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Revolution Road

Revolution Road Rulebook

Table of Contents

Table of Contents

  • Part One: From Boston to Concord
    • 1.0 Background
    • 2.0 Game Board
    • 3.0 Game Map
    • 4.0 Playing Pieces
      • 4.1 Military Units
        • British Regulars
        • Field Cannon
        • Patriot Militia
        • Minutemen
      • 4.2 Leaders
      • 4.3 Gather Markers
      • 4.4 Sons of Liberty and Nightriders
        • The Nightriders
        • The Sons of Liberty
      • 4.5 Muster Markers
      • 4.6 Alert Markers
    • 5.0 Turn Sequence
      • 5.1 Obtain Action Points
      • 5.2 Perform Actions
        • Reserve Actions
      • 5.3 End Turn
    • 6.0 Player Actions
      • 6.1 Attack
      • 6.2 Assault
      • 6.3 Charge
      • 6.4 Movement
        • 6.4.1 Scout
        • 6.4.2 March
      • 6.5 Assemble
      • 6.6 Ambush
      • 6.7 Snipe
      • 6.8 Rally
      • 6.9 Search / Capture
      • 6.10 Escape Capture
    • 7.0 How to Conduct Combat
      • 7.1 Retreats
        • 7.1.1 Retreat Before Combat: Units That Have Not Moved
        • 7.1.2 Retreat Before Combat: Moved Units
        • 7.1.3 Opportunity Fire on Retreating Troops (OpFire)
        • 7.1.4 Retreating Units After Combat
    • 8.0 Search and Capture
      • 8.1 How to Conduct a Search
      • 8.2 How to Attempt a Capture
    • 9.0 One if by Land, Two if by Sea
      • The Call to Arms
      • The British Landing
    • 10.0 The Shot Heard 'Round the World
    • 11.0 Concord
    • 12.0 Percy's Reinforcements
    • 13.0 Determining Victory
    • 14.0 Optional Rules
      • 14.1 Leader Re-rolls
      • 14.2 Opportunity Fire During Movement
      • 14.3 Hobbling Sons of Liberty Pieces
      • 14.4 Militia and Minutemen
      • 14.5 Hidden Arms Play Balance Rules
    • 15.0 Scenarios
      • 15.1 From Boston to Concord
        • Setup
      • 15.2 Solitaire Scenario Rules
        • Setup
        • Exclusive Rules
        • Objectives
      • 15.3 British Player vs Patriot Bot
      • 15.4 Patriot Player vs British Bot
    • From Boston to Concord FAQ
  • Part Two: Bunker Hill
    • 1.0 Background
    • 2.0 Game Board
    • 3.0 Game Map
      • 3.1 Terrain Combat Modifiers
      • 3.2 Patriot Muster Box
      • 3.3 Charlestown Regions
      • 3.4 Charlestown Neck
      • 3.5 Landing Zones and Staging Areas
    • 4.0 Playing Pieces
      • 4.1 Military Units
        • British Regulars
        • British Marines

Part One: From Boston to Concord

1.0 Background

Restrictions on local government stemming from a reaction to King Philip's War in the mid-1600s led to taxation to cover the enormous debts incurred by the French and Indian War in the mid-1700s. Primarily the British government expected the colonies to help bear the expense of the standing army that remained in America for its protection. At the same time, the elimination of the threat posed by the French in Canada suddenly made the British army seem less necessary to the colonies, its presence and cost an unwelcome and unneeded burden. Many men came to believe that the colonies had borne the foremost part in the conflict with very slight assistance from the mother country, that their men and money had been freely contributed and every demand of the English government promptly complied with. Needless to say, the British government did not see things the same way and from that conflicting vision of history and a hundred others rose the spirit of rebellion on the one hand and the reflexive need to crush it on the other. Lack of colonial representation in London sparked an independence movement that smoldered until it ignited the Massachusetts conflagration in the Spring and Summer of 1775. In this New England bloodletting we see the origin of America's War for Independence.

On April 19th, 1775, approximately seven hundred British regulars marched from Boston with orders to capture Samuel Adams and John Hancock, members of the Sons of Liberty, leaders of the independence movement. The British commander, Lt. Col. Smith, was also determined to capture or destroy Patriot weapons stores in Concord. The British intended this mission to surprise the Patriot revolutionaries but Patriot spies learned of the British plans. Nightriders Paul Revere, William Dawes and Dr. Samuel Prescott rode out to spread the alarm to the countryside in advance of the British column. Forewarned, Adams and Hancock escaped while trained minutemen gathered to meet the threat in Lexington giving the local militia time to hide most of their arms. In the ensuing Lexington skirmish the first patriots (or rebels, depending on your point of view) fell marking this as the start of the American Revolution. The troops continued to Concord where they met a stronger militia force which forced them to retreat. In their withdrawal to Boston the redcoats fought a running battle costing them nearly 250 casualties. The Patriots had 90 casualties. Local militia poured into the area and within two months 15,000 Patriot soldiers surrounded the British expeditionary force in Boston.

From Boston to Concord lets players simulate the events of April 19th, 1775 as they see fit. The player controlling the forces under the command of Lt. Col. Smith must get to Concord and attempt to find and confiscate illegal arms hidden throughout the Boston countryside while also seeking to capture the two prominent rebel leaders Samuel Adams and John Hancock. The player controlling the forces of the rebel Patriots will send out their Nightriders in advance of the approaching British Regulars in an effort to raise the alarm allowing area minutemen and militia to form and impede the regulars by any means necessary - even if it means the start of a war.

Living Rules Edition as of 8/30/2017: This file has been updated with an FAQ and errata that does not appear in the 1st edition rule book.

2.0 Game Board

The game board is comprised of two parts, the map of the playing area depicting the countryside of Massachusetts between Boston and Concord, and the various tracks and player aids used to record and provide information for the players.

Victory Point Track – Records the number of Victory Points each side has. The terms "Victory Points" and "VPs" are interchangeable.

Game Turn Track – Records the current game turn.

Draw and Discard Area – There are 22 Revolutionary Road cards included in the game. Use these to form the draw deck by shuffling and placing them in the draw area. Each card drawn from the deck is placed face-up on the discard pile. Revolutionary Road cards determine the number of Actions players are allowed to make during the current turn. They also determine random results for certain game functions. If the deck runs out, reshuffle the discard pile and return it to the draw pile.

List of Player Actions – There are 15 Actions that players are allowed to use in From Boston to Concord and they are listed on the game board. Each Action references the section of the rule book that describes it. Next to each Action is a space for a British Flag and a Patriot Flag. If a player's flag is depicted next to the Action, that player is allowed to perform the Action. The player actions can also be found on the Action Summary sheet.

Action Tracks – Both sides have Action and Reserve Action Tracks. The Action Track allows for a maximum of five Actions. The Reserve Action Track allows for a maximum of two Reserve Actions. Players use Actions and Reserve Actions during the Game Turn to perform game related functions. When the Action Track for both players indicates that no Actions remain the current game turn ends. Any Reserve Actions a player has left over when his Action Track reaches zero may not be used that turn and carry over to the next turn.

Gather and Alert Markers – This area explains the icons used to assist players with musters and alerts. Regions where mustering may occur have Muster Icons (4.3). Areas on the map edge where outlying units enter the map have Alert Icons (4.6).

3.0 Game Map

The Game Map is separated into areas delineated by border lines and blue water areas. These areas are called regions. Units located in regions perform various Actions related to either maneuver or combat. Regions sharing a common border are considered to be adjacent. Movement between regions is allowed if the regions are adjacent. Combat may occur in a region if opposing units occupy the region or if an attack comes from an adjacent area.

Patriot units may not enter the Charlestown region if it contains any unbroken British Regulars.

There is no limit to the number of units allowed in a region.

Lines passing over border lines and rivers depict roads. Roads are necessary for certain movement Actions. Regions bordered by a dark blue water area are adjacent only if a road bisects the border. Regions bordered by light blue water areas are considered adjacent.

Regions containing a name are town regions.

There are two regions that have a naval landing icon. British Regulars may be landed in these regions on the first turn of the game.

Patriot units may not enter the Boston region. British units in the Boston region may not be targeted by any Patriot Action.

4.0 Playing Pieces

The playing pieces used with From Boston to Concord are made up of Markers and Counters. Counters, also referred to as "units", are placed in regions and represent military units, their leaders and prominent revolutionaries known as the Sons of Liberty. Markers are placed on the game tracks to indicate values on the tracks. Markers are placed in regions as indicators that certain Actions have taken place.

4.1 Military Units

Military Units refer to a formation of soldiers. The counters used for military units are two-sided and have a strength point number on their unbroken side. This represents a unit that functions near or at its normal efficiency. The strength point number is equal to the amount of dice the unit rolls in combat. The reverse face of a unit is referred to as its broken side. Broken units have no strength points. This represents a unit that has been in battle and suffered a loss of cohesion sufficient to render the unit temporarily incapable of combat Actions. At the end of the game, broken units may be worth victory points for their opponent.

If a hit is assigned to an unbroken unit, it is flipped to its broken side. If a hit is applied to a broken unit, it is considered destroyed and removed from the map. Note that a destroyed unit does not mean that all the soldiers in the unit have been killed or wounded. It represents the point where the unit has suffered enough losses of soldiers and cohesion that the unit abandons the battlefield. Destroyed units are worth victory points for their opponent.

Broken Patriot units may not voluntarily enter a region containing British Regulars. Broken Patriot units moving without a leader may only move towards Concord. Broken British Regulars moving without a leader may not voluntarily enter an area containing Minutemen units. Broken British Regulars without a leader may only move towards Boston.

Players may use the Rally Action if they have a leader in the same region as a broken unit (6.8) to flip it back to its unbroken side.

British Regulars

Infantry made up of British Regulars were one of the premier fighting units of the time. Unbroken British Regular units are worth 2 strength points in battle; 0 strength points if broken. In combat, British Regulars score a hit when a 4, 5, or 6 is rolled.

Field Cannon

The relieving force from Boston under Percy brought a small field cannon. Cannon fire tended to panic the untrained revolutionary militia.

During movement, if the cannon enters a space with Patriot Militia or Minutemen, it immediately breaks one of those units. The Patriot player chooses which unit to break. If, after breaking the unit, the Patriot player does not have unbroken military units equal to at least half of the moving British force, the British force may continue moving normally (see 6.4). In the event the cannon enters more than one region during its movement, only the first region entered containing Patriot units must break a unit.

The Field Cannon used in From Boston to Concord has no combat strength, however it provides the British player with some unique advantages. It must always be accompanied by a British Regular when moving or attacking.

When used in Attack or Assault combat the Field Cannon automatically breaks one Militia unit before combat commences even if defending. When the Patriot player elects to retreat before combat the British player has the option to advance into any adjacent area of his choice with the cannon and any other troops moving with it, but it must be accompanied by at least one Regular. It need not be moved into the space the retreating troops entered but it may if desired. When it is activated, the cannon can only break one unit when moving and only break one unit when involved in combat. It has no effect on already broken units. If the cannon is assigned a hit, or is alone in a region with unbroken Patriot units, it is destroyed. If the cannon is used in a Charge Action, the Patriot player must break three units instead of the usual two. There is no special advance move after a charge. (6.3)

Patriot Militia

These were local men who chose to take up arms but who had little training and were sometimes poorly led. Because of this, their combat ability varied greatly.

Unbroken militia units have one of three different strength point values; zero, one, or two. Broken militia units have zero strength points.

An unbroken "0" militia unit is worth "1" strength point in combat if it can be paired one for one with a Patriot leader in the same region. An unbroken "0" militia unit may still absorb one hit and be flipped to its broken side.

Example: A region contains two Patriot leaders and three "0" strength militia. Two of the "0" strength militia are considered to have a strength of "1" and the other remains at a strength of "0".

The combat strength of militia is initially unknown. Hidden value militia units are initially used when being placed in regions. When an Action is taken that requires their strength to be known (e.g. when entering combat or breaking a unit for any reason), the hidden value militia unit is removed from the game and replaced with a randomly chosen militia unit taken from those that are available. An opaque draw cup is recommended for this random drawing.

In combat, Patriot Militia score a hit when a 5 or 6 is rolled.

Minutemen

Minutemen were dedicated units, well trained and determined to act on a moment's notice. Many minutemen had battle experience from the French and Indian War.

Unbroken minutemen are worth one strength point in battle; zero strength points if broken. A Minuteman can retreat before combat and, if paired with a Militia unit, the Militia unit may retreat before combat with the Minuteman. In both instances, follow the rules regarding retreat before combat. In combat, Minutemen score a hit when a 5 or 6 is rolled.

4.2 Leaders

Leaders are two-sided. The top face of a leader is referred to as its healthy side. The reverse face of a leader is referred to as its wounded side. At the end of the game, wounded leaders may be worth victory points for their opponent. Leaders are needed to perform certain Actions. Wounded Leaders may still perform the Rally Action.

If a hit is assigned to a healthy leader, it is flipped to its wounded side. If a hit is applied to a wounded leader, it is considered killed and removed from the map. Killed leaders are worth victory points for their opponent. A wounded leader may never be flipped back to its healthy side.

4.3 Gather Markers

Units under Gather/Muster/Alert Markers may not be activated with actions.

Colonists in the New England area had prearranged meeting places within settlements where armed colonials would gather together at a moment's notice to defend themselves in times of crisis. Gather Markers are used to indicate the location of these meeting places and can be identified by the tavern ale symbol on one side of the counter. The flip side of a Gather Marker is known as its Mustering side, or just Muster Marker. At the start of the game, one Gather Marker is placed in each region that has a Muster Icon. The marker placed in Charlestown starts the game on its Mustering side.

Any Nightrider activated with the Call to Arms Action (6.12) that is in the same region as a Gather Marker may use one of their available Activity Points to alert the region. This flips the Gather Marker to its Muster side. A Gather Marker may never be flipped if an unbroken British Regular is in the region, nor can a Muster Marker ever be flipped back to its Gather side.

Gather Markers may also be flipped to their Muster side as the result of British unit movements. If all British units leave a region that has a Gather Marker as a result of movement or battle, the Gather Marker is flipped to its Mustering side.

Because of their speed when forming, any minutemen that muster in the town region as indicated by the region's Gather Icon must be immediately placed in or within two regions of the alerted town. In other words, as soon as a Gather Marker is flipped to its Mustering side, any Minutemen under the Marker immediately become active and get a free move up to two regions away. This does not cause a Move Marker to be placed. They may be activated later on the same turn.

4.4 Sons of Liberty and Nightriders

For game purposes there are two Sons of Liberty, John Hancock and Samuel Adams, who were prominent leaders of the Sons of Liberty. At times throughout the rules, Sons of Liberty can refer to only John Hancock and Samuel Adams. There are three Nightriders in the game, Paul Revere, William Dawes, and Samuel Prescott. The Nightriders are used to alert towns and outlying areas. All of these units are two sided. The top face indicates that the unit is under the control of the Patriot player. The reverse face indicates that the unit has been captured and is in the control of the British player. At the end of the game, captured units are worth victory points for the British player. As long as a captured unit has not reached Boston, the Patriot Player has an Action available to make an Escape Capture attempt for it (6.10). At the end of each turn, the British player may move all captured units toward Boston from zero to two regions.

Nightriders and Sons of Liberty do not move like ordinary military or leader units.

The Nightriders

Three horsemen rode through the countryside during the night ahead of the approaching British Regulars to spread the word that the 'Regulars were coming!' They would never have shouted the commonly accepted 'the British are coming' because at that time everyone was British. The most famous of these is Paul Revere, but William Dawes and Samuel Prescott also spread the word, alerting the minutemen and militia to form before the approaching British.

Nightriders are only activated by using the Call to Arms Action (6.12). This Action activates all active Nightriders and awards each one four Activity Points that may be used for movement and/or flipping Gather and Alert Markers. Nightriders never participate in combat of any kind. One Activity Point will allow a Nightrider to move to one adjacent area or to muster units under a Gather Marker.

When crossing a light blue stream border without a road, it requires two Action points for Nightriders. Sons of Liberty may only move a total of one region (they must beign their move on one stream side and move to the directly opposite stream side).

The Sons of Liberty

The Sons of Liberty was an underground group of agitators that were opposed to British rule. Two of these leaders were John Hancock and Samuel Adams. The British were perhaps as concerned with finding and capturing Hancock and Adams as they were confiscating arms and ammunition on their march to Concord.

John Hancock and Samuel Adams use the following rules:

  1. They move using the Move Action, but other units may not move during that Move Action.
  2. They may move up to a maximum of two regions which need not be along a road unless crossing a river. Put a Moved Marker on them once moved.
  3. They do not provide any benefits that leaders provide.
  4. Hancock and Adams never participate in combat of any kind, nor can they be killed.
  5. If Hancock or Adams, or both, are in a region with British Regulars they may be subject to Capture (6.9, 7.1, 7.2).

4.5 Muster Markers

It took time for the militia to form once the call to arms was raised.

The Muster Marker is on the flip side of the Gather Marker. It is recognized by the three soldier silhouettes. This indicates that the units under a Gather Marker have been alerted and are preparing for Action. At the end of each game turn, remove any Muster Markers on the game board in areas that do not contain a British Regular or a Hinder Muster Marker to reveal the units beneath the Muster Marker. These units are now active and may move normally in subsequent Actions. A Muster Marker may never be flipped back to its Gather side.

4.6 Alert Markers

Not all of the Militia units gathered in the settlements shown on the map. As an alert was spread, militia also gathered in settlements located off-board.

Patriot units that arrive from off-map locations are indicated by diamond shaped Alert Marker Icons along the map edge. A Nightrider that has moved off a map edge still activates with a Call to Arms Action. This allows the Patriot player to remove one Alert Marker from the same map edge and reveal the Patriot units beneath it as indicated by the Alert Marker Icon. The units are considered to be in an adjacent off-board region and must pay the appropriate movement cost to enter a region on the map.

4.7 Hidden Arms Markers

Hidden Arms Markers represent locations where caches of arms and ammunition may have been secreted away by the Patriots for later use if needed. General Gage was very interested in finding these caches and confiscating them. There are 13 Hidden Arms Markers, one for most settlements except Boston. The Hidden Arms Marker for Concord is actually placed in the region adjacent to Concord containing Barrett's Farm and the Buttrick House. Cambridge has a second Hidden Arms Marker in an adjacent region. All spaces that receive a Hidden Arms Marker during game setup are labeled on the map with an "ha" designation. If there is a number after the "ha" (e.g. "ha5"), place the corresponding numbered Hidden Arms Marker in that region.

Hidden Arms Markers are two sided, one side showing the Patriot end game bonus victory points and the flip side showing the 'Searched' icon. Hidden Arms Markers are never removed from the map. When the British player uses the Search Action in an attempt to find any hidden arm caches, the Hidden Arms Marker in the region is flipped to its 'Searched' side where it remains for the rest of the game.

At the conclusion of the game the Patriot player receives the bonus victory points shown on any Hidden Arms Markers on the board because the settlement was never searched by the British. Hidden Arm markers with no number are worth 1 VP to the Patriots if not searched at game end.

4.8 Moved and Fired Markers

Units may only move and participate in combat once each turn. Moved Markers are placed on units that moved. Fired Markers are placed on units that participated in combat. Units that have performed both functions during the turn, instead of using both a Moved and a Fired Marker, are given a single Moved/Fired Marker. The Moved/Fired Marker is located on the reverse side of both Moved Markers and Fired Markers.

Markers need not be placed on each unit. Units with similar status may be stacked or grouped near each other, thus requiring the use of only one Marker.

5.0 Turn Sequence

From Boston to Concord is played in a series of turns with each turn split into segments that players follow in a specific sequence. Note: Before the first turn of the game the Patriot player takes a free Call to Arms Action and places Moved Markers on his Nightriders (6.12).

The segments making up the turn sequence are:

  • 5.1 Obtain Action Points
  • 5.2 Perform Actions
  • 5.3 End Turn

5.1 Obtain Action Points

Each of the 15 Actions that players are allowed to use in From Boston to Concord requires the expenditure of an Action point. The number of Action points available for each player is listed on the Game Card that is revealed at the start of each turn.

Cards in Revolution Road are split in half on the diagonal; one half contains information for the Patriot player and one half contains information for the British player. Each player has a number of Actions that are available for use during the turn. The number of British player Actions is in the red circle on the card. The number of Patriot player Actions is in the blue circle on the card.

The black oval in the center of the card may or may not contain a number of hash marks. This represents the results of random checks performed in the game. Some Actions performed in Revolution Road succeed or fail based on the contents of the oval.

During the Obtain Action Points segment, the top card from the card deck is drawn and placed face-up on the game board in the discard area. Place the British Action Marker on the British Action Track number indicated by the current turn card. Place the Patriot Action Marker on the Patriot Action Track indicated by the current turn card. Each player's Action Marker represents the number of Actions that remain for the player during the current turn.

5.2 Perform Actions

The player with the highest number of Actions (not including any Reserve Actions) on the Action Track at the beginning of each turn performs the first Action of the turn. Players then alternate, moving their Action Track Markers down one space after performing the Action until they run out of Actions. If each player has the same amount of Actions at the start of a turn, roll a single die to determine who goes first. On even rolls the Patriot player goes first, on odd rolls the British player goes first.

When given the opportunity to perform an Action, the player must perform an Action, even if it is the Pass Action.

When a player's Action Marker is on the 0 space and their opponent has Actions left on their track, their opponent uses any remaining Actions until their Action Marker is also on the 0 space and then the turn ends.

Reserve Actions

Each player has a Reserve Action marker that is placed on the Reserve Action Track of the game board to record the number of Reserve Actions each player has.

Each player is allowed to have a maximum of two Reserve Actions. Reserve Actions do not need to be used before the end of a turn and they are not lost when a turn ends. Reserve Actions do not count towards the number of Actions a player has. Reserve Actions are obtained by performing the Plan Action (6.13).

Reserve Actions can only be used if one of two conditions is met:

  • It is the player's turn to perform an Action and the player does not have more Action Points than his opponent.
  • It is the player's turn to perform an Action and the player has only one Action remaining.

When a Reserve Action is used, it reduces the Reserved Actions by 1. It does not affect the players Action track. A Reserve Action is performed like any other Action after which it is the opponent's turn to perform an Action.

The Action Phase ends when both players have used all their regular Actions, even if they have Reserve Actions remaining. This marks the end of the turn.

5.3 End Turn

At the end of each turn perform the following steps in order:

  1. Remove any Muster Marker that is in a region where there are no unbroken British Regulars. The Muster Marker may not be removed if it has a Hinder Muster Marker on it.
  2. Remove any Hinder (1) Markers from the board and they may once again be used with a future Hinder Action.
  3. Flip any Hinder (2) Markers on the board to their Hinder (1) side.
  4. Remove all Moved, Fired, Rally, Ambush, and Snipe Markers from the board.
  5. If there are any captured Nightriders or Sons of Liberty, the British player may move them up to two regions toward Boston. Once in Boston they are considered permanently captured, are removed from the game, and may not attempt further escapes.
  6. Advance the Turn Marker one space. The game ends at the conclusion of Turn 12.

6.0 Player Actions

During the Perform Actions game turn segment players spend one Action point to perform an Action. Following is a list of Actions that may be chosen. Each Action on the game board is marked with a Patriot flag and/or a British flag showing which player may perform it.

6.1 Attack

The Attack Action allows a player's units in one selected region to attack enemy units in the same region (see 7.0 How to Conduct Combat). Not all eligible units need to be selected.

Attacking units must not have a Fired Marker. At the conclusion of the Attack, mark each unit that attacked or defended with a Fired Marker. If all defending units retreated before combat no Fired Markers are placed.

6.2 Assault

The Assault Action allows a player's units in one region to move to an adjacent region containing enemy units and then conduct an Attack in that region (see 7.0 How to Conduct Combat). The assaulting units must not have a Fired, Moved, or Moved/Fired Marker. At the conclusion of the Attack, mark each unit that attacked or defended with a Fired Marker; mark each unit that attacked with a Moved Marker. If all defending units retreated before combat no Fired Markers are placed on either side.

6.3 Charge

The Charge Action allows the British player (only) to charge the enemy.

The British player selects a region that must have:

  • a minimum of one British leader
  • a minimum of one unbroken British Regular that does not have a Moved or Fired Marker
  • any number of Patriot units

All British units that do not already have a Moved or Fired Marker must participate in the Charge. The British player applies one hit to one British unit involved in the charge and places a Moved/Fired Marker on all units involved in the charge.

The Patriot player may not retreat before combat and must distribute two hits to Patriot units in the region. If the British Field Cannon took part in the charge the Patriot player takes a third hit. The Patriot player must retreat all Patriot units in the region that are broken to an adjacent region. The Patriot player may optionally choose to retreat up to two Patriot leaders from the region where the Charge occurred. Unbroken Patriot units may not be retreated.

6.4 Movement

The Movement Action allows players to move units that do not already have a Moved Marker.

Nightriders and Sons of Liberty do not move like other Leaders or Military Units and have their own rules for movement (see 4.4, 6.12).

The player selects one region. Each Leader or Military Unit in the region owned by the player that does not have a Moved Marker may conduct movement. Not all eligible units need be selected. Any unit that conducts movement receives a Moved Marker at the conclusion of its movement.

Each selected unit may either Scout or March.

British units must stop when entering a region that contains unbroken Patriot military units (not leaders) that number greater than or equal to half the number of all (broken and unbroken) British Regulars in the region.

Patriot units must stop when entering a region that contains any British Regulars (even broken ones) that number greater than or equal to half the number of all unbroken Patriot military units (not leaders).

6.4.1 Scout

Units that Scout may move to any adjacent region.

6.4.2 March

Units that March may move up to two regions but must do so by moving along a connected road. They may not leave the road.

At the cost of breaking one moving unit at the end of the march, all moving units may force march along the road to a third region. Units may be dropped off along the road, but units may not be picked up during the move.

6.5 Assemble

The Assemble Action allows the Patriot to move all or some of his units to an adjacent region. Only units that do not have a Moved Marker may use the Assemble Action. Place a Moved Marker on the units that use the Assemble Action.

The Patriot player may not use the 6.6 Ambush or 6.7 Snipe actions until the Shot Heard 'Round the World occurs (see 10.0).

6.6 Ambush

The Ambush Action allows the Patriot player to attack two unbroken British Regulars that have moved and are both in the same region. No Patriot units are needed to perform this Action. The British Field Cannon cannot be targeted for an Ambush and does not count when adding British Regulars for eligibility.

The Patriot chooses a region that must:

  • have at least two unbroken British Regulars (leaders and cannon do not count).
  • have a Moved Marker on both targeted units.
  • not already have an Ambush Marker.

One die is rolled for each unit chosen. A die result of 5-6 will break a British Regular. Place an Ambush Marker in the region.

6.7 Snipe

The Snipe Action allows the Patriot player to attack a large group of British units that have moved at least two spaces along a road using the March Action. No Patriot units are needed to perform this Action. The British Field cannon cannot be targeted for a Snipe and does not count when adding British units for eligibility.

The Patriot player chooses a region that:

  • has four or more unbroken British Regulars or healthy Leaders with Moved Markers.
  • the units must have moved at least 2 spaces along a road using March or Forced March movement.
  • does not already have a Snipe Marker.

Roll one die for each unbroken/healthy British unit (except for the cannon) in the region. Each die result of 6 breaks a British Regular or wounds a British leader. Place a Snipe Marker in the region.

6.8 Rally

The Rally Action allows players to restore broken units to full health.

The Patriot player using the Rally Action may flip one broken unit in a region to its unbroken side for each leader present in the region and which has not already been used to rally a unit.

The British player using the Rally Action may flip two broken units in a region to their unbroken side for each leader present in the region and which has not already been used to rally a unit. Once Concord has been entered, Smith and Pitcairn may only flip one broken unit each.

Place a Rally Marker on the leader performing the rally.

6.9 Search / Capture

The British player uses the Search / Capture Action to search settlements for hidden arms and to capture Samuel Adams and/or John Hancock (see 8.1, How to Conduct a Search and 8.2, How to Conduct a Capture).

6.10 Escape Capture

The Patriot player uses this Action when a Sons of Liberty or Nightrider unit has been captured and wants to make an escape attempt. One captured counter may be selected per Action. A Sons of Liberty counter may not be selected on the turn of its capture.

The Escape die roll is modified by +1 for each unbroken Patriot Militia or Minuteman in the same region as the captured counter and -1 for each unbroken British Regular in the region.

Roll one die. If a 6 or higher is rolled the unit escapes. Flip the Sons of Liberty unit and place it in an adjacent region with a Moved Marker.

6.11 Hinder Actions

There are three separate Hinder Markers available in the game, two for the Patriot and one for the British. Each Marker has a 2 side and a 1 side. These numbers represent the amount of turns the marker will remain on the board if not removed by an opponent's Action.

The Hinder Action allows a player to spend an Action to place one of their Hinder Markers in a region or to remove one of their opponent's Hinder Markers from a region. In order for a player to place a Hinder Marker, it must be available for placement and not on the game map or Turn Track. If an Action is used to remove a Hinder Marker, remove the Hinder Marker from the map and place it on the next turn space of the Turn Track. That Hinder Marker will not become available again until the start of the following turn. If no Action is taken to remove a Hinder Marker, it will remain on the map board for two turns (see 5.3 End Turn).

Hinder Movement

The Hinder Movement Action is available to the Patriot player only. Spend an Action to place the Hinder Movement Marker in any region on its 2 side. British units moving into an area with the Hinder Movement Marker must end their move in that region. British units in the region may move normally.

Removal – The British player may spend an Action to remove the Hinder Movement Marker. The removed marker is placed on the next turn space of the Turn Track and is not available for use again for the remainder of the turn.

Hinder Muster

The Hinder Muster Action is available to the British player only. Spend an Action to place the Hinder Muster Marker on any Patriot Gather or Muster Marker. The Hinder Muster Marker is placed on its 2 side. The Patriot player may not flip a Gather Marker to its Muster side, nor can a Muster Marker be removed from play at the end of the turn if there is a Hinder Muster Marker on top of it.

Removal – The Patriot player may spend an Action to remove the Hinder Muster Marker. The removed Marker is placed on the next turn space of the Turn Track and is not available for use again for the remainder of the turn.

Hinder Search

The Hinder Search Action is available to the Patriot player only. Spend an Action to place the Hinder Search Marker on any Hidden Arms Marker. The Hinder Search Marker is placed on its 2 side. British units in the region with the Hinder Search Marker may not search for hidden arms.

Removal – The British player may spend an Action to remove the Hinder Search Marker. The removed marker is placed on the next turn space of the Turn Track and is not available for use again for the remainder of the turn.

At the end of each turn and after the removal of any unhindered Patriot Muster Markers perform these steps in order:

  • All Hinder Markers currently on the Turn Track are removed and become available for play.
  • Any Hinder Markers on their 1 side still on the map are removed and become available for play.
  • Any Hinder Markers on their 2 side that are on the map get flipped to their 1 side.

NOTE: Patriot Muster Markers are NOT REMOVED if there is also a Hinder Muster Marker on top of them at the end of that turn. Always remove unhindered Muster Markers prior to removing any Hinder Markers at the end of each turn.

6.12 Call to Arms

The Call to Arms Action allows the Patriot player to activate all available Nightriders (note that Samuel Prescott begins the game under the Lexington Gather Marker and is not available until Lexington is alerted or both Revere and Dawes are captured). Captured Nightriders may not be activated by the Call to Arms Action. Each Nightrider is assigned four Activity Points that are used to move and/or alert towns. Nightriders do not get a road movement bonus. Each region a Nightrider enters costs one Activity Point. Flipping a Gather Marker to its Muster side also costs one Activity Point. Nightriders that have moved receive a Move Marker and may not move again during the turn.

Each time a Gather Marker is flipped by a Nightrider, the British player immediately rolls to see if the Nightrider is captured by a British patrol. No British units need be present for this to occur, in fact the presence of any British Regular prevents the Patriot player from mustering any men in the same area. A roll of 6 flips the Nightrider to its captured side and the rider remains in the town region. At the end of each turn, the British player moves any captured Nightriders up to two spaces toward Boston. He need not move them at all if he prefers. If a captured Nightrider reaches Boston it is removed from the game and the British will receive Victory Points for its capture.

A night rider may move into an area with British Regulars for one Activity Point but if it leaves an area containing at least one unbroken British Regular the Patriot player must elect to either lose one additional Activity Point (time spent evading the British) or be subject to the British player making a capture roll as outlined above. For game play purposes, if both Dawes and Revere are captured before Lexington is alerted, Prescott (under the Lexington Gather Marker) becomes active on the turn following their capture.

Nightriders are prohibited from flipping the Gather Marker if there is an unbroken British Regular in the same area as the Marker. If an unbroken British regular moves into a space that has been mustered (has a flipped Gather Marker), the presence of the British Regular prevents the removal of the Marker at the end of the turn.

Nightriders may leave any of the top, left, and bottom map edges for one Activity Point. Having done so, they are placed in the Nightrider Box on that map edge. Nightriders that leave the map may not re-enter it. Starting on the following turn a Nightrider may remove one Alert Marker per turn located on the same map edge where it is located when the Call to Arms Action is taken. Any units underneath removed Alert Markers become available immediately.

At the beginning of the game, prior to the start of the first turn, the Patriot player takes a free Call to Arms Action. This costs no Action Points but the Nightriders get Moved Markers placed on them and the player may not use an additional Call to Arms Action that turn.

6.13 Plan

The Plan Action is used to acquire Reserve Actions.

Players may only use the Plan Action when their Action Marker is on the 1 space of the Action Track or if they ever find themselves in a position where they are UNABLE to take ANY legal Action other than the Pass Action (See 6.15: Pass). Using this Action earns one Reserve Action Marker for the player if one is available. Move the Action Marker down one space on the Action Track and increase the number of Reserve Actions for the player by 1. If the player's Action Marker was on the 1 space prior to using the Plan Action this ends the player's turn. Players may have a maximum of two Reserve Actions. If a player already has his maximum of two Reserve Actions and still has no legal Actions available to him he must use the Pass Action and move his Action Marker down one space on the Action Track.

Note: This action can be especially helpful to the British seeking to gain VPs while searching but can also be helpful to the Patriot player in certain circumstances.

6.14 Gather Intelligence

A player may use the Gather Intelligence Action by spending one Action point. Once per turn either player may secretly look at the top two cards in the draw deck and return them to their original place in the deck being careful not to change the order of the cards.

6.15 Pass

A player may spend an Action point to use the Pass Action to skip an Action Round and do nothing. If a situation occurs where a player finds himself in the position where he has no other possible Actions that can be performed, or he just doesn't want to perform one, he must select the Pass Action. Play then passes to his opponent. A player may use the Plan Action instead as long as that is the only other possible action he could perform and he doesn't already have his maximum of two Reserve Actions. If this is the case, he could have more than one Action left on his Action Track. This would be the only way a player could acquire a Reserve Action with more than one Action left on his track.

Example: The Patriot player has used all of his Actions that he wants to use but still has two or more Actions left on his Action Track. He has units that have already moved but have not fired and are located in the same area with British units. He COULD use the Attack Action but doesn't want to because he feels the combat results will be unfavorable to him so he spends an Action point on the Pass Action, moves his Action Marker down one space on the track, and his opponent is now given the choice to perform an Action. He could not choose the Plan Action in this case because he DID have other possible actions that he could have used but chose not to. On the other hand, if there were NO LEGAL ACTIONS available other than the Plan Action, a player could choose that instead up to his maximum of two Reserve Actions.

7.0 How to Conduct Combat

The Attack Action (6.1) and the Assault Action (6.2) trigger Combat. The player conducting Combat is the attacker; his opponent is the defender.

The defender may retreat any units he chooses before combat (7.1), even if they have a Moved Marker. If any of his units remain in the region, the defender then chooses any part or all of the units to participate in the combat, even if they have a Fired Marker. The defender may even elect to not have any unit actively participate at which point the defender will throw no dice in the combat.

Important: During Combat, only place Fired Markers on units that use their strength points to contribute to the dice that are rolled in combat.

The attacker then chooses to conduct either Simultaneous combat or face Defensive Fire. If choosing Simultaneous Combat, the attacker must apply one hit prior to combat.

Simultaneous Combat – When combat is conducted simultaneously, each player totals the strength points of their participating units and rolls that number of dice. Hits are totaled and each player applies the hits that were scored against them.

Defensive Fire – If the combat is not simultaneous, the defender totals the strength points of the defending units and rolls that number of dice. The attacker applies any hits scored by the defender. The attacker then totals the strength points of his remaining attacking units and rolls that number of dice. The defender now applies any hits scored by the attacker.

Patriot hits are obtained on rolls of 5-6. British hits are obtained on rolls of 4-6.

Applying Hits – Players deal with each hit scored against them by applying the hits to their units and/or leaders in the combat region. A hit may be applied to an unbroken combat unit or healthy leader by flipping the counter to its other side. A hit may be applied to a broken unit or wounded leader by removing the counter from the game. Players may apply a hit to a leader even if other units are present. Hits must be applied to units that participated in the combat before hits are applied to any non-participating units in the region.

7.1 Retreats

All retreats are optional except the retreat resulting from the Charge Action; it must be carried out. The enemy's units may not pursue retreating units. Exception: see 4.1 under Field Cannon.

Retreating units must all move together to a region adjacent to the attacked region. They may not split up, nor may they retreat into a region from which an Assault was launched. Units may retreat into a region with enemy units but if they do so and there are unbroken enemy units in the region the retreating force must apply one additional hit after the retreat. If no legal retreat region exists the units must remain in place.

Retreating Patriot units must move towards Concord, if possible. Retreating British units must move towards Boston, if possible.

There are two types of retreats: retreat before combat and retreat after combat.

The defender may retreat some or all units before combat commences. He must do so before the attacking player states his decision regarding facing Defensive Fire or conducting Simultaneous Combat. If all of the defender's units in the region retreat, the attacker has the option to use Opportunity Fire on Retreating Troops (OpFire). See 7.1.3.

7.1.1 Retreat Before Combat: Units That Have Not Moved

If the defender opts to retreat before combat with units that have not yet moved this turn they first retreat to an adjacent region then receive a Moved Marker.

7.1.2 Retreat Before Combat: Moved Units

If the defender opts to retreat before combat with units that have Moved Markers, he first must apply a hit to one of the retreating units. Units with moved Markers are retreated in a prescribed order as described for each side. Some units may become broken as a result of the retreat and some units may not be able to retreat.

Retreat Before Combat: Moved Patriot Units

Patriot leaders and minutemen often had battle experience obtained during the French and Indian War, Patriot Militia much less so. Patriot leaders and minutemen were often all that held the fragile Patriot Militia together.

Retreat moved Patriot units in the following sequence:

  1. Wounded Leaders and Broken Minutemen.
  2. Healthy Leaders. Each leader may be accompanied by any one militia unit.
  3. Unbroken Minutemen. Each unbroken minutemen unit may be accompanied by any one militia unit.
  4. Unbroken Militia. Unaccompanied unbroken militia are flipped to their broken side after retreating.
  5. Broken Militia. Unaccompanied broken militia may not retreat.

Retreat Before Combat: Moved British Units

Even the vaunted British Regular could become disorganized when retreating in the face of an enemy attack, particularly if they were green.

Retreat moved British units in the following sequence:

  1. Wounded Leaders and Cannon.
  2. Healthy Leaders. Each healthy leader may bring along any one British Regular unit.
  3. Unbroken British Regulars. Unaccompanied British Regulars each roll a die. The unit breaks on a roll of 6.
  4. Broken British Regulars.

7.1.3 Opportunity Fire on Retreating Troops (OpFire)

The Patriots were used to the backwoods and off-road areas and excelled at running away and returning to ambush and snipe. The British fought in the discipline and style of European warfare and tended to march in formation along roads or open areas. Most of the British considered the Patriot way of fighting as being cowardly, however it was to the Patriots advantage during this opening fight of the war and would prove to be deadly in future battles.

To fire on retreating units, first count all retreating military units, both broken and unbroken and all healthy leaders. Do not count wounded leaders.

For retreating British units, this amount is equal to how many dice the Patriot player gets to throw. A hit is scored on each "6" result. The British player decides which units take hits.

For retreating Patriot units, use the same counting method but use half of the total rounding any fractions up. This will be the amount of dice the British player will throw. A hit is also scored on each "6" result. The Patriot player decides which units take hits.

When OpFire is used all units that attacked receive a Fired Marker. For the British, using the OpFire option will trigger The Shot Heard Round the World (9.0).

7.1.4 Retreating Units After Combat

If combat occurred in a region which one or both sides lost a unit, either player that suffered a loss may choose to retreat any remaining units in the region without the penalties suffered when retreating before combat. If both suffered losses then the attacker would have the option to retreat first, then the defender. Simply retreat the desired units to an adjacent region.

If the attacker performs an Assault and chooses to retreat he must retreat to the region in which the Assault originated. Defender retreats may not be made into the region which an assault came from. If no other route is available the units may not retreat.

Remember: The Charge Action (6.3) handles combat and retreat differently.

8.0 Search and Capture

The Search Action and the Capture Action (See 6.9) both hinge on the results of a card draw. By judicious use of the Gather Intelligence Action (6.14), players can learn if an upcoming search or capture attempt will yield success or failure. A separate card must be drawn and resolved for each search for hidden arms and capture attempt for a Sons of Liberty piece in the region. All of this may be done with the same Search and Capture Action.

8.1 How to Conduct a Search

When searching for hidden arms, the British player selects a town region with a Hidden Arms Marker. At least one unbroken British Regular must be in the town region being searched. It does not matter if Patriot units are present but their presence can modify any VPs awarded during a search. It does not matter if the British Regular has already moved or fired.

To conduct the search, draw one card from the draw pile. Check the Random Result area of the card to see if it contains any hash marks. The hash marks on the card represent the number of Victory Points the British player receives. The number of hash marks can be reduced by the presence of a mixture of unbroken Patriot unit types in the region. After reducing the number of hash marks because of Patriot units, the British player scores 1 Victory Point for each remaining hash mark. If reducing the number of hash marks produces a negative number, the British player does not lose any VPs. Regardless of the search result, flip the town's Hidden Arms Marker to its Searched Marker side and make any adjustments to the Victory Point Track.

Reduce the number of hash marks by the following:

  • Militia OR Minutemen in the region, but not both: subtract 1.
  • Militia AND Minutemen in region: subtract 2.
  • The amount of Militia and/or Minutemen makes no difference to the modifier.

8.2 How to Attempt a Capture

If unbroken British Regulars occupy the same region as John Hancock or Samuel Adams (Sons of Liberty) then a search may be performed to find them, even if they have not yet been mustered. Only one search Action is required to search for both hidden arms and for Hancock/Adams if they all share the same region. When searching for Hancock or Adams, use the same procedure as conducting a search (8.1) except that instead of the hash marks counting towards victory points, a number of hash marks greater than zero results in the capture of the Sons of Liberty unit. A separate card must be drawn and resolved for each Sons of Liberty unit in the region.

Each time an attempt to find a Sons of Liberty unit fails during the action, the British player may elect to try one more card draw at the cost of 1 VP. If all attempts to find the Sons of Liberty unit fail, the Patriot player may elect to move the Sons of Liberty unit to an adjacent region even if the counter has a moved Marker or has not been mustered.

When captured, flip the Sons of Liberty unit to its captured side. At the end of each turn, any captured unit is moved by the British player from zero to two areas toward Boston.

9.0 One if by Land, Two if by Sea

Instead of using the land road across Boston Neck the British sought to begin their march to Concord by surprise, secretly landing across the Charles River from Boston during the night. It was no surprise to the Patriots. Already in place within Boston was a spy network and prearranged plans to warn the countryside of just such an event. The sexton of the Old North Church had been told to hang lanterns in the church steeple to warn the town of Charlestown just across the harbor from Boston; one lantern if the British troops were to come by land, two lanterns if the British troops planned to arrive transported by ship over the Charles. That night, two lanterns were hung in the steeple. Paul Revere rowed across the river to Charlestown while William Dawes prepared to leave Boston. Soon the two Nightriders were off in a race to warn the countryside in advance of the British troops.

The Call to Arms

In the beginning of the game the Patriot player uses a free 'Call to Arms' Action prior to determining Action Points for the first turn of the game. Nightrider units used during the free Action are still marked with Moved Markers. During this special Action the Patriot Nightriders are exempt from capture but Dawes must use two Activity Points to leave Boston which contains British units.

The British Landing

The British player is not forced to act historically. During the first turn only, the British player has the option of using a Move action to transport units across the Charles River from Boston and landing them in either or both of the regions that have the naval icon. Units landing in these regions may not move further during the turn. Place a Moved Marker on them.

10.0 The Shot Heard 'Round the World

"Stand your ground. Don't fire unless fired upon, but if they mean to have a war, let it begin here." – John Parker at Lexington

The Patriot player may not use the Ambush or Snipe Actions until one or more of the following occurs:

  • Either side uses an Attack or Assault Action where shots are fired (dice are actually rolled). Retreats before combat that prevent an actual battle from taking place do not count unless OpFire is used (7.1.3).
  • The British conduct a Charge Action.
  • The British player conducts a search in an area that contains an unbroken, active Patriot Military Unit (not under a Gather/Muster Marker).
  • Any British unit enters Concord.

If the Patriot player initiates the first combat of the game as an attacker, including OpFire, the British player is awarded 5 VPs.

Historically, no single shot can be definitely cited as the first shot of the battle or the war. Shots were fired first at Lexington. Accounts of that event are confused and contradictory; no one knows for certain which side fired the first shot. Some say it was a colonial by a nearby house, some say it was rifles firing accidentally, some say the British had reached a boiling point and a soldier lost control. In any event it was more massacre than battle. The North Bridge near Concord saw the first shots by Americans acting under orders, the first organized volley by Americans, the first British fatalities and the first British retreat. What is known is that neither side wanted to be the one categorized as the one that started the war. Both sides feared the backlash of propaganda that would be caused.

11.0 Concord

On the night of April 18th, 1775, British General Thomas Gage, Commander in Chief of the army, ordered his troops to march to Concord. They were sent to seize military stores, particularly gunpowder, small arms and artillery that were believed to be hidden in or near the town. It was there that the Patriots first organized to fire intentionally upon the British troops.

The British player must reach Concord with at least one unbroken Regular unit by the end of the game or the Patriot player wins an automatic victory.

Once any unbroken British Regular enters Concord the British receive 5VPs and the following rules are applied immediately to the Smith/Pitcairn Force:

  • Smith and Pitcairn may only rally one Regular each per Rally Action.
  • Any broken British Regular may only move one area per Move Action. They may not use March movement.
  • When retreating before combat, each healthy leader and unbroken British counter (with or without a Moved Marker) must roll a single die. On a roll of 6 a hit must be applied to the counter. This is in addition to the normal retreat rules.

12.0 Percy's Reinforcements

At about 4am, General Gage sent orders for Percy's detachment of about a thousand men to muster and reinforce Smith and Pitcairn. What followed was a series of blunders consisting mainly of undelivered or unread orders. It was not until almost 9:00am that Percy's troops began to assemble to march. By that time, Smith and Pitcairn were already engaged with Patriots in Concord.

On turn 9 Percy's detachment enters the game in Boston at the beginning of the turn. Percy has eight Regulars and a Field Cannon with him, all of which are identified by a black dot in the upper right hand corner of each piece. There are special rules pertaining to the Field Cannon (see 4.1).

If the Percy Leader unit is in Lexington with the cannon and at least four unbroken Regulars at any time the British player receives 3 VPs immediately when this occurs. This is a onetime award. If they don't make it then the Patriot player receives 5 VPs at the end of the game. (See 13.1 Victory Points).

Percy's troops are not subject to the penalties suffered by the Smith/Pitcairn group when the latter group enters Concord (11.0).

The board indicates Percy's arrival as turn 8. See FAQs regarding this.

13.0 Determining Victory

At the end of the game if the British have not entered Concord, the Patriot player wins an automatic victory. If an automatic victory did not take place, both players tally their Victory Points. The player with the most points wins the game. If there is a tie then the British player wins.

Victory Points are awarded to the players as shown on the Player's Aid.

14.0 Optional Rules

Any of the following rules may be used if agreed upon by both players.

14.1 Leader Re-rolls

During the Attack action and the Assault Action, either the attacking or defending player may re-roll one of their die rolls if he has at least one healthy leader in the combat region. No more than one re-roll is allowed, even if the player has more than one healthy leader in the region.

14.2 Opportunity Fire During Movement

If a player elects to move through a region that has at least one unbroken enemy piece, the enemy immediately rolls one die. On a roll of 6, one hit is scored against the moving pieces.

14.3 Hobbling Sons of Liberty Pieces

John Hancock and Samuel Adams only move one region when moving instead of two.

14.4 Militia and Minutemen

To better show the difference in experience between Militia and Minutemen, Militia score hits when rolling a 6 and Minutemen score hits when rolling a 5 or 6.

14.5 Hidden Arms Play Balance Rules

When an inexperienced player faces an experienced player, if desired, choose one of the following options regarding the awarding of Hidden Arms VP for non-searched towns:

  • Instead of awarding the Patriot player 1VP for each unnumbered Hidden Arms marker on the board at the end of the game, no VP points are awarded.
  • Instead of awarding the Patriot player 1VP for each unnumbered Hidden Arms marker on the board at the end of the game, shuffle all cards together and draw a card for each marker. Award 1VP if the card drawn has any hash marks.
  • Instead of awarding the Patriot player 1VP for each unnumbered Hidden Arms marker on the board at the end of the game, draw a card and award VP based on the number of hash marks on the card drawn.

15.0 Scenarios

15.1 From Boston to Concord

2 Player: British vs Patriot / 12 Turns

The British seek to enter Concord to find hidden arms and attempt to locate and capture Samuel Adams and John Hancock.

Setup

Determine sides. One person plays the part of the British Loyalists (hereafter called the British player). One person plays the part of the Patriot Revolutionaries (hereafter called the Patriot player). Shuffle the 22 cards and place them face down on the board. Give each player 4 six-sided dice.

Place Markers

Place the Action, Reserve and Victory Point Markers in their appropriate tracks on the board starting on the zero space.

Place one Gather Marker in each region with a Muster Icon. The Gather Marker in Charlestown should be placed on its Muster side.

Place the Hidden Arms Markers with the 1-5 bonus side up in the indicated towns:

  • 1 VP – Menotomy
  • 2 VP – Watertown
  • 3 VP – Lexington
  • 4 VP – Lincoln
  • 5 VP – In the space adjacent to Concord with Barrett's Farm and Buttrick House (labeled "ha5")

Place the remaining unnumbered Hidden Arms Markers in regions containing the letters "ha".

Place one Alert Marker on each Alert Icon. Place a Hidden Militia Marker under each Gather and Alert Marker.

Place the Moved/Fired, Ambush, Snipe and Rally Markers off board within easy reach of both players. Place the Game Turn Marker on the first space of the game turn track.

Place Patriot Units

Place 21 numbered Patriot Militia units (5-zeros, 11-ones, 5 twos) in an opaque cup or other random draw pile. This is the Militia Draw Pool.

Place 7 Minuteman units underneath the Gather Markers as indicated by the Muster Markers in the region.

Place the 10 Leaders under Gather and Alert Markers as indicated by the Muster and alert Icons on the board and map edge.

Place Paul Revere in Charlestown.

Place William Dawes in Boston.

Place Samuel Prescott under the Gather Marker in Lexington.

Place Samuel Adams and John Hancock under the Gather Marker in Lexington.

Place British Units

Place Percy's Reinforcements, 8 British Regulars that have a black dot in the corner, 1 Field Cannon and leader Percy on the Turn 9 space of the Turn Track. These units become available on turn 9 and are placed in Boston at that time.

Place 7 British Regulars that do not have a black dot in the corner along with leaders Smith and Pitcairn in Boston. These units are available at start.

15.2 Solitaire Scenario Rules

The following rules are exclusive to the solitaire scenarios.

Setup

Place Markers

Place the Action, Reserve and Victory Point Markers in their appropriate tracks on the board starting on the zero space. Place the Moved/Fired, Ambush, Snipe and Rally Markers off board within easy reach of both players. Place the Game Turn Marker on the turn 8 space of the game turn track.

Place Patriot Units

Place 21 numbered Patriot Militia units (5-zeros, 11-ones, 5 twos) in an opaque cup or other random draw pile. This is the Militia Draw Pool.

  • Place in Cambridge 2 leaders and 4 hidden militia value markers.
  • Place in Watertown 1 leader, 1 minuteman and 3 hidden militia value markers.
  • Place in Lexington 2 leaders, 1 minuteman and 3 hidden militia value markers.
  • Place in Lincoln 1 leader, 2 minuteman and 3 militia units drawn from the Militia Pool.
  • Place in Concord 3 leaders, 2 broken minuteman and 5 militia units drawn from the Militia Pool.

Place British Units

Place Percy's Reinforcements in Boston:

  • 8 British Regulars that have a black dot in the corner
  • 1 Field Cannon
  • Percy

Place in Concord:

  • 3 British Regulars
  • 4 broken British Regulars
  • Smith
  • Pitcairm

Exclusive Rules

British Rule Exceptions:

  • British may not force march and are limited to a maximum move of two regions along a road.
  • Smith and Pitcairn can rally one unit each.
  • Percy may use a naval landing as described in 9.0 on turn 8.
  • Percy is not subject to opportunity fire when making a water landing.
  • Percy may rally two units as long as he is healthy. When wounded Percy rallies one unit.

Reinforcements: After the number of actions have been set for the turn, if the drawn card contains any hashmarks and there are sufficient units in the draw pool to allow it, the Patriot receives 1 hidden militia counter. Roll a die to determine where the counter is placed:

  • 1 – Concord
  • 2 – Lincoln
  • 3 – Lexington
  • 4 – Menotomy
  • 5 – Cambridge
  • 6 – Waterown

Retreats: Patriots in Concord are allowed to retreat toward Lexington.

Hinder Marker: When placing the marker it must be located between a British force and Lexington.

Patriot Opportunity Fire: Each time a British force moves adjacent, into or through a region it is subject to opportunity fire from those regions occupied by Patriot forces. The patriots roll one die for every five unbroken Patriot Strength Points (rounded down), plus one additional roll for each unbroken minutemen unit involved, hitting on a 6. During the British move Action, no more than 2 opportunity fire hits may be scored.

Note: A British Assault is not subject to Opportunity Fire.

Optional Leader Placement: Revolution Road is introductory in nature and Patriot leaders have generic abilities. Because of this, it is not necessary to place Patriot leaders historically. For those that wish to place leaders in their historical starting locations, following is a list for some of the Patriot leaders.

  • Roxbury: Warren
  • Brookline: Heath
  • Medford: Putnam
  • Lincoln: Buttrick
  • Menotomy: Baldwin
  • Concord: Barrett
  • Alert Box, Northeast: Pickering
  • Alert Box, West Edge: Davis
  • Alert Box, North Central: Frye

Objectives

British: To move Percy's Reinforcements from Boston to Lexington and move Smith and Pitcairn's forces to join Percy's force (end the game in the same region as Percy's force).

Patriot: To cause the British forces to suffer more than six casualties.

  • Each broken unit is considered 1/2 casualty.
  • Each strength point belonging to a destroyed unit is considered one casualty.
  • The British negate one casualty for each British reserved action held at the end of Game turn #12.

Determining Victory: At the end of the scenario, perform rolls for each wounded leader to see if they die from their wounds and for each broken unit to see if the unit is disbanded and therefore counted as destroyed.

  • Leaders die on a roll of 6
  • Broken British units disband on a roll of 6
  • Broken Patriot units disband on a roll of 5-6.

Player with the most Victory Points wins.

Both sides receive:

  • 1 VP for each destroyed unit or leader killed.
  • 1/2 VP for each broken unit
  • 0 VP for wounded leaders that survive attrition rolls.

British receive:

  • 2 VPs if British Regulars are in Lexington and do not outnumber Patriot SP by more than 2 to 1.
  • 3 VPs if British Regulars are in Lexington and outnumber Patriot SP by more than 2 to 1.
  • 4 VPs if British Regulars are in Lexington with no Patriot units.
  • 2 VPs for consolidating all existing British units in one region.

Patriots receive:

  • 2 VPs for inflicting more than six casualties.
  • 2 VPs for preventing the consolidation of British Forces in one region.

15.3 British Player vs Patriot Bot

5 turns (8-12)

You as the British have reached Concord and in the process stirred up a hornet's nest. Nearly surrounded by colonial forces you have to make it back to Lexington without sustaining excessive casualties. You have reinforcements with artillery speeding to assist you from Boston. You must link up with them in Lexington before colonial forces cut you to pieces.

The player assumes the role of the British Loyalists (hereafter called the British player). Unless otherwise noted in the exclusive rules, the British player uses the actions as described in the base game.

Patriot Revolutionaries are not controlled by a player but instead by the Patriot Bot, a series of programmed steps that determine the Actions taken by the Patriots. The actions used by the Patriot Bot are included on the Boston to Concord Patriot bot sheet. They may vary substantially from the base game.

Prior to play, remove cards that have 5 British actions and cards that have more British actions than Patriot Actions. Shuffle the remaining cards and place them face down on the board.

15.4 Patriot Player vs British Bot

5 turns (8-12)

You as the Patriot player have engaged the British expeditionary force in Concord and its commander realizes he is now in trouble. You have received a steady stream of Minutemen and Militia from miles around. You now need to prevent the British in Concord from linking up in Lexington with the British reinforcements from Boston.

The player assumes the role of the Patriot Revolutionaries (hereafter called the Patriot). Unless otherwise noted in the exclusive rules, the Patriot player uses the actions as described in the base game.

British Loyalists are not controlled by a player but instead by the British Bot, a series of programmed steps that determine the actions taken by the British Loyalists. The actions used by the British Bot are included on the Boston to Concord British Bot sheet. They may vary substantially from the base game.

Prior to play, remove cards that have 5 Patriot actions and cards that have more Patriot actions than British actions. Shuffle the remaining cards and place them face down on the board.

From Boston to Concord FAQ

15.0 reads "Place one Gather Marker in each region with a Muster Icon." However, when I look at the Mustering Icons in 4.3, and then look at the board, there seem to be more Mustering Icon spaces than there are Gather Markers. Can someone clarify?

There are 13 Gathering Place / Muster markers in the counter set. The Gathering Place (tavern sign with mug of ale) is located on one side of the counter and its flip side is its Mustering (three soldier silhouette) side.

When the game starts, the counters should be placed with the Gathering Place symbol face-up in the following regions with mustering icons:

  • Concord
  • Lincoln
  • Lexington
  • Waltham
  • Menotomy
  • Watertown
  • Medford
  • Watson's Corner (NW of Cambridge)
  • Cambridge
  • Brookline
  • Winnisimmet
  • Roxbury
  • Charlestown (Gathering Place marker should be flipped to its mustering side at start - Revere starts here and the town begins warned)

Do not confuse the Alert icons (the diamonds on the board edges) with Muster icons. The Alert markers are the chits showing the Patriot with his hand to his mouth yelling. They go on the board edges.

Under search & capture are the number of hash marks reduced if the only Patriot units in the region are still under a muster or even gather marker?

No, only active Patriot units in the region. Units under a gather or muster marker are not active.

End of Turn. Do captured Nightriders/Sons of Liberty have to move alone towards Boston or can British units move with them during this step as escort?

No, at end of turn the British player may not move any units except captured nightriders or SOLs. Note that the British player does not have to move them.

Attempting a capture. Both Sons of Liberty are still under a gather marker in Lexington. The British enter and can draw a card for each to attempt capture at the cost of one action- Correct? If both cards fail does it cost 1VP for another 2 cards or 1 VP per card drawn for the British to make additional attempts?

When attempting to capture Mr. Adams or Hancock, yes one action point allows you to try to capture both if they are together in the same region. It does not matter if they are under a gather marker, what is important is that they be in the same region. If they are in different regions, a capture action can only be made against one or the other.

Adams and Hancock are SOL - Sons of Liberty. If a capture card draw fails to capture a SOL, at the cost of 1VP, one additional capture card draw can be made to capture the SOL. If the British player does not have the 1VP to pay, the additional card draw may not be made.

Searching hidden arms with a number value. The British player still gets VP's based on the hash mark card draw minus unbroken Patriot units. The effect on the Patriot player is to lose the number value of the marker in VP's at the end of the game - Correct?

No. At the end of the game, the Patriot player does not lose the VPs on the hidden arms markers searched by the British. The Patriot player just does not get those points. The Patriot player receives 1 VP for each hidden arms marker on the board that does not have a number and he gets a number of VPs equal to the number on any hidden arms markers still on the board. Optional rules, if used, can change this.

One way to trigger The Shot Heard Round the World is for the British to search where there is an unbroken, active Patriot military unit. Does removing a Patriot Hinder Search marker in said qualifying area trigger "The Shot" (i.e., is that considered a search operation) or must that wait for the subsequent search action in the area?

Removing a Patriot Hinder Search marker in said qualifying area does not trigger "The Shot".

On the first turn, can the British use both land and sea movement?

Yes, the British player can both land units and move units during the first turn. They can land units at both landing sites and move by land with the same action if they wish. Or move some with one action and move others with subsequent actions.

If you activate a stack for movement, do they all have to move the same way?

You do not activate a stack for movement, you activate all your units in a region for movement that do not have a move marker. A fine distinction but an important one. The units in the region activated may move in any allowed manner they wish as long as they do not have a move marker. You may have several 'stacks' in a region based on if the units have moved, fired, or moved/fired markers.

Some may march, some may scout, you may elect to not move some at all. Units do not need to move to the same place. Some units can march along a road one way and others march along the road in a different direction. It is all up to the player that activated the region for movement.

Example: five British Regulars are in a region, none have move markers.

  • Two march on road going three regions. One is broken for the forced march.
  • One marches two regions along road in different direction.
  • One scouts off road one region.
  • One does not move and is the only one that does not get a move marker. It can be activated for movement using a subsequent action.

In the rule book Percy's Reinforcements enter on turn 9. The game map says turn 8.

The rulebook is correct. Percy enters on turn 9. There was a lot of discussion concerning this. It was turn 8 for a very long time. It was changed to turn 9 after a lot of play testing. The more experienced the player was, the easier it was for Percy to get to Lexington with five turns starting on turn 8. Entering on turn 9, Percy has four turns to get to Lexington. This is not easy, nor was it meant to be. It requires Percy to use at least one forced march. Percy can possibly make it to Lexington in as few as three turns if more forced marches are used. If the Patriots use a Hinder Move action to place a hinder marker, the British will probably need to use an action to remove it. If both players agree, Percy can arrive on turn eight but this may make the Percy/Lexington VP condition easier to obtain then intended. Turn 9 is the recommended turn to use.

Does Percy's canon cause a patriot unit to break even when it is on defense?

Yes it does.

Part Two: Bunker Hill

1.0 Background

On June 17th, 1775 the British, with the addition of three new officers newly arrived from England (Howe, Burgoyne and Clinton), sought to avenge their previous humiliation by making an amphibious landing on a nearby peninsula and attacking Patriot works on Breed's Hill and Bunker Hill. Approximately three thousand English troops were committed against an inferior body of Patriot troops that continued to be reinforced during the battle. The stiff Patriot defense amazed Howe whose men were thrown back, one bloody charge after another.

Eventually Patriot ammunition ran low and British determination won the day. However Howe's one thousand casualties, one third of his force, prevented him from following up on his victory. As a result, the British remained bottled up by revolutionary forces until Washington's tactical decisions forced British withdrawal in March of 1776. Four months later the colonies declared their independence.

Bunker Hill lets players play out the events of June 17th, 1775 as they see fit. The player controlling the British forces will attempt to crush the rebel forces on the Charlestown peninsula. The player controlling the forces of the rebel Patriots will try to stand their ground for the first time in a pitched battle against the world renowned professional British soldiers.

Living Rules Edition as of 8/30/2017: This file has been updated with an FAQ and errata that does not appear in the 1st edition rule book.

2.0 Game Board

The game board is comprised of two parts. The outer part of the game board is made up of various tracks and areas used to record and provide information for the players. The map depicts the Charlestown peninsula near Boston.

Victory Point Track – Records the number of Victory Points each side has. The terms "Victory Points" and "VPs" are interchangeable.

Game Turn Track – Records the current game turn.

Draw and Discard Area – There are 22 Revolution Road cards included in the game. For Bunker Hill only 10 cards are used (see 11.1 Setup). Use these to form the draw deck by shuffling and placing them in the draw area. Each card drawn from the deck is placed face-up on the discard pile. Revolution Road cards determine the number of Actions players are allowed to make during the current turn. If the deck runs out, reshuffle the discard pile and return it to the draw pile.

Action Tracks – Both sides have Action and Reserve Action Tracks. The Action Track allows for a maximum of five Actions. The Reserve Action Track allows for a maximum of two Reserve Actions. Players use Actions and Reserve Actions during the Game Turn to perform game related functions. When the Action Track for both players indicates that no Actions remain the current game turn ends. Any Reserve Actions a player has left over when his Action Track reaches zero may not be used that turn and carry over to the next turn.

List of Player Actions – There are 12 Actions that players are allowed to use in Bunker Hill and they are listed on the game board. Each Action references the section of the rule book that describes it. Next to each Action is a space for a British Flag and a Patriot Flag. If a player's flag is depicted next to the Action, that player is allowed to perform the Action.

Muster Box – Entry area for Patriot reinforcements.

Ammo and Morale Track – Records the current ammunition status of the Patriot forces and also the morale of the Patriot force and the British force.

3.0 Game Map

The Game Map is composed of several different and distinct areas which make up the Charlestown Peninsula and its surrounding rivers. Each type of area may be referred to by specific terminology but every type of area with defined borders is a region. Counters located in regions perform various Actions related to either maneuver or combat. Regions sharing a common border are considered to be adjacent. Movement between regions is allowed if they are adjacent.

Stacking: Unless otherwise noted, each player may have a maximum of three military units including cannon in a land area. Leaders are not counted; any number of leaders may be in a region.

Land Areas – Land Areas are areas on the Charlestown Peninsula itself and are identified by their tan border lines. Land Areas adjacent to rivers will have a black border line along that portion of the area separating the land from the water.

Roads – Gray colored lines passing under border lines depict roads. Roads are shown only for historical purposes and do not influence movement.

Water Areas – There are three water areas located on the game map bordering the Charlestown Peninsula. The areas are the Mystic River, the Boston Harbor and the Charles River.

Mill Pond – The Mill Pond is shown on the map with a brown border separating it from the Charles River. The brown border was a dike and the pond itself was not navigable. For all intents and purposes, the Mill Pond is part of the Charles River and is shown for historic purposes only.

Landing Zones – Landing Zones are the areas used by the British to prepare their troops for landing. The terms "Landing Zones" and "Zones" are interchangeable. There are 6 Landing Zones shown on the map identified by a numbered circle. The 2 numbers separated by a slash mark in a Landing Zone circle contain the information pertaining to landing units onto a Staging Area. (3.5)

Staging Areas – Staging Areas are the land regions that share a border with a Landing Zone. These are named on the game map in white italics. Zones 2 and 3 each have two Staging Areas. The other Zones have one Staging Area.

Hillocks and Houses – There are three hillocks shown on the map which are represented by small brown circular areas. The small black squares, rectangles and other geometric shapes represent houses or buildings. Examples of both of these can be found in Staging Area 6. These features of the map are for aesthetic purposes only and do not have any effects upon game play. Note: These features can also both be found in the Charlestown regions which are covered separately in the rules.

Fleet Box – There are three Fleet Boxes on the game board. The British Fleet counter must always be located in one of the three Fleet Boxes. The Fleet Box and British Fleet counter are used in conjunction with the 6.4 Bombard Action and the 6.6 Naval Move Action. The Boston Harbor Fleet Box is considered adjacent to both the Charles River and Mystic River Fleet Boxes.

Town Regions – There are ten regions with green borders that make up the town of Charlestown (3.3). These regions are susceptible to Hot Shot fire when using the Bombard Action (6.4). They may also be Bombarded normally. The British player receives victory points by burning the regions.

Hilltops – There are three hills on the game map. Players are awarded victory points by occupying all the regions that make up a hilltop. Moulton's Hill is made up of one region, Breed's Hill two regions, and Bunker Hill three regions.

Slopes and Ridge lines – These are the brown areas surrounding and extending from the three hilltops. Brown regions adjacent to Hilltop regions are slopes. Brown regions that are not adjacent to hilltop regions are ridge lines. There are three ridge line regions. Note that the slopes of Moulton's Hill are not regions. They are considered part of the hilltop.

3.1 Terrain Combat Modifiers

Some regions affect combat because of the terrain or objects found within them. These regions contain two numbers separated by a slash. The numbers either add or subtract from the number of dice used in the combat. They do not modify the result of a die roll.

The number to the left of the slash modifies the number of dice rolled by the attacker when conducting Volley Fire into the region. This is referred to as the Volley Fire modifier.

The number to the right of the slash modifies the number of dice rolled by the defender in the region during Assaults. This is referred to as the Assault modifier.

Hilltops – Because of the advantage afforded by high ground, units firing from or assaulting from a hilltop region ignore any terrain modifiers. This includes adjacent hilltop regions.

Slopes and Ridges – Modifiers in slope or ridge regions are ignored if targeted from or assaulted from an adjacent slope or ridge region.

Rail Fence and Stone Wall – The yellow terrain modifiers are only used when the region is targeted or assaulted from a region adjacent to the rail fence or stone wall.

The Redoubt – The Redoubt region with the orange terrain modifiers mark the location of the main Patriot defensive works. The Redoubt region modifiers are always used if it is targeted or assaulted, even from its adjacent hilltop region.

3.2 Patriot Muster Box

Patriot troops arrived throughout the morning and early afternoon sent from the large force laying siege to Boston.

The Patriot Muster Box represents a large off-map area that is considered adjacent to the Charlestown Neck region. Any number of Patriot pieces are allowed in the muster box; no British pieces are allowed. Units in the Muster Box may not be attacked or targeted. Patriot reinforcements begin in this region.

3.3 Charlestown Regions

The residents of Charlestown left weeks before the battle. When the battle began, it was quite empty. British leaders had wanted to burn the town for some time but were reluctant to do so without an excuse. Once Patriot sniping began from the town the British had their excuse and soon started lobbing hot shot into the town. By the end of the day, the town and docks had been burned and destroyed.

The town of Charlestown is made up of ten regions identified green border lines. The rules refer to these regions as town regions. British counters must stop when they enter a town region. Patriot counters suffer no movement penalty.

British counters in or adjacent to a town region may be the target of a Snipe (6.9) Action performed by the Patriot player.

The Volley Fire Action (6.1) may target a town region if it only fires across no more than one town border. Attackers using Volley Fire roll one less die when the defender is in a town region. Defenders in a town region roll one additional die when defending against an Assault (6.2).

The British player may set fire to a region using the Hot Shot option of the Bombardment Action (6.4). Burned town regions are marked with an Ablaze Marker (4.6) and are worth Victory Points for the British player. At the end of each turn and at the end of the game, if any region of the town is on fire, the British player will roll to see if the fire spreads to other regions within the town (5.3).

3.4 Charlestown Neck

Charlestown Neck was a very thin, flat, featureless isthmus connecting the Charlestown peninsula with the mainland. Ships in the Charles River delivered blistering fire on the small strip of land whenever arriving Patriot troops tried to cross it in order to enter the fray. Fear of this Bombardment delayed the arrival of needed Patriot troops.

If the British Naval Counter is located in the Charles River, any Patriot Militia piece entering the Charlestown Neck region from the Patriot Muster Box is subject to a courage check. Each piece must roll one die. Add the combat strength of the Patriot Militia to the die roll. A roll of 1, 2, or 3 will make the piece retreat back into the Patriot Muster Box ending its move. Place a Moved Marker on the retreating piece.

3.5 Landing Zones and Staging Areas

There are six Landing Zones. Landing Zones are the light blue water areas that are adjacent to land regions. Each Landing Zone has a connecting yellow circle with three numbers within.

The large number in the circle is the Landing Zone Number. It is used to identify the Landing Zone.

There is no limit to the number of British pieces allowed in a Landing Zone. Patriot pieces are not allowed in a Landing Zone.

Land regions adjacent to Landing Zones are referred to as Staging Areas. Zones 2 and 3 have two Staging Areas. The other zones have one Staging Area. There is no limit to the number of British pieces allowed in a Staging Area. Patriot pieces are subject to the normal three piece limit in a Staging Area.

The number to the left of the slash is the Transport Number. It represents the number of pieces that can be moved from the Landing Zone to the Staging Area when using the 'Land Troops' Action.

The number to the right of the slash is the Staging Number. Before a 'Move' Action can be used to activate pieces in a Staging Area, the region must contain a number of pieces equal to or greater than the Staging Number. When pieces arrive in a Staging Area, they receive a Moved Marker. Once the Staging Number has been initially met for that area, all future restrictions are removed regarding this number and it may be ignored. Players may use a Moved Marker to indicate that the Staging Number has been met for an area by placing it in the Landing Zone.

4.0 Playing Pieces

The playing pieces used with Bunker Hill are made up of Markers and Counters. Counters, also referred to as "units", are placed in regions and represent military units and their leaders. Markers are placed on the game tracks to indicate values on the tracks. Markers are placed in regions as indicators that certain Actions have taken place.

4.1 Military Units

Military Units refer to a formation of soldiers. The counters used for military units are two-sided and have a strength point number on their unbroken side. This represents a unit that functions near or at its normal efficiency. The strength point number is equal to the amount of dice the unit rolls in combat.

The reverse face of a unit is referred to as its broken side. Broken units have no strength points. This represents a unit that has been in battle and suffered a loss of cohesion sufficient to render the unit temporarily incapable of combat Actions. At the end of the game, broken units may be worth victory points for their opponent.

If a hit is assigned to an unbroken unit, it is flipped to its broken side. If a hit is applied to a broken unit, it is considered destroyed and removed from the map. Note that a destroyed unit does not mean that all the soldiers in the unit have been killed or wounded. It represents the point where the unit has suffered enough losses of soldiers and cohesion that the unit abandons the battlefield. Destroyed units are worth victory points for their opponent.

Broken Patriot units moving without a leader may only move towards Charlestown Neck. Broken British units moving without a leader may only move toward their staging area.

Players may use the Rally Action if they have a leader in the same region as a broken unit (6.7) to flip it back to its unbroken side.

All military units score a hit on a roll of 5 or 6. (Note: This differs from From Boston to Concord). The number needed to score a hit can be modified due to range when conducting Volley Fire (6.1) or Cannonade (6.3).

British Regulars

Infantry made up of British Regulars were one of the premier fighting units of the time. Unbroken British Regular units are worth 2 strength points in battle; 0 strength points if broken.

British Marines

These were soldiers quartered on ships and also experienced with amphibious operations. Unbroken British Marine units are worth 3 strength points in battle; 0 strength points if broken.

Field Cannon

These were small mobile cannons. Field cannons have unlimited range and can hit any targets within their Line of Site (7.2). A fully manned field cannon has 2 strength points in battle. This is its full strength, undamaged side. The flip side of a field cannon has 1 strength point in battle and represents a damaged unit. Field cannons cannot be rallied. Field cannons count towards stacking limits.

Minutemen

Minutemen were dedicated units, well trained and determined to act on a moment's notice. Many minutemen had battle experience from the French and Indian War.

Unbroken minutemen are worth one strength point in battle; zero strength points if broken. Minutemen can retreat before defending against an Assault Action. If a Minutemen unit is paired with a Militia unit in the same region, the Militia unit can retreat along with the minutemen unit before defending against an Assault Action.

Patriot Militia

These were local men who chose to take up arms but who had little training and were sometimes poorly led. Because of this, their combat ability varied greatly.

Unbroken militia units have one of three different strength point values; zero, one, or two. Broken militia units have zero strength points.

An unbroken "0" militia unit is worth "1" strength point in combat if it can be paired one for one with a Patriot leader in the same region. An unbroken "0" militia unit may still absorb one hit and be flipped to its broken side.

Example: A region contains two Patriot leaders and three "0" strength militia. Two of the "0" strength militia are considered to have a strength of "1" and the other remains at a strength of "0".

The combat strength of militia is initially unknown. Hidden value militia units are initially used when being placed in regions. When an Action is taken that requires their strength to be known (e.g. when entering combat or breaking a unit for any reason), the hidden value militia unit is removed from the game and replaced with a randomly chosen militia unit taken from those that are available. An opaque draw cup is recommended for this random drawing.

4.2 Leaders

Leaders are two-sided. The top face of a leader is referred to as its healthy side. The reverse face of a leader is referred to as its wounded side. Wounded leaders cannot be flipped back to their healthy side but they may still rally broken military units. At the end of the game, wounded leaders may be worth victory points for their opponent. Leaders are needed to perform certain Actions. Leaders do not count toward stacking limits.

If a hit is assigned to a healthy leader, it is flipped to its wounded side. If a hit is applied to a wounded leader, it is considered killed and removed from play. Killed leaders are worth victory points for their opponent.

4.3 Wrong Ammo / Ammo Arrives

Historically the British field artillery played little part in the battle because the wrong artillery ammunition was sent with the cannons.

British field cannons may not fire at the beginning of the game. This is indicated by the Wrong Ammo Marker. Until the Marker is flipped to its Ammo arrives side, the British field cannons may not use any combat related commands.

The Wrong Ammo Marker starts the game by being placed on the Turn 4 space on the Turn Track. This is the earliest possible turn that the British may begin firing their field cannons in battle.

At the beginning of each turn starting with Turn 4 the British player starts checking to see if the correct Ammo arrives. The British player rolls a die and adds the current turn number to the result. If the total is 10 or greater, flip the Marker to its Ammo Arrives side. The British field cannons may then fire normally. Once flipped, it remains on the Ammo arrives side for the remainder of the game.

4.4 Copp's Hill Battery

The British shelled the defense works on Breed's Hill with batteries in Boston on Copp's Hill.

The battery on Copp's Hill may not be moved. It is activated by the Bombard Action. Its range of fire is shown on the Action Summary. It may not target a darkened region. The Copp's Hill Battery may target units or use the "Hot Shot" option to attempt to set Charlestown regions on fire (6.4).

4.5 Naval Fleet

The British had the ship-of-the-line HMS Somerset, the frigate HMS Glasgow, the sloops of War HMS Lively and HMS Falcon, the armed transport HMS Symmetry, two gun boats and two floating batteries supporting the battle. For simplicity, a single counter is used to represent the naval fleet.

There are three Fleet Boxes on the game map (3.0). The naval fleet counter begins the game positioned in the Boston Harbor Fleet Box. When the Naval Move Action is used, the fleet may move to an adjacent Fleet Box.

When the Bombard Action is used, the selected region must fall within the target area linked to the Fleet Box the fleet is in (6.4).

4.6 Ablaze Markers

Ablaze Markers are used to indicate town regions that are on fire. The British player uses the Hot Shot option of the Bombard Action in attempts to set a town region on fire.

4.7 Patriot Ammo Marker

The Patriot line weakened and collapsed due to lack of ammunition. This is simulated by having Patriot Ammunition gradually depleted during the battle.

The Ammo Marker is placed on the Ammo/Morale Track of the game board. It is used to track the amount of ammunition the Patriot forces have remaining (8.0).

4.8 Morale Markers

Each player's Morale Marker is placed on the Ammo/Morale Track of the game board. The markers are used to track the morale of the two combatants (9.0).

4.9 Panic Markers

The Panic Marker is used to show Patriot Militia units that have very bad morale. Militia units may become panicked when Patriot morale is at 12 or less (9.1).

4.10 Moved and Fired Markers

Pieces may only move and participate in combat Actions once each turn. Moved Markers are placed on pieces that moved. Fired Markers are placed on pieces that participated in combat. Pieces that have performed both functions during the turn may use a single Moved/Fired Marker instead of using both a Moved and a Fired Marker if desired. The Moved/Fired Marker is located on the reverse side of both Moved Markers and Fired Markers. Markers need not be placed on each individual counter. Counters with similar statuses in a region may be stacked or grouped separately near each other thereby requiring the use of only one Marker.

5.0 Turn Sequence

Revolution Road games are played in a series of turns. Each turn is split up into segments that players follow in a specific sequence. The segments making up the turn sequence are:

  • 5.1 Obtain Action Points
  • 5.2 Perform Actions
  • 5.3 End Turn

5.1 Obtain Action Points

Cards in Revolution Road are split in half on the diagonal. Patriot Actions Points are in blue, British in red. This is how many Actions each player receives at the beginning of a turn. The black oval in the center of a card may or may not contain a number of hash marks. This area of the cards pertains only to From Boston to Concord and is ignored in Bunker Hill.

At the beginning of the game shuffle the cards and place them face down in the deck area on the game board.

During the Obtain Action Points segment, the top card from the card deck is drawn and placed face-up on the gameboard in the discard area.

Consult the Scenario Set Up instructions (11.0) to see which cards are used in Bunker Hill.

Each player places his Action Marker on the corresponding space on his Action Track. Each player's Action Marker represents the number of Actions that remain for the player during the current turn.

At the beginning of each turn, if it is Turn 4 or later, roll to see if the correct British Ammo arrives for their cannons (4.3).

5.2 Perform Actions

The player with the highest number of Actions on the Action Track performs the first Action of the turn. Usually, both sides will have the same amount of Actions at the start of the turn. In this case, roll one six-sided die. The Patriot player goes first on even rolls and the British player goes first on odd rolls. Players alternate actions after that.

When an Action is taken, the appropriate player's Action Marker is moved one space to the left on the Action Track. Their opponent is then given the opportunity to perform an Action. Players continue performing Actions until each player's Action track reaches the zero space on the Action Track at which time the Action Phase ends.

When given the opportunity to perform an Action, if the player has more Action points than his opponent, the player must perform an Action.

If the player does not have more Action points than his opponent, the player may elect to take an Action normally, use a Reserve Action, or force their opponent to take the next Action by passing. If the Pass option is chosen in this regard the opponent must conduct an Action and may not Pass.

When a player's Action Marker is on the zero space and their opponent has Actions left on their track, the player may only pass and their opponent uses any remaining Actions he has left.

Reserve Actions

Each player has a Reserve Action marker that is placed on the Reserve Action Track of the game board to record the number of Reserve Actions each player has.

Each player is allowed to have a maximum of two Reserve Actions. Reserve Actions do not need to be used before the end of a turn and they are not lost when a turn ends. Reserve Actions do not count towards the number of Actions a player has. Reserve Actions are obtained by performing the Plan Action (6.11).

Reserve Actions can only be used if one of two conditions is met:

  • It is the player's turn to perform an Action and the player does not have more Action Points than his opponent.
  • It is the player's turn to perform an Action and the player has only one Action remaining.

When a Reserve Action is used, it reduces the Reserved Actions by 1. It does not affect the players Action track.

The Action Phase ends when both players have used all their regular Actions, even if they have Reserve Actions remaining. This marks the end of the turn.

5.3 End Turn

Remove all Moved, Fired, and Rally Markers from the board. Healthy leaders may remove Panic Markers (9.1). If this is not turn 10, advance the Turn Marker one space.

If applicable, roll to see if any fire spreads in Charlestown. During the End Turn Segment the British player rolls one die for each Charlestown space currently on fire that has at least one adjacent space that is not on fire. On a roll of 5-6 the fire spreads. The British player places a new Ablaze Marker in an adjacent space of his choice.

At the end of the game the British player rolls a die for every space that is not on fire that is adjacent to an area containing an Ablaze Marker. On a roll of 5 or 6 the fire spreads to that region and a new Ablaze Marker is placed. This may possibly add to the VP total for the British player.

6.0 Player Actions

During the Perform Actions game turn segment, players spend one Action Point per Action Round to perform an Action. The same action may be chosen multiple times each turn as long as any requisites that may exist for the action are met. Following is a list of Actions that may be chosen. Actions that the Patriot player may choose have a Patriot flag next to them. Actions that the British player may perform have a British flag next to them.

6.1 Volley Fire

Players use the Volley Fire Action to activate their units in a region allowing them to fire on enemy counters in a region up to two regions away. Units that have already fired may not use Volley Fire. The firing region must always have a LOS to the target region. Total the combat strength in the firing region and apply any Volley Fire modifier (3.1) in the target region. Roll the resulting number of dice. A firing unit hits an adjacent region on each 5 or 6 result on any of the dice. Targets that are two regions away are hit on a roll of 6. Place a fired Marker on the units that conducted Volley Fire.

Important: Players need not activate every unit in a region if so desired. They may activate any number of units in a single region. Field cannons are units and may be included when conducting Volley Fire. Place a Fired Marker only on the units that actually fired. Keep any units that do not fire separate from those that have a Fired Marker. Any remaining units that have not fired may be activated by a later Action.

6.2 Assault

Players activate a region to perform an Assault. The target of the Assault must be an adjacent region with enemy counters. Only counters that have not moved or fired may use the Assault Action. There must be as many healthy units in the Assault than healthy units defending. Do not count broken units or leaders. The Assaulting units move into the target region. The defending units then get one free round of combat. During the Assault, if the attacker ever has less healthy units than the defender, the Assault ends and the attacker retreats to the region from where the Assault was launched.

Note: Before the Assault begins the Patriot player may opt to carry out any retreats before combat if he is the defending player (7.1).

The defender gets one free combat roll for all defending units including any cannon. The attacker then applies any casualties to his force. After the free defense fire round, if the Assaulting player still has as many healthy units than the defender, combat continues simultaneously and may take one or more additional rounds with both players applying any casualties after each round. The combat continues until one player retreats or is destroyed. Either player may retreat voluntarily after any round of combat (7.1). The winner's surviving units remain in the region. When attacking, players always roll a number of dice equal to their combat strength. The defender rolls the number of dice equaling his combat strength plus the Assault Modifier, if any, in the defender's region (3.1). Hits are scored for each 5 or 6 result.

When the Assault ends place a Moved/Fired Marker on all counters that performed the Assault. Place a Fired Marker on any defending units that don't already have a Fired Marker.

Note: Defending units may be attacked more than once on the same turn. They still defend normally even if they already have a Fired Marker on them. They will not be able to perform any offensive actions if they have a Fired Marker however.

6.3 Cannonade

The player uses the Cannonade Action to activate their field cannons allowing them to fire on enemy counters in regions within their Line of Sight, or LOS (7.2). Field cannons have unlimited range as long as they can see their target. All field cannons that have not fired, even those in separate regions, may be activated with the Cannonade Action. Field cannon in different regions do not need to target the same region, however all field cannons in the same region do have to target the same region. Each field cannon rolls a number of dice equal to its combat strength to see if it scores a hit. Terrain modifiers in the target region have no effect in a Cannonade. A hit is scored on a roll of 5 or 6 if the target is within two regions away. If the target is beyond two regions then hits are applied only on a roll of 6. The defender only applies hits to healthy counters, one hit each. Any additional hits are lost. Place a Fired Marker on any field cannon that took part in a Cannonade.

6.4 Bombard

The British player uses the Bombard Action to activate their Naval Fleet and Copp's Hill Battery for firing. Both units are activated using a single Action and both can fire using the same methods although independently. The Charlestown Peninsula is split into three target areas. The target areas for Bombard are shown on the Bunker Hill player aid. The location of the firing unit determines the target area of the bombard. The Copp's Hill Battery always uses the Boston Harbor / Copp's Hill target area. The British Fleet uses the target area associated with the Fleet Box it is in. Line of Sight rules (see 7.2) do not apply to Bombardments; the player aid sheet must be consulted to see if a region may be targeted by the firing unit. Fired Markers are not placed on the Bombarding units. The Copp's Hill Battery may not be moved.

Both the Naval Fleet and the Copp's Hill Battery may Bombard regions in their target area that contain at least two healthy Patriot counters or they may use the "Hot Shot" option to attempt to set a Charlestown region in their target area on fire. Each unit targets and fires separately during activation. One may target units and the other attempt to set a town region on fire if so desired. When targeting units, two dice are rolled scoring a hit on each 6. Units in Staging Areas are hit on each 5 or 6. Terrain modifiers have no effect. The Patriot only applies hits against unbroken/healthy/undamaged units including field cannons. Broken/wounded/damaged units may not be targeted or assigned hits.

Historical Note: During the battle, the British were taking sniper fire from within the town of Charlestown. The British Admiral Graves had been advocating the burning of the town. Now he had an excuse. His ships (represented by the Fleet counter in the game) were ordered to prepare their cannonballs by heating them until they glowed red hot for firing into the wooden buildings to set them ablaze. The battery on Copp's Hill was sent special shells called "carcasses" which were iron balls filled with inflammable material designed to set their targets on fire. For game purposes these are both referred to as "Hot Shot".

When targeting town regions in Charlestown, in lieu of targeting military units, Hot Shot may be chosen in an attempt to set the town region on fire. Only one die is rolled if the Hot Shot option is chosen. The region is set on fire on a roll of 4-6 and an Ablaze Marker is placed in the region. Terrain modifiers have no effect on the roll. No more than one Ablaze Marker may be placed by means of the Bombard Action during each Perform Actions Turn Segment (5.0), i.e. once per game turn. If the Bombard Action is taken again on the same turn after an Ablaze Marker has been placed, only military units may be targeted. If a counter is in a region with an Ablaze Marker, it is immediately moved to an adjacent region. If all adjacent regions have Ablaze Markers or are River Areas, the counter is destroyed.

6.5 Land Move

The player chooses a region that has his counters. Counters in that region that have not moved may do so. Units may move up to three regions. Leaders may move up to four regions. Counters must stop when moving to a region that is adjacent to enemy units. No unit may enter any Charlestown region that is on fire (containing an Ablaze Marker). Terrain and roads in regions have no effect on movement. Due to the danger to British counters, the British must stop their movement when entering a Charlestown region. This does not affect Patriot counters. Place a Moved Marker on the counters that moved. Stacking must be observed during movement.

Stacking Limitation: Unless otherwise noted, each player may have a maximum of three military units including cannon in a land area. You may not move through other units if at any time during the move it would cause an over-stacked condition (Exception: See 7.1 Retreat). Leaders are not counted; any number of leaders may be in a region.

6.6 Naval Move

The British player moves the British naval fleet counter from one Fleet Box to an adjacent Fleet Box (3.0). The Naval Box the Fleet counter is in determines the target area the fleet may fire at when it uses the Bombard Action (6.4).

6.7 Rally

The player selects a region with broken units and at least one leader. Each leader can flip one broken unit in the region. A damaged field cannon may not be flipped. Wounded leaders may not be flipped but may perform the Rally Action on broken military units. A leader may only rally one unit per turn. Place a Rallied Marker on the leader that performs the rally. Rallying has an impact on morale (9.0).

6.8 Reorganize the Line

The Reorganize the Line Action allows a player to reorganize his counters in two adjacent regions; counters in one region may move to the other region and vice versa as desired by the player, essentially trading places. Units performing this Action must not have a Moved Marker. The stacking limit must be observed at the conclusion of the Action; it does not need to be observed during the Action. All counters that moved are given a Moved Marker.

6.9 Snipe

The Patriot player targets a region in or adjacent to Charlestown that has unbroken or healthy British pieces. The targeted British pieces must be adjacent to at least one town region that is not on fire. Patriot units are not required to be present to perform the Snipe Action (there were small groups of snipers spread throughout the town). One die is rolled. A hit is scored on a roll of 5-6. If a hit is scored, the British player may only assign hits to unbroken or healthy pieces. Broken/wounded units and field cannons may not be targeted or assigned hits.

6.10 Land Troops

The British player uses this command to move counters from a Landing Zone to an adjacent Staging Area as described in section 3.5. Place a Moved Marker on each unit that landed.

6.11 Plan

Players may only use the Plan Action when their Action Marker is on the 1 space of the Action Track. The Plan Action earns the player one Reserve Action Marker. Move the Action Marker to the 0 square and move the player's Reserve Action Marker up one space on the Reserve Action Track. This ends the player's Actions for the turn. His opponent then uses any remaining Actions he may have and the turn then ends.

Each player may have a maximum of two Reserve Actions.

6.12 Pass

Normally the Pass Action is a free Action but players may spend an Action to pass and do nothing if they find themselves in a situation where they have no legal Actions to take, or they don't want to take an Action but want to move their Action Marker down on the Action Track.

An Action Summary sheet has been provided to assist players not yet familiar with playing the game.

7.0 Battles

Battles occur via Volley Fire (6.1), Assaults (6.2), Cannonades (6.3), Bombardments (6.4) and Sniping (6.9).

Players deal with each hit scored against them by applying the hit to one of their pieces in the targeted region. A hit may be applied to an unbroken or healthy piece by flipping the piece to its other side. A hit may be applied to a broken or wounded piece by removing the piece from the game. Players at their discretion may apply hits to leaders or field cannons even if other pieces are present. Hits have an impact on morale (9.0).

7.1 Retreat

Retreats are only allowed in Bunker Hill is as a result of an Assault Action (6.2). Retreats can be either mandatory (6.2) or voluntary. Patriot Minutemen may retreat before battle if so desired and may be paired one for one with a Militia unit in the same region and retreat together. Militia units may not retreat before combat without being paired with a Minuteman unit or a leader. If the attacking player retreats, it is back to the region where the Assault began. If the defending player retreats, it must be to a rear region away from the direction where the Assault took place. Retreating units may retreat additional regions if and only if it is necessary because of over stacking. This would be the exception to temporarily over-stacking while moving units through regions containing other units. At the end of each round of combat, either player has the option to retreat some or all of his units in the region.

7.2 Line of Site (LOS)

When conducting ranged combat such as Volley Fire or Cannonade, the attacking region must be able to see the target region. Because of elevation, terrain features, or military units this may not be possible.

LOS rules: All firing is assumed to follow a straight line measured from the approximate center of a region to the approximate center of another region. A rubber band and ruler can be used to check for line of sight if desired. If an obstacle can be observed from both sides of the line then the LOS is blocked. The designers encourage players to try to envision the terrain and any obstacles on the battlefield if a disagreement arises regarding LOS. If players still cannot agree then any dispute should be resolved by a friendly die roll.

Terrain Elevations

There are 3 levels of elevation used in the game. These will help to determine if a target can be seen or not. This is known as Line of Sight, or LOS. The 3 levels are:

  • Elevation 0: Generally speaking this is ground level or sea level. The majority of regions on the board are Elevation 0 and are colored light green.
  • Elevation 1: These are the brown slopes and ridge lines on the board. Generally speaking these are elevations representing anywhere from about 15 to 90 feet.
  • Elevation 2: These are the hilltop regions of Bunker Hill, Breed's Hill and Moulton's Hill and are colored dark green. These hilltops ranged from a low elevation of 35 feet (Moulton's Hill) to 110 feet (Bunker Hill). For simplicity sake these are all counted as being Elevation 2 regions. Note: The region containing Moulton's Hill also contains brown slope areas. The entire area is considered to be Elevation 2 with the slopes and any bleed over into adjacent regions being ignored.

LOS rules do not apply to Bombardments. Consult the player aid card for targeting regions when using the Bombard Action.

Leaders in a region alone without military units do not block LOS.

A region always has a LOS to an adjacent region.

Regions of the same elevation have LOS to each other unless the LOS passes through a region of higher elevation or one containing any military units.

Generally speaking, units firing from Elevation 2 regions can see over lower elevations and intervening military units, however, if passing through an Elevation 1 region that is not adjacent to the firing region to an Elevation 0 region that is immediately behind that region, then the Elevation 0 region is considered to be a blind region. Note that the converse is also true. Units firing from the blind Elevation 0 region could not see the Elevation 2 region using the same example.

Example: A Patriot field cannon occupies the region on Breed's Hill containing the "Redoubt" and wants to fire into Staging Area 6. The LOS is blocked by the intervening Elevation 1 ridge line in the region immediately adjacent to the target region making it a "blind region". Conversely, any field cannon in Staging Area 6 could not see the "Redoubt" region due to the Elevation 1 ridge to its immediate front. However, there would be LOS to and from an Elevation 0 region that was two regions beyond the ridge.

Note: Due to the irregular shapes of the different regions on the map this rule may not always be the case. It is suggested that, if in doubt, players measure the distance from the target to the intervening obstruction and from the firing region to the intervening obstruction. If the obstruction is closer to the lower elevation then LOS is blocked.

Units on Elevation 1 regions have LOS to all Elevation 0 regions unless there is an obstruction between the two regions. Intervening military units do not block LOS in this instance as they may be fired over top of. Note that the converse of this example is also true.

Draw a line between regions. LOS is blocked if passing through an Elevation 2 region to or from a lower elevation.

Units may fire into but not through town regions.

8.0 Patriot Ammunition

"Don't fire till you see the whites of their eyes!"

This famous quote has been attributed to several different leaders in the Breed's Hill redoubt. The Patriots knew their ammunition was limited and they wanted to make their volleys count. The ability for Patriot leaders to keep their men in the lines and holding their fire until the charging British closed was one of the main reasons the British were repeatedly beaten back from the redoubt. Even so, eventually the lines weakened and collapsed due to lack of ammunition. This is simulated by having Patriot Ammunition gradually depleted during the battle.

The Ammo Track on the game board is used to track how much ammunition the Patriot player has. At the beginning of the game, the Ammo Marker starts on the 24 space.

Some Actions taken by the Patriot cause the Ammo Marker to be moved towards the zero space of the Ammo Track.

  • Using the Volley Fire Action moves the Ammo Marker down 1 space.
  • When involved in an Assault, the Patriot player moves the ammo marker down one or two spaces. If the Patriot is defending, using the free defensive fire attack moves the Ammo Marker down one space. The Patriot player may optionally decide not to use the free defensive fire roll to conserve ammo. Participating in the Assault whether attacking or defending causes the Ammo Marker to move down one space.
  • Using the Cannonade Action does not move the Ammo Marker.

When the Ammo Marker reaches the 12 of the Ammo Track, the Patriot player suffers the following penalties:

  • The Patriot is limited to rolling a max of 3 dice in combat.
  • The Patriot may not use the Snipe Action.

When the Ammo Marker reaches the 0 of the Ammo Track, in addition to the above penalties, the Patriot player also suffers the following penalties:

  • The Patriot is limited to rolling a max of 2 dice in combat.
  • The Patriot may not use the Assault Action to attack.
  • The Patriot may only Volley Fire into an adjacent region.
  • The British may Assault regardless of who has the most units in the Assault region.

9.0 Morale

Morale is tracked for each player throughout the battle by using Morale Markers. Each player's Morale Marker begins on the 24 space of the Morale Track.

The ebb and flow of the battle can cause the Markers to move both up and down on the track:

  • Move the Marker down one space when a player's unit is broken.
  • Move the Marker up one space when a player's unit rallies.
  • Move the Marker down one space when a player's leader is wounded.
  • Move the Marker down one space when the player's unit is destroyed.
  • Move the Marker down two spaces when a player's leader is killed.

When the Morale Marker reaches 12, the Patriot militia units begin to panic. Patriot and British demoralization occurs when the Morale Marker reaches the 0 space of the Morale Track.

9.1 Patriot Panic

At the beginning of every turn where the Patriot Morale Marker is at or below 12, the British player chooses one region where militia is adjacent to at least one British unit. Each unbroken militia unit in the region must make a courage check by rolling one die. The Patriot player adds the militia's combat strength to the die roll. If the result is 1-4, the unit panics. Flip the unit to its broken side and place a Panic Marker on the militia. Any broken units, Minutemen or Militia, in the region are automatically given a Panic Marker. Move each panicked unit 3 regions towards the Muster Box. Units may move further if forced to do so because of stacking limitations.

Panicked units may not be activated by any Action. If a Panicked unit is the target of any ranged fire and survives it moves 3 additional regions towards the Muster Box. If any Panicked units become the target of an Assault, they are destroyed.

At the end of the turn, if the Morale Marker has not reached the 0 space, each healthy leader may remove one Panic Marker from the region they are in.

9.2 Patriot Demoralization

Minutemen are unaffected by Demoralization. If at any point the Patriot Morale Marker reaches the 0 space, the Patriot suffers Demoralization and has the following penalties for the remainder of the game:

  • Militia moves three regions toward the Muster Box (done only once at the moment the Morale Marker reaches the 0 space).
  • Militia activated for movement may only move towards the Muster Box.
  • Patriot may not use the Rally Action.
  • Patriot player loses all Reserve Action Markers and may not use the Plan Action.
  • Patriot player receives one less Action point from their card draw.
  • Patriot Militia only hit on a roll of 6.
  • Patriot may not recover from demoralization.

9.3 British Demoralization

If at any point the British Morale Marker reaches the 0 space, the British suffers Demoralization and has the following penalties for the remainder of the game:

  • British may no longer use the Rally Action.
  • British units subtract one die from their Volley Fire and Assault rolls.
  • British receive one less Action Point from their card draw. British lose all Reserve Action Markers and may not use the Plan Action.
  • British may not recover from Demoralization.

9.4 Mutual Demoralization

If both the Patriot and British players suffer demoralization, the game immediately ends.

10.0 Determining Victory

Victory Points are awarded to the players as shown on the Bunker Hill Player Aid.

The Patriot player wins if he has more victory points than his opponent whether demoralized or not. The British player wins if he has more victory points than his opponent whether demoralized or not. If tied, the British player wins if in control of more hill regions than the Patriot player otherwise the Patriot player wins.

11.0 Optional Bunker Hill Rules

Any of the following rules may be used if agreed upon by both players.

11.1 Redoubt and Wall Defensive Positions

Patriot units in the redoubt region on Breed's Hill and the two wall regions have a strong defensive advantage. When applying hits to counters in those regions, the Patriot player ignores the first hit scored by the British and then applies the remainder.

11.2 More Patriot Ammunition Options

The Patriot Ammo Marker may also be affected by the following:

  • At the cost of moving the Ammo Marker down one space, Patriot player adds one die to a Volley Fire.
  • At the cost of moving the Ammo Marker down two spaces, the Patriot player hits on 4-6 when defending an Assault.
  • At the cost of moving the Ammo Marker down four spaces, the Patriot player hits on 3-6 when defending an Assault.

11.3 Optional British Landing Zones

The British player may use any landing zone for the turn 3 and 6 reinforcements.

12.0 Scenarios

12.1 Bunker Hill

2 Player: British vs Patriot / 10 Turns

The British seek to push the Patriots off the Charlestown peninsula. Historically the British won the day when out of ammunition the Patriots saw their lines broken and their troops running for the rear. If the British had not been so badly mauled the Patriots would have been pursued. British General Clinton admitted, "It was a dear bought victory, another such would have ruined us." Patriot general, Nathanael Greene opined "I wish we could sell them another hill at the same price."

Set-up

Determine sides. One person plays the part of the British Loyalists (hereafter called the British player). One person plays the part of the Patriot Revolutionaries (hereafter called the Patriot player). For the Bunker Hill game, use only the following 10 cards (numbers in lower right hand corners): 1, 6, 8, 10-14, 16 & 17. Shuffle cards and place them facedown on the board. Give each player 4 six-sided dice (red-British, blue-Patriot).

Place Markers

Place the Action, Reserve and Victory Point Markers in their appropriate tracks on the board starting on the zero space. Place the Ammunition Marker on the 24 space of the Ammunition Track. Place each player's Morale Marker on the 24 space of the Morale Track.

Place all 21 Unknown Strength Militia pieces (units with question marks) within easy reach. These are used for initial Militia Unit placements on the map. Place all 21 numbered Patriot Militia pieces (5-zeros, 11-ones, 5-twos) in a cup or randomized with their broken side up within easy reach. This is the Militia Draw Pool.

Place Action and Reserve Markers on the Action Track 0 spaces. Place the Victory Point Markers on the Victory Point track space 0.

Place the Moved/Fired, Ablaze, Panic and Rally Markers off board within easy reach of both players.

Place the Game Turn Marker on the first space of the Game Turn Track. Place the Wrong Ammo Marker on space 4.

Place British Units

At Start

  • Place a total of 5 British Regulars as desired in either or both Landing Zone 2 Staging Areas.
  • Place 10 British Regulars, 2 Field Artillery, Leaders Gage and Pigot in Landing Zone 2.
  • Place the Copp's Hill Battery on Copp's Hill.
  • Place the British Naval Fleet in Boston Harbor.

Turn 3 Reinforcements: Place 5 British Regulars, 2 British Marines, Leaders Howe and Abercrombie in Landing Zone 2.

Turn 6 Reinforcements: Place 4 British Regulars, 2 British Marines, Leader Clinton in Landing Zone 2 or 3.

Place Patriot Counters

At Start

  • Place 7 Minutemen, 5 Unknown Militia Markers, 1 Field Artillery, Leaders Ward, Putnam, Prescott, Knowlton and Callender as desired within stacking limits in any regions other than Moulton's Hill that have defensive die roll modifiers.
  • Place 3 Unknown Strength Militia pieces, leaders Stark and Nixon in the Muster Box.

Turn 2 Reinforcements: Place 3 Unknown Strength Militia pieces in Muster Box.

Turn 3 Reinforcements: Place 3 Unknown Militia pieces in Muster Box.

Turn 4 Reinforcements: Place 3 Unknown Militia pieces in Muster Box.

Turn 5 Reinforcements: Place 4 Militia, Leaders Reed and Woodbridge in Muster Box.

12.2 Solitaire Rules

A. Setup

British

  • Place eight British Regulars in each of the two landing zones (not staging areas) chosen. (If using three landing zones, place five in each).
  • Place each of the two British leaders, Gage and Pigot in separate landing zones (not staging areas).
  • Place each of the two British artillery units in separate landing zones (not staging areas).
  • Place 1 British Artillery on Copp's Hill.
  • Place 1 British Naval Fleet in Boston Harbor.

If using three landing zones place units evenly between them with the destinations of any odd units rolled for.

Patriots

  • Place Patriot units based on the scenario chosen.

B. Place Reinforcements on the Turn Track

  • Turn 1: Place 3 Patriot Militia, leaders Stark and Nixon
  • Turn 2: Place 3 Patriot Militia
  • Turn 3: Place 3 Patriot Militia and 6 British Regulars, 2 Marines Howe & Abercrombie
  • Turn 4: Place 3 Patriot Militia
  • Turn 5: Place 4 Patriot Militia, Reed & Woodbridge and 4 British Regulars, 2 Marines and Clinton

Exclusive Rules

Objectives:

British: The British player chooses one of six objectives at the beginning of each scenario but can upgrade his objective as the game progresses. The British Bot rolls a die to determine its objective. Objectives provide additional VPs at the end of the game.

Patriot: To survive with the most VPs.

  • Bot – Bot player chooses actions according to the bot instructions.
  • Card Draw – Cards containing hash-marks are ignored in the Bunker Hill solitaire scenarios.
  • Combat results – After rolling a hit, roll again to determine a random unit within a targeted region. Follow this procedure whether using Volley Fire, Assault, Cannonade or Bombardment.
  • Ambush, British Charge, and Forced March actions are not used in the Bunker Hill scenarios.
  • Opportunity Fire – There is no Opportunity Fire in the Bunker Hill Scenarios.
  • Rally – Each Healthy leader will rally one unit in the same region automatically. Wounded leaders do so on a roll of 4-6. Broken British Marines rally on a 3-6. Broken Patriot Minutemen and British Infantry rally on a 5-6. Broken Patriot Militia without a leader rally on a roll of 6.
  • British Landings – The British player/Bot may land two units per landing action in the #1 & #2 British landing zones.
  • Stacking – Staging areas have no stacking restrictions so British units may retreat into a staging area without detrimental effects. However, only three British units at a time may be activated to rally, move or fire in a staging area. Any number of leaders may be activated in a Staging area.
  • British Leaders – British leaders are not subject to sniping when making a water landing.
  • Patriot Leaders – Each Patriot leader prevents one accompanying unit from making a courage roll when crossing the Charleston Neck region.

Victory points

  • Variable VPs depending on occupation of British Objective regions
  • 1 VP for each destroyed unit or leader killed
  • 1/2 VP for each broken or panicked unit
  • 0 VP for wounded leaders that survive attrition rolls
  • -1 VP to the Patriots if demoralized
  • -1 VP to the Patriots if ammunition is reduced to 0.
  • -1 VP to the British if the British have not captured any objective regions (Penalty is ignored if at least one unbroken British unit is adjacent to at least one British Objective)

12.3 Bunker Hill Solitaire Scenario (British)

1 Player: British vs the Patriot Bot / 5-10 Turns

You as the British player are about to land and organize ashore eager to assault the Patriot defense works. You determine which military objective(s) you will pursue and set up accordingly. The Patriot positions are determined after the British have stationed their forces. The length and difficulty of the game depends on the objective(s) you pick. You may at any time upgrade your objective to seek a larger objective(s) but once committed you may not downgrade your objective. The length of a scenario is tied to your chosen objective, therefore, upgrading from British objective #1 to British objective #8 increases turn length from 5 turns to 8 turns. Remember, there is a greater chance of failure the more you upgrade your objectives. Regardless of the objective, your set-up always begins turn #1.

  1. Reveal card and mark action track
  2. Alternate taking actions
    • a. If Patriot – choose any available action
    • b. If British - follow bot instructions. The British Bot can be found on the Bunker Hill Solitaire British Bot Sheet.
  3. Adjust Action, Ammunition and Morale Tracks
  4. When all British & Patriot actions have been used, begin again at 1 or determine victory.

British Objectives

As the British player, freely choose a British Objective, or choose by rolling a die.

  1. Clear and/or Burn Charlestown. (5 TURNS) Delete the artillery from this scenario. Divide the remaining units equally between landing zones #5 & #6. Maximum stacking in Charlestown for either side is still three units but only two of those three units may fire during volley Fire and during Assault. British must be in possession of or have burned six or more Charlestown regions to achieve this objective. (Add 1 VP if achieved, +1 for each Charlestown region over 6 that is burned or captured by the British. Note a leader cannot hold a region on his own).
  2. Capture Northern Defense works. (6 TURNS) If chosen at the start of the game, divide and place your units equally between landing zones #2 & #3. If chosen as an upgraded objective, change your landing zones to #2 & #3 (Add 2 VPs per objective region captured)
  3. Capture Breed's Hill. (7 TURNS) If chosen at the start of the game, divide and place your units equally between landing zones #3 & #4. If chosen as an upgraded objective, change your landing zones to #3 & #4. (Add 2 VPs for each objective region captured)
  4. Capture Bunker Hill & one other objective. (8 TURNS) If chosen at the start of the game, divide and place your units equally between landing zones #1 & #2. If chosen as an upgraded objective, change your landing zones to #1 & #2. (Add 2 VPs for each objective region captured)
  5. Capture the Charlestown Neck & one other objective. (8 TURNS) If chosen at the start of the game, divide and place your units between #1 & #2. If chosen as an upgraded objective, change your landing zones to #1 & #2. (Add 2 VPs for each objective region captured)
  6. Meet any three objectives. (9 TURNS) Determine three objectives to be taken (from the following: Charlestown Neck, Bunker Hill, Northern Defense Works, Breed's Hill, Charlestown) divide your landings equally between any three landing zones. If chosen as an upgraded objective, add one additional landing zone to your two original landing zones – you no longer need to divide your landings equally between the zones but may land troops as you see fit. (Add 1 VP for each objective region captured, -2 VP if none are captured, instead of -1 as listed in the earlier VP schedule)

Patriot Defense Set-up

Use the Patriot defense Set-up that fits the current British objective:

Charlestown Objective:

  • a. Place 1 minuteman unit in the Northern region of the Northern Defense Works.
  • b. Place a minuteman and 1 militia unit in the Southern region of the Northern Defense Works
  • c. Place 1 militia, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • d. Place 1 cannon, 1 minuteman unit and 1 leader in the southern Breed's Hilltop region.
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the slope region adjacent to the Breed's Hilltop Defense Works on the Charlestown side of the hill.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in each of the two interior Charlestown regions (those regions completely surrounded by other town regions)

Northern Defense Objective:

  • a. Place 1 Minuteman unit in the southernmost Bunker Hilltop region.
  • b. Place 1 militia, 1 minuteman and 1 leader in the coastal region between the Northern Defense Works and Bunker Hill.
  • c. Place 1 militia, 1 minuteman unit and 1 leader in the slope region between the Northern Defense Works and Breed's Hill.
  • d. Place 1 cannon, 1 minuteman unit and 1 leader in the Southern region of the Northern Defense Works
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the Northern region of the Northern Defense Works.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • g. Place 1 militia and 1 minuteman unit in the remaining Breed's Hilltop region.

Breed's Hill Objective:

  • a. Place 1 minuteman unit in the Northern region of the Northern Defense Works.
  • b. Place a minuteman and 1 militia unit in the Southern region of the Northern Defense Works
  • c. Place 1 militia, 1 minuteman unit and 1 leader in the slope region between the Northern Defense Works and Breed's Hill.
  • d. Place cannon, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the remaining Bunker Hilltop region.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in the slope region adjacent to the Breed's Hilltop Defense Works on the Charlestown side of the hill.
  • g. Place 1 militia, 1 minuteman unit and 1 leader in the Charlestown region nearest the previously placed slope region.

Bunker Hill Objective:

  • a. Place 1 militia unit in the Charlestown Neck region
  • b. Place 1 cannon, 1 minuteman unit and 1 leader in the center Bunker Hilltop region.
  • c. Place 1 militia, 1 minuteman unit and 1 leader in both remaining Bunker Hilltop regions.
  • d. Place a minuteman unit in the Southern region of the Northern Defense Works
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the Northern region of the Northern Defense Works.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • g. Place 1 militia and 1 minuteman unit in the remaining Breed's Hilltop region.

Any Three Objectives: Roll a die to determine Patriot Set-up.

  • 1-2: Use Breeds Hill Set-up
  • 3-4: Use Bunker Hill Set-up
  • 5: Use Charlestown Set-up
  • 6: Use Northern Defense Set-up

12.4 Bunker Hill Solitaire Scenario (Patriot)

1 Player: Patriot vs the British Bot / 5-10 Turns

The British are about to land and organize ashore eager to assault your defense works. The British have not yet indicated which military objective(s) they will pursue. You, the Patriot player must make your best guess as to where the British will concentrate and set up your defenses accordingly. The length and difficulty of the game depends on the British objective. Regardless of which objective is chosen, set-up will always begin on turn #1.

  1. Reveal card and mark action track
  2. Alternate taking actions
    • a. If Patriot – choose any available action
    • b. If British - follow bot instructions. The Patriot Bot can be found on the Bunker Hill Solitaire Patriot Bot Sheet.
  3. Adjust Action, Ammunition and Morale Tracks
  4. When all British & Patriot actions have been used, conduct British Final Fire then begin again at 1 or determine victory.

Roll a die to determine the British Objective(s). British Bot cannot upgrade its objectives(s). The scenario ends when the British achieve their objective(s) or when the last action of a scenario is taken. The Patriot player receives 1 VP if the British do not capture any objective regions:

  • 1 – Clear and/or Burn Charlestown (5 TURNS) Delete the artillery from this scenario. Divide the remaining units equally between landing zones #5 & #6. Maximum stacking in Charlestown for either side is still three units but only two of those three units may fire during volley Fire and during Assault. British must be in possession of or have burned six or more Charlestown regions to achieve this objective. (Add 1 VP if achieved, +1 for each Charlestown region over 6 that is burned or captured by the British. Note a leader cannot hold a region on his own). Use Patriot set-up #1
  • 2 – Capture Northern Defense works (6 TURNS) Divide and place your units equally between landing zones #2 & #3. (Add 2 VPs per objective region captured). Use Patriot set-up #2
  • 3-4 – Capture Breed's Hill (7 TURNS) Divide and place units equally between landing zones #3 & #4. (Add 2 VPs for each objective region captured). Use Patriot set-up #3-4
  • 5 – Capture Breed's Hill and Charlestown Neck (8 TURNS) Divide and place units equally between landing zones #1 & #2. (Add 2 VPs for each objective region captured). Use Patriot set-up #2
  • 6 – Capture Bunker Hill (9 TURNS) Divide and place units equally between landing zones #1 & #2. (Add 2 VPs for each objective region captured). Use Patriot set-up #5-6

Choose your Patriot defense focus then place your Patriot units as instructed:

1. Charlestown Objective:

  • a. Place 1 minuteman unit in the Northern region of the Northern Defense Works.
  • b. Place a minuteman and 1 militia unit in the Southern region of the Northern Defense Works
  • c. Place 1 militia, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • d. Place 1 cannon, 1 minuteman unit and 1 leader in the southern Breed's Hilltop region.
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the slope region adjacent to the Breed's Hilltop Defense Works on the Charlestown side of the hill.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in each of the two interior Charlestown regions (those regions completely surrounded by other town regions).

2 – Northern Defense Objective:

  • a. Place 1 Minuteman unit in the southernmost Bunker Hilltop region.
  • b. Place 1 militia, 1 minuteman unit and 1 leader in the coastal region between the Northern Defense Works region and Bunker Hill.
  • c. Place 1 militia, 1 minuteman unit and 1 leader in the slope region between the Northern Defense Works and Breed's Hill.
  • d. Place 1 cannon, 1 minuteman unit and 1 leader in the Southern region of the Northern Defense Works
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the Northern region of the Northern Defense Works.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • g. Place 1 militia and 1 minuteman unit in the remaining Breed's Hilltop region.

3, 4 – Breed's Hill Objective:

  • a. Place 1 minuteman unit in the Northern region of the Northern Defense Works.
  • b. Place a minuteman and 1 militia unit in the Southern region of the Northern Defense Works
  • c. Place 1 militia, 1 minuteman unit and 1 leader in the slope region between the Northern Defense Works and Breed's Hill.
  • d. Place cannon, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the remaining Bunker Hilltop region.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in the Southern slope region adjacent to the Breed's Hilltop Defense Works on the Charlestown side of the hill.
  • g. Place 1 militia, 1 minuteman unit and 1 leader in the Charlestown region nearest the previously placed slope region.

5, 6 – Bunker Hill Focus:

  • a. Place 1 militia unit in the Charlestown Neck region
  • b. Place 1 cannon, 1 minuteman unit and 1 leader in the center Bunker Hilltop region.
  • c. Place 1 militia, 1 minuteman unit and 1 leader in both remaining Bunker Hilltop regions.
  • d. Place a minuteman unit in the Southern region of the Northern Defense Works
  • e. Place 1 militia, 1 minuteman unit and 1 leader in the Northern region of the Northern Defense Works.
  • f. Place 1 militia, 1 minuteman unit and 1 leader in the Breed's Hilltop Defense Works.
  • g. Place 1 militia and 1 minuteman unit in the remaining Breed's Hilltop region

Bunker Hill FAQ

An unlimited amount of British units can be in a Staging Area but, how many of them can move or shoot with the corresponding action?

When a region is activated, everything in the region is eligible to participate in the action if the prerequisites are met. For instance, all units in a region can perform Volley Fire if they do not have a fired marker. All units in a region may Move if they do not have a moved marker. All units in a region may Assault if they do not have a moved/fired marker.

In regards to units in a staging area, Move works normally but Volley Fire and Assault is limited to stacking restraints:

  • The Move action allows all units eligible to move to do so but when leaving the staging area stacking limits must be observed and units must stop when they enter a region adjacent to unbroken enemy units. They do not have to follow the same path or go to the same region. If there are five British Regulars in a Staging Area, a max of three could be moved followed by the other two (or any combination thereof as long as no more than three move at a time.
  • The Volley Fire action allows eligible units to fire to an adjacent region up to normal stacking limits. In other words if there are five British Regulars in a Staging Area, a max of three can Volley Fire to an adjacent region with the action. The other two could volley fire with a subsequent action.
  • In regards to a Staging Area, the Assault action works the same way as the Volley Fire action; a max of three eligible units can assault a region accompanied by a leader.

Can units in any region move or fire to different regions with the same order or do they have to do it to the same one? My guess, according to the campaign cannon, is that the right answer is the last one.

Units can move to any region on any path as long as stacking limits are observed and as long as they stop when entering a region adjacent to unbroken enemy units other than a leader.

For Volley Fire and Cannonade, units firing from a region must target the same region.

Can units withdraw to different regions or they must do it to the same one?

It must be the same region unless stacking prohibits it at which point it can be multiple regions.

Can you use the Snipe action from a burning town region?

No.

How do wounded leaders and broken Minute Men work regarding rally and withdrawal before combat, respectively?

Wounded leaders and broken minutemen may not be paired with militia when withdrawing before an assault. Wounded leaders and broken minutemen may withdraw.

Minutemen, whether broken or not, may not rally broken militia. Wounded leaders may rally broken militia.

In the BH solitaire section for rallying, what does "wounded leaders do so on a role of 4-6" refer to. Also it appears that units can rally without any leader; if so, how many can attempt rally per rally action?

To be clear in the two player game, each leader in the activated region can rally one broken unit even if wounded.

This is different in the solitaire game. When playing solitaire, each broken unit in the activated region has a chance to rally. Each healthy leader in the activated region can rally one broken unit without a die roll. Each wounded leader can rally a unit on a die roll of 4-6. Each broken unit can rally on a die roll of 6 without a leader. It is perfectly acceptable to use this in place of the two player rally rules as an optional rule if both players agree.

Solitaire rules for landing, if the British objective is, say, to capture BH, they are supposed to place 8 units in Landing Zone 1. If I am reading the rules correctly, it would take eight actions (almost 2 turns) just to get everyone ashore. Is that right? Lastly, does it cost a separate action to bring a leader ashore?

In solitaire play two units may be landed per action in zone 1. A leader may freely accompany another unit.

How many victory points can the British player get for burning Charlestown in the Bunker Hill scenario? Is it one extra VP per burned town area or just one VP for burning over five areas in Charlestown?

The British player receives 1VP for every region over 5 that is ablaze, so 1VP total if 6 are ablaze, 2VP total if seven are ablaze, up to 5 VP total if 10 are abalze.

Do leaders count as a unit when using the Naval Landing action?

All leaders in a landing zone may be moved to the staging area with the Land Troops action in addition to the regulars and marines allowed to land. Not asked, but leaders also do not count towards reaching the minimum number needed to leave a staging area with a Land Move action.

Can Patriots throw more than 3 dice when suffering Low Ammo because of terrain modifiers?

The Patriots can roll a max of three dice. The terrain modifier can be used to raise the roll to the max of three dice, but it cannot be used to exceed three dice.

How do British units move between landing zones?

They don't. When British units are placed on the board, they are placed in the landing zones specified and cannot change landing zones. Optional rule allows reinforcements to be placed in any landing zone on the board

  • 4.7 Hidden Arms Markers
  • 4.8 Moved and Fired Markers
  • 6.11 Hinder Actions
    • Hinder Movement
    • Hinder Muster
    • Hinder Search
  • 6.12 Call to Arms
  • 6.13 Plan
  • 6.14 Gather Intelligence
  • 6.15 Pass
  • Field Cannon
  • Minutemen
  • Patriot Militia
  • 4.2 Leaders
  • 4.3 Wrong Ammo / Ammo Arrives
  • 4.4 Copp's Hill Battery
  • 4.5 Naval Fleet
  • 4.6 Ablaze Markers
  • 4.7 Patriot Ammo Marker
  • 4.8 Morale Markers
  • 4.9 Panic Markers
  • 4.10 Moved and Fired Markers
  • 5.0 Turn Sequence
    • 5.1 Obtain Action Points
    • 5.2 Perform Actions
      • Reserve Actions
    • 5.3 End Turn
  • 6.0 Player Actions
    • 6.1 Volley Fire
    • 6.2 Assault
    • 6.3 Cannonade
    • 6.4 Bombard
    • 6.5 Land Move
    • 6.6 Naval Move
    • 6.7 Rally
    • 6.8 Reorganize the Line
    • 6.9 Snipe
    • 6.10 Land Troops
    • 6.11 Plan
    • 6.12 Pass
  • 7.0 Battles
    • 7.1 Retreat
    • 7.2 Line of Site (LOS)
      • Terrain Elevations
  • 8.0 Patriot Ammunition
  • 9.0 Morale
    • 9.1 Patriot Panic
    • 9.2 Patriot Demoralization
    • 9.3 British Demoralization
    • 9.4 Mutual Demoralization
  • 10.0 Determining Victory
  • 11.0 Optional Bunker Hill Rules
    • 11.1 Redoubt and Wall Defensive Positions
    • 11.2 More Patriot Ammunition Options
    • 11.3 Optional British Landing Zones
  • 12.0 Scenarios
    • 12.1 Bunker Hill
      • Set-up
    • 12.2 Solitaire Rules
      • A. Setup
      • B. Place Reinforcements on the Turn Track
      • Exclusive Rules
    • 12.3 Bunker Hill Solitaire Scenario (British)
      • British Objectives
      • Patriot Defense Set-up
    • 12.4 Bunker Hill Solitaire Scenario (Patriot)
  • Bunker Hill FAQ
  • Retreats – Patriots retreat toward the Charlestown Neck and their Entry Area and from the Neck into the Muster Box. The British retreat toward their nearest active Staging Area moving around enemy occupied regions if necessary. Units may not retreat into regions from which an assaulting force just vacated. The bot rolls a die to determine which region. Units unable to retreat because they are blocked by fully stacked regions or would otherwise be forced to move adjacent to unbroken enemy units are forced to make an immediate morale check. Those that succeed are flipped to their healthy side. Those that are healthy and do not are flipped. Those that are broken and do not are destroyed and do count for VPs. Note that in Charlestown, units may retreat to any adjacent Charlestown region even if adjacent to an enemy without having to make the aforementioned morale check.
  • Charlestown Neck – When Playing British Objectives #3, #5 & #6 and Patriot reinforcements are triggered in the Muster Box, they must roll a die. On a 1-3 reinforcements will stop in the Charlestown Neck region. On a roll of 4-6, they move toward another objective region. When the Charlestown Neck is fully stacked it prevent units from moving through the region. If the Muster Box is triggered when the Charlestown Neck region is fully stacked. The force occupying the neck region is moved to the safest adjacent region. If neither region is safe roll a die to determine destination then perform the automatic Morale action previously described. If both available spaces are occupied by British forces, the Reinforcement move is ignored and an artillery action is taken. Keep in mind the Charlestown Neck Morale roll if the British Fleet is in the Charles River.
  • Muster Box – Patriot units and British units may fire on one another between the Charlestown Neck and the Muster Box. However, British units may not enter the Muster Box.
  • Broken Forces – The moment all British units in a region are broken, they immediately retreat one region toward their nearest Staging Area. The moment all Patriot units in a region are broken, they immediately retreat one region toward Charleston Neck. Units forced to move adjacent to unbroken enemy units perform the immediate morale check described above.
  • Casualties – No more than one leader may be counted as a casualty per battle action.
  • Fate of Casualties – Roll for each wounded leader and each broken unit at the end of each scenario. Leaders and British units disintegrate on a roll of 6, Patriot militia units disintegrate on a roll of 5-6.