Overview
1775: Rebellion is a team-based area control wargame set during the American Revolution. Players control the major factions: the British side (British Regulars and Loyalist Militia, with Hessian Mercenaries and potential Native American allies) and the American side (Continental Army and Patriot Militia, with French Regulars and potential Native American allies). Partners coordinate strategy to control colonies on the map. The game ends when a truce is called, and the side controlling the most colonies wins.
Components
- 1 Game Board (map of colonial America)
- 15 Red Faction Cards (British Regulars) + 35 Red Unit Cubes + 2 Red Battle Dice
- 13 Yellow Faction Cards (Loyalist Militia) + 45 Yellow Unit Cubes + 3 Yellow Battle Dice
- 14 Blue Faction Cards (Continental Army) + 40 Blue Unit Cubes + 2 Blue Battle Dice
- 12 White Faction Cards (Patriot Militia) + 45 White Unit Cubes + 3 White Battle Dice
- 12 Orange Hessian Unit Cubes + 2 Orange Battle Dice
- 18 Green Native American Unit Cubes + 2 Green Battle Dice
- 10 Purple French Regulars Unit Cubes + 2 Purple Battle Dice
- 16 Double-Sided Control Flags
- 4 Turn Cubes (blank dice) + Draw Bag
- 1 Round Pawn
Setup
- Each player chooses a faction and takes corresponding units, battle dice, and faction cards. With fewer than 4 players, one player controls both factions on a side.
- Populate map areas with units matching the colored squares printed in each area.
- Place British Control Flags on Delaware, Nova Scotia, and Quebec. Place American Control Flags on Rhode Island and Connecticut.
- Each faction separates Faction Cards numbered 01-12, shuffles them into a Draw Deck, and draws 3 cards.
- Create Reinforcement Stockpiles from unplaced units. Create separate stockpiles for Hessians (12), Native Americans (4 initially), and French (10).
- Place Round Pawn on “I” space of the Round Track.
- Place 4 Turn Cubes in the Draw Bag and draw one. The drawn faction and its partner each place 4 units in areas where their side has units. Then the opposing side does the same.
Turn Structure
Each round, all 4 factions take turns in random order determined by drawing Turn Cubes from the bag. The Active Faction performs these phases in order:
1. Reinforcements Phase
- Take 4 units from your Reinforcement Stockpile.
- Place them in one or more City Areas in colonies your side controls.
- Also place any of your Fled Units from the Fled Units Space.
- If you have fewer than 4 units in your Stockpile, place all remaining.
- Fled Hessians and Native Americans can only be placed via specific Event Cards.
2. Movement Phase
- Play exactly 1 Movement Card from your hand.
- Form Armies: Create one army per Army Icon on your card. Each army is drawn from units in a single area and must include at least 1 of the Active Faction’s units. Armies may include partner and allied units.
- Move Armies: Move each army up to the number of areas shown on the card’s Distance Icon.
- Armies stop when entering an area with opposing units or independent Native Americans.
3. Battle Phase
- Battles occur wherever both sides have units after movement.
- Defender rolls first. Each faction rolls 1 die per unit (up to their max dice count).
- Apply results: Flee (unit goes to Fled Space), Hit (opponent removes a unit to Stockpile), Blank (Command Move — move 1 unit to adjacent area).
- Alternate rolls (Defender, Attacker, Defender…) until only one side remains.
4. Draw Cards Phase
- Draw cards until you have 3 in hand (draw from your own deck).
- If your deck is empty, shuffle your discard pile to form a new deck.
- If you hold only Event/Special Cards, show them, reshuffle, and draw 3 new cards.
Actions
Movement Card Types
| Card Type |
Effect |
| Standard Movement |
Form armies (per Army Icons) and move them (per Distance Icon) over land |
| Warship |
Move armies across any Water Area (British Regulars & Continental Army) |
| Boat |
Move 2 armies of up to 3 units each across the same Water Area to the same destination (Loyalist & Patriot Militia) |
| Truce |
A Movement Card — also signals potential game end when both factions on a side have played theirs |
Event Cards
Event Cards have special effects and are played during the Movement Phase instead of (or sometimes alongside) Movement Cards. Effects include bringing in Hessians, French Regulars, or Native American allies.
Colony Control
You control a colony when:
- Your side has units in at least one area in the colony
- There are no opposing units or independent Native Americans anywhere in the colony
Native Americans
- Independent Native Americans become your allies when you move into an area with only Native American units.
- If Native Americans are left alone in an area, they become independent again.
- Native Americans may never fight each other — if on opposite sides at battle start, units flee equally from both sides until only one side has them (or neither).
Scoring / Victory Conditions
Game End: Starting at Round III, check at the end of each round whether either side has played both of its Truce Cards. If so, the game ends.
Winner: The side controlling the most colonies wins. A draw occurs if both sides control equal colonies.
Special Rules & Edge Cases
- Allied units (Hessian, French, Native American) can control a colony on behalf of their side even if no player faction units are present.
- Command Moves cannot cross Water Areas (except at River Crossings).
- The St. Lawrence River is considered part of the Atlantic Ocean for water movement.
- If your side controls no colonies at the start of your turn, you cannot place Reinforcements or Fled Units.
- Partners may show each other cards and freely discuss strategy.
- A Truce Card is a Movement Card and must be played if it’s your only Movement Card in hand.
Player Reference
Turn Phases: Reinforce → Move → Battle → Draw Cards
Battle Dice Results:
| Symbol | Effect |
|—|—|
| Hit | Opponent removes 1 unit to Stockpile |
| Flee | Your 1 unit goes to Fled Units Space |
| Blank | Command Move: move 1 unit to adjacent area |
Reinforcements: 4 units per turn + Fled Units, placed in City Areas in controlled colonies
Victory: Most colonies controlled when Truce is triggered (Round III+)
Faction Dice Limits:
| Faction | Max Battle Dice |
|—|—|
| British Regulars | 2 |
| Loyalist Militia | 3 |
| Continental Army | 2 |
| Patriot Militia | 3 |
| Hessians | 2 |
| Native Americans | 2 |
| French Regulars | 2 |