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1775: Review of the Rebellion board games

 

1775: Review of the Rebellion board games

1775: Rebellion allows you to take part in one of the historically important wars - the American Revolution. Choose your side and command the US mainland army or British regular units and their allies. Will history take its course or will Britain keep the colonies - fight it Paris Treaty and find out!

1775: Rebellion
1775: Rebellion
  • 1775 is an area control game that is great for head or up ...
  • 1775 Rebellion is the second title in the series The Birth of America ...
  • A perfect introduction to historical and strategic board games!

A Brief Review of 1775: Rebellion

1775: Rebellion Board Game Box and cards

Designed by Beau Beckett and Jeph Stahl, 1775: Rebellion is a war game based on the American Revolution, with four sides fighting for supremacy over the colonies. 

The game can be played by 2 - 4 players , and the best games are played with an even number of players with an average playing time between 1-2 hours. In Difficulty 1775: Rebellion falls on the easier side as an easy-to-learn but hard-to-control game.

The players take control of the following factions: the Continental Army, the Patriot Militia and French monks on the American side, and British monks, German Hessians and the Loyalist militia on the British side. You can use the Indians as allies on both sides. 

In 2013 he published the Academic Games , 1775: Rebellion was the winner in the categories Golden Geek 2013 for best war game and 2014 Origins Awards for best historical board game. This is a game that is best suited for fans who prefer less technical board games and are big fans of the theme.

Unboxing 1775: Ref

1775 Rebellion Board Game Board, cards and dice

You will find the following components in the box:

  • 2 Reference sheets
  • 1 Round pawn
  • 16 Control flags
  • Draw a bag
  • 4 Turn the markers over
  • 54 Faction cards
  • 205 Unit cubes
  • 16 Battle Cubes

When the top cover is out of the question, an oversized cube will first catch your eye. They are 2 or 3 per fraction and have the same custom labels representing the values. 

The policy is printed on glossy paper in full color. The rules and illustrations are well laid out and make it easier to learn and later find a particular rule. 

Incorporating a 4-page review of the American Revolution into the policy is a very nice addition. He perfectly explains the cause and course of the war and the factions represented by the game. 

You will need a large table to unpack a massive 3 × 2 board that is actually 6 times larger than the box. Every great tactician was depicted with a great map in front of him and 1775: Rebellion certainly captures this scene. The color palette is even reminiscent of vintage geography maps that add theme. 

Throughout the game, you will use dice as unit chips. There are a total of 205 cubes, divided into 7 colors, and they are as basic as they get. At the bottom of the box is a plastic storage container separated into parts that you can easily store and buy cubes when you need them. 

The cards are works of art inspired by the time period, on a yellowish paper background. The text is very legible and some fragments are written on some cards below. The back is determined by the faction. In addition to the cards, some American and British chips are also available.

All things considered, 1775: Rebellion marks all the fields for good board play. The components seem solid, the artistic style is appropriate for the theme, the policy is well written and organized, and the smaller components can be stored without the risk of injury. I prefer more crafted dice for the unit, but the dice will suffice.

How to play 1775: Upor

1775 Rebellion Board Game Setup

1775: Rebellion is not hard to learn and through the following sections I will show you the basics so you can see if it suits your taste. 

Game setup

The first step is for each player to select a faction and take the means of the appropriate color. There are four factions to choose from:

  • Loyal militia
  • Patriotic militia
  • British ordinary
  • Continental Army

The factions that were not selected go into the reinforcement stockpile, but are separated from the pieces of Hesius, France, and the Indians. To complete the setup, you will organize the game board according to the rules and divide the territories among the armies. 

Number of players

1775: Rebellion plays differently, depending on the number of players. The four-player game is divided into two teams, and players can discuss strategies and show faction maps to their allies. 

In a game for three players , on the one hand, two players will lead one army each, and on the other hand, a third player will command both armies. In two-player games, both players control two armies each. This means that all factions must be played regardless of the number of players.

Circle games 

During each round, each fraction is lined up in random order. To decide on the order of the turns, place the cubes in a bag and take one out to determine the first fraction. When the drawn fraction completes its order, select the next one until all fractions have completed their turns. 

Reverse the breakdown

The active fraction performs four phases of the plant in order:

  1. Reinforcement phase.
  2. Movement phase.
  3. Battle phase.
  4. Map drawing phase.

Reinforcement phase 

The reinforcement phase allows you to divide 4 units from stock into urban areas, but only if your site controls the entire colony. If you do not have a single colony under control, you will not be able to place reinforcements. 

Movement phase 

During the movement phase, you can play a movement map that determines the number of armies and the distance they can cross. Picking up and dropping units is not allowed, and entering the area occupied by the enemy immediately stops the movement. 

Battle phase

Battles happen when opposing armies meet in the same area. An army moving into the area is considered an attacker, while an army located is defending. 

Both sides get the number of dice equal to the number of units per army, up to the maximum number of dice they have. For example, an army consisting of 1 British unit and 4 loyalty units gets 1 red dice and a maximum of 3 yellow dice.

The defender turns first, followed by the attacker. The results add up as soon as the dice are dropped, giving the defensive player an advantage. The battle continues until one or both sides are present in the area.

The results of the dice are as follows:

  1. The result of the escape - place one unit of dice color in the space of the escaped units.
  2. Score result - the opponent selects a unit and returns it to stock.
  3. Command Result - gives you the ability to move your units out of combat to retreat or intensify an upcoming battle. 

Map drawing phase

First, discard the movement card played and all event cards played. Fill your hand back to the three fraction cards. If you have 3 event cards at the end, show them to the other players, shuffle them back into your draw and draw a new set of cards.

Event cards are special reinforcements that can strengthen your army, provide additional range of motion, and give your armies additional capabilities during combat. Each faction has four unique event cards and as long as you meet the requirements, you can play any number during the turn.

End of the game

One of the conditions for victory is the mastery of most of the colonies at the end of the eighth round. However, from the start of the third round, check to see if either side has played both truces. In this case, stop the game and count the colonies to declare the winner.

The truce cards are the same as the move cards, unless they remain face up on the board after playing. There is 1 for each faction and since there are 8 movement cards in total, this is why the game has to end in the 8th round. Truce cards are not a loose state, they are simply there to randomly determine the duration of the game and prevent meta strategies.

Your first game in 1775: Rebellion

1775 Rebellion Board Game Contract Board, Box and Tickets

1775: Rebellion may seem like a complicated game, but when you sit down, it's not really that scary, and it can actually remind you of another game - Risk . If you can make any connection with Risk , it will be much easier to grasp 1775: Rebellion. 

The game is designed to make the right decisions and carefully choose battles. The result of the dice command may seem silly, but it actually offers a lot of flexibility - you can continue to fight, intensify the upcoming battle, or retreat and save your units from a certain defeat. 

However, if you take into account that the defender is the first to move when the attacking force is large, a hit and a fight will be very useful in addition to the escape shot. 

The game contains an introductory script in the policy and I recommend you play it. The rules are the same as for a standard game, but the setting has been slightly changed to make the game more manageable for the new player.

Advantages disadvantages

Advantages:

  • Great policy
  • A great introduction to war games
  • Strong topic

It may seem strange that the policy would be on the list of reasons to buy a game, but the one written in 1775: Rebellion deserves it. You can watch a digital copy online and see how well organized it is. 

Every section is well defined and every rule is written, so there is no possibility of misinterpretation. There are a lot of references to other points in the policy so you can quickly read what you’ve already read without having to search for it. 4 pages on the history of the American Revolution are an added bonus. 

Risk -mechanics, similar to mechanics, is something familiar to fans of board games, so the learning process can be quite simple and makes 1775: Rebellion a great introduction to war games. There is a lot of room to improve your skills and the value of repetition is definitely present. 

The theme solidifies 1775: Rebellion as a great versatile game with already good components and mechanics. A huge game board, the use of eminent historical figures and artistic style combine into a well-executed theme that never fades into the background when it takes on min-maxing. 

You won’t forget who you’re fighting for and the locations where the battles are taking place - it even sparks some passion in the players!

Weaknesses:

  • Mechanics of light
  • The dice are rolling

At 1775: Rebellion found no real faults. However, this does not mean that this is a game for everyone - which will be the main topic of the weaknesses department. 

1775: Rebellion is a fairly easy board game, even more so in the war games genre. There is no economy or stockpile to think about - just a clear emphasis on conquering territories by battle and gathering allies. 

Going into battle is a great way to bring some uncertainty and tension into every battle. 1775: Rebellion has a great system in place that reduces large fluctuations in luck, so this game, even if you're not a fan of dice fighting, will be a pleasure.

1775: Rebellion Review (TL; DR)

1775: Rebellion is an easy war game with a gameplay reminiscent of risk, but much better executed. If you are looking for an introduction to war games or you are a history buff, this will be a great choice. 

The components are well made, the theme is present in every gameplay, and the gameplay is relatively fast and exciting. The dedicated 2v2 team mode is a nice addition, as most games in this genre opt for an allied and treacherous teaming style. General 1775: Rebellion is a safe choice and as long as you like the theme, you can’t go wrong with it.

Conclusion: a verdict?

The American Revolution wasn’t really my thing, but 1775: The uprising was in that period and how it all unfolded sparked new interest. The theme never falls into the background in favor of playing - as I said, you will never forget which side you are on and why you are fighting the other side. 

As for the gameplay, I couldn’t pinpoint it until I remembered its similarities to risk. You gather troops, move them and roll the dice to see who gets the territory. 

My risk experience was nothing more than a series of frustrating games with unbalanced play and taking advantage of the weakest game, but 1775: Rebellion turned out to be just the opposite.

Although gambling is a mechanic based on luck, the way it works in rebellion is more related to strategy than luck. Flee roll sucks, hit roll is great, but most of the time you get a command roll, and here comes the strategy. 

  • Should I withdraw or should I stay and fight? 
  • What about the upcoming battle in the south of the country? If I send reinforcements there, I will have more chances to win this battle, but I will definitely lose this territory. 

These decisions are what make 1775: Rebellion a lot of fun and why it gets my perfect recommendation!

1775: Rebellion
1775: Rebellion
  • 1775 is an area control game that is great for head or up ...
  • 1775 Rebellion is the second title in the series The Birth of America ...
  • A perfect introduction to historical and strategic board games!

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