (that is, by British, Hessian or Tory land units; Indians do not count for this), and none of the spaces through which the supply line is traced may contain enemy land units. If an American force cannot trace such a supply line, it must seek supply.
For supply purposes, three American units in a space are automatically supplied (two if the American force is entrenched and enemy land units are present). If there are more than three land units, the American player selects which 3 units are automatically supplied and which roll dice to see whether they succeed. Continental Army and Artillery land units succeed with a result of 7 or less. Experienced Continental Army land units and Indians succeed with a result of 8 or less, while experienced militia succeeds with a result of 7 or less. Militia units succeed with a result of 5 (as printed in the source). Units that fail the supply roll are eliminated.
Example: the American player has 5 units in a space from which he cannot trace supply. The five units are 2 militia, one artillery unit, one experienced militia unit and one Continental Army unit. The American player decides that the artillery unit and the two militia units will be automatically supplied. He then rolls dice separately for the experienced militia unit and the Continental Army unit. On the die roll for the experienced militia unit, he obtains a 6. Since an experienced rebel militia unit succeeds with a result of 1 to 7, the unit is supplied and remains in play. The American player rolls the dice for the Continental Army unit and obtains a 9. Since 9 is greater than the 1 to 7 range that the Continental Army unit needs, the unit is eliminated from the game.
10.2 British Supply
British land units may trace supply to any port space controlled by them within a radius of 4 connected spaces of the space in which they are located. The port must not be under enemy control, and none of the spaces through which the supply line is traced may contain enemy land units. If the British player cannot trace such a supply line, he must seek supply.
To seek supply, 3 British units in a space are automatically supplied. If there are more than three land units, the British player selects which 3 units are automatically supplied and which roll dice to see whether they succeed. British Army units seek supply successfully with a dice roll of 1 to 6, while experienced British Army units succeed with a roll of 1 to 7. Hessian Army units succeed with a roll of 1 to 5, while experienced Hessian units succeed with a roll of 1 to 6. Artillery succeeds with a roll of 1 to 7. Tory militia succeeds with a roll of 1 to 5, while experienced Tory militia succeeds with a roll of 1 to 7. Indian units succeed with a roll of 1 to 8. A failed supply attempt results in the unit's elimination and removal from the game.
Translator's note: the source gives the Tory militia figure as a result of 1 to 5 and the experienced Tory militia as 1 to 7, as printed.
10.3 Blockade and Its Effect on Supply
Blockaded ports may not be used as sources of supply.
11.0 Strategic Interface
Four times during a year of play, there are Strategic Interfaces. These are not used in the battle scenarios, only in the campaign. During the Strategic Interface, several game actions occur that do not occur during the regular turns.
11.1 Political Track
During the Political Track Adjustment Phase, both players consult the Political Track Adjustment Table. The Political Track marker is readjusted. The Political Track is divided into two parts: an American section and a British section. If the marker falls on a space where Victory Points are awarded on the American side, the American player receives the Victory Points, which he records on a sheet of paper. If it were a British space, the British player would record the Victory Points. If the Political Track marker is on space 4 or 5, one Victory Point is awarded; if it is on space 6, two Victory Points are awarded. Players must keep a record of their Victory Points on a sheet of paper; points accumulate turn by turn.
11.2 Militia Demobilization
This occurs only during the Winter Strategic Interface. When it does, each player rolls dice for each of his militia and experienced militia units found on the map. If the result of the die is equal to or less than the unit's Combat Value, the militia remains in play on the map. If the die result is greater than the unit's Combat Value, the unit is eliminated and removed from the game.
11.3 Continental Attrition
This occurs only during the Winter Strategic Interface. When it does, the American player rolls dice for each Continental Army unit, experienced Continental Army unit and Artillery unit. Continental Army units are removed from the game with a die result of 8 to 10, while experienced Continental Army units and Artillery are eliminated with a die result of 9 to 10.
11.4 Strategic Reinforcement
During this phase, both players roll dice on the Strategic Reinforcement Table. Then, first the American player and after him the British player place reinforcements on the map. Each player has restrictions on where units may be placed.
11.41 American Strategic Reinforcements
The American player rolls dice on the Continental Army columns for infantry, artillery and leaders. The result is the number of reinforcement units. Each column is rolled separately. Once France has entered the game (as a result of a greater American victory), the American player also rolls dice on the French columns for infantry, artillery and naval units, as well as on the Navy column of the Continental Army section.
Continental Army infantry, artillery and leaders are placed in any space of the map that does not contain British units and that is not in the Canadian region. Continental naval units are placed in any friendly port that is not blockaded. French units are placed in any friendly port that is not blockaded, or in the spaces of Halifax, the Caribbean or Florida if they are not occupied by British forces. During the Winter Strategic Interface, French reinforcements are placed in the Spring Strategic Interface space. When taking reinforcements, experienced units may not be taken, even if they are the only ones available. If a reinforcement is obtained but no more units of that type are available, the result is considered failed. Players are limited to the combination of counters for the number of units available.
11.42 British Strategic Reinforcements
The British player has two sections of the Strategic Reinforcement Table for rolling dice: British and Hessian. The first time the British player decides to roll dice on the Hessian columns, he must shift the Political Track marker 2 spaces to the left. In the following turns of the Strategic Interface, there is no cost for rolling dice for Hessian units. In each turn of the Strategic Interface, the British player may roll dice on the British Naval, Artillery and Leader columns without cost in Political Points.
There are two columns for British infantry units: Shift 1L and Shift 2L. To use the Shift 1L column, the British player shifts the Political Track marker one space to the left (if the marker is on space 6 of the American side, the British player must use the Shift 1L column, but the marker remains in its position). If the British player uses the Shift 2L column, the Political Track marker moves two spaces to the left (this cannot be used if the Political Track marker is on space 5 or 6 of the American side).
British and Hessian reinforcements are placed in any port controlled by allies, or in the spaces of Halifax, Florida or the Caribbean, if there are no French or American naval units blockading.
11.43 First Entry of the Hessians
The first time the British player receives Hessian reinforcements, the Hessian leader Wilhelm von Knyphausen is placed with the units. All other Hessian leaders are added to the British opaque container. Since historically the first Hessian troops were delayed in port when they landed in America (someone had sent ballet slippers instead of boots), on the first normal game turn after their arrival, the British player rolls dice to see whether they can move. With a result of 1 to 5 they may move (boots were sent); with a result of 6 to 10 they may not move until the next normal game turn (they received ballet slippers).
11.44 Leader Reinforcements
At the start of the game, each player places in an opaque container all leaders not in play at the start, except that the American player sets Rochambeau aside, while the British player sets all Hessian leaders aside. During the course of the game, leaders are chosen at random from the opaque containers as reinforcements. These may be placed together with any reinforcement of the player who owns them.
11.5 Indian Alliance
During the Indian Alliance Phase of the Strategic Interface turn, both players may roll dice for each leader who has, in an Indian settlement space, non-allied Indians. The player rolls dice on the Indian Alliances Table and, if the result is "Yes", the Indian unit of that tribe and alliance is placed under the command of the leader. (There are two chips for each Indian tribe: one for an American allied unit and one for a British allied unit. When a tribe allies, the other chip is removed from the game.) Once allied, the Indian unit remains allied for the rest of the game. Once eliminated, it may not return to play.
11.6 Special Leader Abilities Check
During this phase, both players check their Leader Special Abilities Table to identify the leaders who may need to be checked. Leaders with a dot in front of their name are those who may need to be checked. For the Americans, these leaders are: Ethan Allen, Benedict Arnold, Horatio Gates, Charles Lee, Daniel Morgan, Philip John Schuyler, Friedrich Wilhelm Lodolf Gerhard Augustin Steuben (as printed), John Sullivan and George Washington. For the British, the leaders are: Guy Carleton, Charles Cornwallis, William Howe and Augustine Prevost. For the Hessians, Leopold von Heister.
11.7 Lord Germain Table
Lord Germain was the Colonial Secretary who, as such, attempted to direct military affairs in America from London. In game terms, the British player rolls on the Lord Germain Table during each Winter Strategic Interface. The result indicates the State in which the British must control all Victory Point Cities at the start of the Political Track Adjustment Phase of the next Autumn Strategic Interface (see the Lord Germain Table for the consequences of success or failure). If that State has already been chosen previously, the result is considered the same as "None", meaning that there is no State to be controlled that year.
11.8 Exchange of Captured Leaders
During this phase, captured leaders may be exchanged. Once exchanged, they may be placed in any space where only friendly units are present. Exchanges always remain at the discretion of the players.
12.0 Battle Scenarios
The battle scenarios do not use the Strategic Interface. They are designed to be played in 1 to 2 hours and are a good introduction to the Give Me Liberty! system. The victory conditions of each game focus on control of certain spaces. For the American player to have control, one of his units must occupy the space with no enemy units present, or must have been the last to do so. The British player must have a British or Hessian unit occupying a space, or having been the last to occupy it, for the space to remain under British control. Tory units do not count, except that if a British or Hessian unit was the last to occupy a space that was not occupied by Tory units, it is considered under British control.
12.1 Invasion of Canada
This scenario focuses on the failed attempt to bring Canada into the war as an ally.
12.11 Scenario duration. The scenario begins on 1 September 1775 and ends at the end of the 11 June 1776 turn (17 turns). The Movement, Combat and British Command Reinforcement phases are omitted in the first turn.
12.12 Regions in play. Only the North map is used. Only the Middle Atlantic Region, the Canada Region and the New England Region are in play.
12.13 Deployment.
American
| Space | Units |
|---|---|
| Falmouth | Arnold, 1 MA Militia, 1 RI Militia |
| 1 space north of Ticonderoga | Montgomery, Allen, 1 MA Militia |
| Ticonderoga | Knox, 1 NY Militia, 1 Continental Army unit |
British
| Space | Units |
|---|---|
| Quebec | 1 Canada Militia, 1 British Artillery (both entrenched) |
| Montreal | Carleton, 1 British land unit (entrenched) |
| St. Johns | 1 British land unit (entrenched) |
12.14 Reinforcements. Only the British receive reinforcements apart from the militia. In the May turn, Clinton and two British land units arrive at Quebec. If that territory is occupied by the enemy, they land in any space adjacent to the San Lorenzo River. Both sides roll dice to obtain militia reinforcements in each turn as follows:
- A. The British player rolls dice for the Canada region.
- B. The American player rolls dice for the New England region in the column "British presence, control of some victory-point cities", and for the Middle Atlantic region in the column "No British presence in the region".
12.15 Victory conditions. The American player wins at the end of any turn in which he controls Quebec and Montreal. The British player wins if the American player has not achieved victory by the end of the game.
12.2 Saratoga, 1777
The Saratoga campaign had as its objective to isolate the New England region from the rest of the colonies, by controlling the Hudson River valley. However, the British defeat at Saratoga provoked a large-scale French intervention.
12.21 Duration. The game begins at the start of the 1 May 1777 turn and ends at the end of the 1 November 1777 turn (13 game turns).
12.22 Regions in play. Only the North map is used. The Canada, Middle Atlantic and New England regions are the only ones in use.
12.23 Deployment.
American
| Space | Units |
|---|---|
| Ticonderoga | Schuyler, Arnold, 2 Continental Army land units |
| West Point | 1 Continental Army land unit (in fort) |
| Fort Stanwix | Herkimer, 2 NY Militia (in fort) |
| Within 2 spaces of New York City | Putnam, 1 Continental Army land unit (entrenched) |
| 1 space south of West Point in NJ | Washington, Sullivan, Wayne, Alexander, 4 Continental Army land units, 1 Continental Army Artillery (all entrenched) |
| Philadelphia | 1 PA Militia |
British
| Space | Units |
|---|---|
| Oswego | St. Leger, 1 Mohawk Indian, 1 British land unit, 1 Hessian land unit |
| St. Johns | Burgoyne, Baum, 1 British land unit, 1 British Artillery, 1 Hessian land unit, 1 Abenaki Indian |
| New York | Howe, Clinton, Cornwallis, Knyphausen, Grant, 4 Hessian land units, 8 British land units, 1 experienced British land unit, 2 New York Militia, 1 British Artillery, 2 British naval units |
12.24 Reinforcements. The British player rolls dice to obtain militia reinforcements in the Canada and Middle Atlantic regions. The American player rolls dice to obtain militia reinforcements in the Middle Atlantic region, and in the column "British presence, some victory-point cities controlled" for the New England region. Starting with the 11 June turn, the American player rolls dice during each allied reinforcement phase to see whether Gates replaces Schuyler. With a dice roll of 6 or more, Schuyler is withdrawn and replaced by Gates. Morgan enters in the 1 July turn in any space of the Atlantic region. Lincoln enters in the 1 August turn in any space of New England.
12.25 Victory conditions. For a British victory, the British player must end any turn controlling 5 of the following six spaces: Philadelphia, New York, West Point, Albany, Fort Stanwix and Ticonderoga. The American player wins if there is no British victory.
12.3 Southern Campaign, 1780
Frustrated in the North, the British attempted a campaign in the South with the aim of isolating Georgia and South Carolina from the rest of the colonies.
12.31 Duration. The game begins at the start of the January 1780 turn and ends at the end of the October II turn (18 turns).
12.32 Regions in play. Only the South map is used. The Southern and South-Central regions are the only ones used.
12.33 Deployment.
American
| Space | Units |
|---|---|
| Any space adjacent to Georgetown | 1 SC Militia |
| Charleston | Lincoln, 1 Continental Artillery, 1 NC Militia, 1 SC Militia, 3 Continental Army land units (all entrenched) |
| Any space of the South Carolina swamp | Marion, 1 SC Militia |
| Tickety Fort | 1 SC Militia |
British
| Space | Units |
|---|---|
| Savannah | Clinton, Cornwallis, Tarleton, 6 British land units, 1 Hessian land unit, 1 British Artillery, 1 NY Militia, 1 SC Militia, 1 NC Militia, 2 British naval units |
12.34 Reinforcements. The British and American players roll dice to obtain militia reinforcements in the Southern and South-Central regions, in the corresponding columns. The American player also receives the following reinforcements:
- 1 March: 1 Continental Army land unit in Alexandria.
- 2 June: Kalb, 1 Continental Army land unit, and 1 Maryland militia unit in Hillsboro.
- 1 July: Gates in Hillsboro.
- 1 August: Sumter in any space of South Carolina.
If any of the spaces above is occupied by the enemy, the reinforcement unit(s) may enter through any adjacent space that is not occupied.
Note: Clinton is considered a three-star general.
12.35 Victory conditions. The British player wins if he controls 6 of the following 8 spaces at the end of any turn: Charleston, Savannah, Augusta, Ninety-Six, Camden, Charlotte, Hillsborough and Wilmington. The American player wins if he controls 3 of the preceding spaces at the end of any turn. If neither player meets its victory conditions, the game ends in a draw.
Translator's note: the source spells the town "Willmington" in the deployment table and "Wilmington" in the victory conditions; both are kept as printed.
12.4 Greene's Campaign in the Carolinas
After Gates' dreadful result in 1780, Washington sent Greene to see what could be done. The only thing Greene could do was to change the course of events in the South for the Americans with a brilliant campaign.
12.41 Duration. The game begins at the start of the December 1780 turn and ends at the end of the 11 April 1781 turn (7 game turns).
12.42 Region in play. Only the South map is used. The South and South-Central regions are used.
12.43 Deployment.
American
| Space | Units |
|---|---|
| Within 1 space of Charlotte | Green, 2 Continental Army land units |
| Any space of the South Carolina swamp | Marion, 1 SC Militia |
| Tickety Fort | Morgan, 1 Continental Army land unit, 1 NC Militia |
| Within 2 connected spaces of Ninety-Six | 1 SC Militia |
| Within 2 connected spaces of Hillsboro | 2 NC Militia |
British
| Space | Units |
|---|---|
| Within 1 space of Camden | Cornwallis, 4 British land units, 1 Hessian land unit, 1 SC Militia |
| Camden | Tarleton, 2 British land units, 1 British Artillery |
| Willmington | 1 NC Militia (entrenched) |
| Georgetown | 1 SC Militia (entrenched) |
| Ninety-Six | 1 British land unit, 1 GA Militia (both entrenched) |
| Augusta | 1 British land unit (entrenched) |
| Charleston | 1 British land unit (entrenched) |
| Savannah | 1 GA Militia (entrenched) |
12.44 Reinforcements. Both players roll dice to obtain militia reinforcements in the South and South-Central regions, in the corresponding columns.
12.45 Victory conditions. The British player wins if the American player controls none of the following spaces at the end of the 11 April turn: Camden, Savannah, Augusta, Charleston and Ninety-Six. The American player wins if he controls any of the mentioned spaces.
13.0 Campaign Game
This game covers the entire war and includes both Strategic Interfaces and normal game turns.
13.1 Game Duration
The game begins at the start of the 1 September 1775 turn and ends at the end of the December 1781 turn. The game may end earlier if any of the automatic conditions is met.
13.2 Regions in Play
Both maps and all regions are used and in play.
13.3 Deployment
American
| Space | Units |
|---|---|
| Falmouth | Arnold, 1 MA Militia, 1 RI Militia |
| Ticonderoga | Knox, 1 NY Militia, 1 Continental Army Artillery |
| 1 space north of Ticonderoga | Montgomery, Allen, 1 MA Militia |
| Albany | 1 Continental Army land unit, 1 CT Militia |
| Boston | Washington, Gates, Green, Lee, Ward, 3 MA Militia, 6 Continental Army land units (all entrenched) |
| Springfield | 1 MA Militia |
| Pittsburgh | 1 NW Militia |
| Williamsburgh | 1 VA Militia |
| Hillsboro | 1 NC Militia |
| Within one space of Camden | Marion, 1 SC Militia |
| Charleston | Sumter, 1 Continental Army land unit, 1 SC Militia, 1 Continental Army Artillery |
British
| Space | Units |
|---|---|
| Quebec | 1 Canada Militia, 1 British Artillery (both entrenched) |
| Montreal | Carleton, 1 British land unit (entrenched) |
| St. Johns | 1 British land unit |
| Detroit | Hamilton, 1 British land unit |
| Boston | W. Howe, Burgoyne, Clinton, 2 British naval units, 1 experienced British land unit, 7 British land units, 1 British Artillery (all entrenched, except the naval units) |
| Norfolk | 2 VA Militia |
| Florida | 2 British land units |
13.4 Victory Conditions
There are two types of victory conditions: automatic, and at the end of the game.
13.41 Automatic victory conditions. At the end of any Strategic Interface, if one player has 12 Victory Points more than his opponent, that player is declared the winner. Likewise, if at the end of any turn a player controls Victory-Point cities in 5 of the 6 regions, that player is declared the winner and the game ends.
13.42 Victory conditions at the end of the game. At the end of the game, the players compare their Victory Point totals. The player with the greater number of Victory Points wins. If the totals are identical, the American player wins.
13.5 Multiplayer Games
Give Me Liberty! is presented as a team game. Up to three players may play per side. If there is an odd number of players (that is, 3 or 5), the additional player must be on the British team. When playing, divide the regions among the players on each team as fairly as possible, each one taking responsibility for a specific area.
15.0 Designer's Notes
I have wanted for seven years to design a strategy game about the American Revolution. It always seemed that something got in the way. Finally I had the time and an interested publisher to publish it (thanks, Keith). This game was conceived to be of low complexity, so for that we took many factors into account. River units were discarded from the start and, instead, the movement costs of the communication lines along the rivers were reduced. Infantry, dragoons and cavalry were merged into a single unit and became land units. In those three cases, the 400-counter limit influenced my decisions, but the most important factor was playability. In recent years I have increasingly focused on playability when choosing games. Hopefully the final result shows that my decisions were well founded. After playing a bit, you will probably see some of the main decisions facing both sides. In many ways, the American Revolution shares strategic options with the Vietnam War. In both situations, a great world power is involved in an unpopular war in which it can defeat its opponent in direct combat but cannot put an end to the war. Insurgent forces are supplied by an archenemy, and officials are shown reacting to allow the great world power to deploy its full force. Before going further into this diatribe, let me clarify that, when designing the game, I took these aspects into account.
While designing this game I reviewed many of the battles, and I have decided that in the near future I will create a four-game set about the American Revolution. If you have a battle you would like to see covered, send me a message through 3W and I will do everything possible to include your favourites.
[Dedication omitted.]
16.0 Bibliographic Notes
The following books were of great help during the design process.
- Alden, John Richard. The American Revolution, 1954. A good and concise general history of the period.
- Bailyn, Bernard. Faces of Revolution, 1990. Its section on personalities was extremely useful.
- Carrington, Henry B. Battles of the American Revolution, 1876. An excellent military history that has been reprinted numerous times since its original edition.
- Commager, Henry Steele and Morris, Richard B. The Spirit of '76, vols. 1 and 2, 1952. An intelligent selection of first-person accounts.
- Fleming, Thomas J. Now We Are Enemies, 1960. Bunker Hill and the events that preceded it are the subject of this beautifully written book.
- Fuller, J.F.C. Military History of the Western World, vol. II, 1955. His chapter on Saratoga was very useful.
- Greene, Jack and Pole, J.R. Blackwell Encyclopedia of the American Revolution, 1991. An excellent source of information on all aspects of the American Revolution.
- Hibbert, Christopher. Redcoats and Rebels, 1990. The American Revolution seen from the British perspective. Very enjoyable reading.
- Katcher, Philip. Armies of the American Wars, 1753-1815, 1975. Although it focuses on miniatures, the book turned out to be very useful and contained more information than its appearance suggests.
- Katcher, Philip. Encyclopedia of British, Provincial, and German Units, 1775-1783, 1973. Indispensable for the study of the American Revolution.
- Ketchum, Richard M. Decisive Day, 1974. An excellent account of Bunker Hill.
- Ketchum, Richard M. The Winter Soldiers. This book covers the winter of 1776-77 and is excellent in many respects.
- Lumpkin, Henry. From Savannah to Yorktown, 1987. The best book I have read about the southern campaigns.
- Middlekauff, Robert. The Glorious Cause, 1982. Still the best work on the American Revolution. Part of the Oxford History of the United States series.
During the design process, the following games were also consulted:
- Berg, Richard. 13 (SPI/TSR), 1985.
- Reed, Randall. 1776 (Avalon Hill), 1974.
Special Leader Abilities Table: American Leaders
- Ethan Allen. During any Strategic Interface in which British and/or Tory militia occupy Hampshire Grants spaces, and there is no Continental Army or Continental militia in Hampshire Grants, Ethan Allen's loyalty must be checked. A die is rolled and, with a result of 9 or 10, Ethan Allen is eliminated from the game. He is attempting to reach an agreement with the British to have them recognize the state of Vermont as an independent state.
- Benedict Arnold. Starting with the Spring 1780 Strategic Interface, the American player must check loyalty. With a result of 6 to 10, Benedict Arnold becomes a traitor. His counter is removed from the game, and the British counter of Benedict Arnold is added to the British leader reserve opaque container. In effect, his extravagant lifestyle (which became serious when he married Peggy Shippen) has led him to ruin.
- William Alexander. Each time William Alexander enters combat, a die is rolled. If the result is 8 to 10, he has had too much to drink and may not use his attack or defense values. At the end of any combat in which this occurs, and he is in the same group as Washington, Gates or Schuyler, another die is rolled. If the result is 9 or 10, he is removed from the game.
- William Campbell. Increases his Command Value by one when he is in the same stack with militia only. Increases the movement of his group by one when it begins to move in the Northwest Territories.
- George Rogers Clark. An excellent fighter against the Indians. Clark's Offensive Value improves by 2 when he is in the Northwest Territories or when he attacks only Indian units.
- Louis Duportail. His main strength is his friendship with Benjamin Franklin. He has the ability to command French units as well as American ones.
- Horatio Gates. During the first strategic phase after Gates has taken part in a greater victory in which Washington is not present, a die is rolled. If the result is 9 or 10, he replaces Washington as commander of the Continental Army. Washington is reduced to a two-star general, and Gates is promoted to a three-star general for the rest of the game. This can be obtained only once per game.
Special Leader Abilities Table: British Leaders
- John Burgoyne. All units under Burgoyne's command have their movement capacity reduced by one.
- Guy Carleton. If the units led by Carleton suffer a greater defeat, a die is rolled in the next Strategic Interface. With a result of 8 to 10, Carleton's resignation is accepted, and Carleton returns to the British leader space. When drawn again, he may return to play.
- Henry Clinton. Units he commands may retreat before combat.
- Charles Cornwallis. Starting with the Autumn 1777 Strategic Interface, a die is rolled to see whether his wife's illness forces Cornwallis to return to England. He returns with a result of 7 to 10. This is done in each Strategic Interface until a result of 7 to 10 is obtained. In game terms, he is placed in the British leader space, and when drawn again, he may return to play.
- Charles Grey. When attacking, a die is rolled before combat begins. With a result of 9 or 10, Grey surprises the defenders and obtains one combat round before they can fire.
- James Grant. No special abilities.
- Henry Hamilton. When Hamilton is present in an Indian settlement and the British player attempts to obtain an alliance, subtract one from the die roll.
- William Howe. When an attempt is made to move William Howe, a die is rolled. With a result of 9 or 10, he does not move that turn, and another leader or unit may use the activation. When the first American greater victory occurs, a die is rolled. With a die roll of 4 to 10, Howe returns to Great Britain, and the command and a three-star value are given to Cornwallis, Clinton or Burgoyne. If only one of them is in play, the promotion is granted automatically. If two or all three are present, all of them are placed in an opaque container and one is drawn. That leader becomes the British commander-in-chief. Then all the British leaders return to their original spaces.
Special Leader Abilities Table: Hessian Leaders
- Friedrich Baum. When attacking, a die is rolled before combat. With a die roll of 6 to 10, American forces may fire in the first round, but the units under Baum's command may not. It seems Baum had problems with English and could not tell allies from enemies. This only happens if Baum attacks with his command and no other British or Hessian leaders are present.
- Wilhelm von Knyphausen. No special abilities. Simply a good officer.
- Leopold von Heister. Starting with the Autumn 1780 turn, a die is rolled each turn to check von Heister's health. With a die roll of 10, he falls ill and is removed from the game.
Translator's note: the source marks some leaders in these tables with an asterisk (*) to indicate that they must be checked during Strategic Interfaces (compare the dot in front of a leader's name in 5.5). The asterisks are not reproduced here.
Game Tables
Strategic Reinforcement Table
| Die | British: Inf. Shift 1L | British: Inf. Shift 2L | British: Fleet | British: Art. | Hessian: Leader | Hessian: Inf. | Hessian: Art. | French: Inf. | French: Art. | French: Fleet | Continental Army: Inf. | Continental Army: Art. | Continental Army: Fleet | Continental Army: Leader |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | — | — | — | 1 | — | 1 | — | — | 1 | — | — | — |
Column headings: "Inf. Dpl. 1 Iz" and "Inf. Dpl. 2 Iz" are the Shift 1L and Shift 2L infantry columns (see 11.42). "Iz" is printed for left (Izquierda).
India Alliance Table
| Die roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| British | Yes | Yes | Yes | — | — | — | — | — | — | — |
| American | — | — | — | — | — | — | — | — | — |
Lord Germain Table
| Die | Target | With Success | Without Success |
|---|---|---|---|
| 1 | New York | Shift Right 3 | Shift Left 2 |
| 2 | None | — | — |
| 3 | South Carolina | Shift Right 1 | Shift Left 1 |
| 4 | North Carolina | Shift Right 1 | Shift Left 1 |
| 5 | Virginia | Shift Right 2 | Shift Left 2 |
| 6 | Maryland | Shift Right 1 | Shift Left 1 |
| 7 |
Command Table
| Die | Result |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | None |
| 4 | Opponent activates 1; after the opponent's action, roll again |
| 5 | 1 |
| 6 | 4 |
| 7 | 2 |
| 8 | Opponent activates 2; after the opponent's action, roll again |
| 9 | 5 |
| 10 | 6 |
Note: the # is the number of actions a player may perform.
Political Track Adjustment Table
During normal turns
- Shift Left: each American greater victory, I 2; each British 3-star general killed or captured, I 1.
- Shift Right: each British greater victory, D 2; each American 3-star general killed or captured, D 1.
During Strategic Interfaces
- Shift Left: each region without British units, I 1; each region with all victory-point cities controlled by the American player (A.), I 1; check the Lord Germain Table; first Strategic Interface after the French entry, I 1.
- Shift Right: each region (excluding Canada) without American units, D 1; each region with all victory-point cities controlled by the British player (B.), D 1; check the Lord Germain Table.
Note: "I" and "D" indicate the number of spaces to shift left or right, as printed.
Militia Table
| Region | Type | No British in Region | British Presence: Cities Controlled, no VP | British Presence: Some Cities Controlled, with VP | British Presence: All Cities Controlled, with VP |
|---|---|---|---|---|---|
| Canada | R | — | — | — | — |
| Canada | T* | 8 | 6 | 5 | 3 |
| N. Eng. | R | 5 | 7 | 8 | 5 |
| N. Eng. | T | 4 | 3 | 3 | 2 |
*Canadian militia is not supplied in the counter mix; use experienced militia.
(R = Rebels or Americans; T = Tories or the British side. VP = victory points.)
Terrain Effects Table
| Terrain | Movement Cost | Combat Effect |
|---|---|---|
| Clear | — | None |
| Fort | — | -2 to the Combat Value of all attacking units |
| City with VP | — | -1 to the Combat Value of all attacking units |
| Swamp | — | -1 to the Combat Value of all attacking units |
| Communication Line | Movement Cost | Combat Effect |
|---|---|---|
| Toll road | 1/2 | None |
| Normal road | 1 | None |
| Trail | 2 | None |
| River | 1 | -1 to the Combat Value of all attacking units that enter the space using a river communication line |
Supply Table
| Unit Type | Successful Supply (roll) |
|---|---|
| Continental Army unit | 1–7 |
| American Artillery | 1–7 |
| Experienced Continental Army unit | 1–8 |
| Experienced rebel militia | 1–7 |
| Rebel militia | 1–5 |
| British Army unit | 1–6 |
| Experienced British Army unit | 1–7 |
| Hessian Army unit | 1–5 |
| Experienced Hessian Army unit | 1–6 |
| British or Hessian Artillery unit | 1–7 |
| Tory militia | 1–5 |
| Experienced Tory militia |
Initial Militia Call Table
| State | Initial Call |
|---|---|
| CT | 2 |
| DE | 1 |
| GA | 1 |
| MD | 2 |
| MA | — |
| NH | 1 |
| NJ | 1 |
| NY | 2 |
| NC | 1 |
| PA | 3 |
| RI | 1 |
| SC | 2 |
| VA |
The Massachusetts initial call is shown as "—" because it has already been used (see 6.7).