1775: Rebellion

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. 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.
  2. Populate map areas with units matching the colored squares printed in each area.
  3. Place British Control Flags on Delaware, Nova Scotia, and Quebec. Place American Control Flags on Rhode Island and Connecticut.
  4. Each faction separates Faction Cards numbered 01-12, shuffles them into a Draw Deck, and draws 3 cards.
  5. Create Reinforcement Stockpiles from unplaced units. Create separate stockpiles for Hessians (12), Native Americans (4 initially), and French (10).
  6. Place Round Pawn on “I” space of the Round Track.
  7. 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

2. Movement Phase

3. Battle Phase

4. Draw Cards Phase

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:

Native Americans

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

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 |