Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes
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Free returns are available for the shipping address you chose. You can return the item for any reason in new and unused condition: no shipping charges
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Purchase options and add-ons
Brand | Academy Games |
Material | Cardstock |
Theme | Military |
Genre | Wargame, Strategy |
Number of Players | 2 - 4 |
About this item
- 1775 is an area control game that is great for head-to-head or up to 4-player team play.
- 1775 Rebellion is the second title in the Birth of America series after 1812 - The Invasion of Canada.
- The perfect introduction to historical and strategy boardgames!
- 2014 Origins Wargame of the Year, 2013 Boardgamegeek Golden Geek Award for Best Wargame
- 2-4 Players, 1-2 Hours, 10+
Additional Details
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Product information
Product Dimensions | 13.5 x 9.75 x 3 inches |
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Item Weight | 3.52 pounds |
ASIN | B00F3CT6YG |
Item model number | ACA05375 |
Manufacturer recommended age | 14 months - 8 years |
Best Sellers Rank | #297,944 in Toys & Games (See Top 100 in Toys & Games) #10,070 in Board Games (Toys & Games) |
Customer Reviews |
4.4 out of 5 stars |
Is Discontinued By Manufacturer | No |
Manufacturer | Academy Games |
Warranty & Support
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Product Description
Birth of America 1775 Rebellion
The year is 1775. The American colonies have begun to stockpile arms and organize militia in outrage over new taxes imposed upon them by Great Britain. On April 18th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. 273 British soldiers are killed or wounded before they reach safety in Boston.
The American Revolution has begun!
Now you and your friends command the armies of the British Redcoats, English Loyalist, German Hessians, American Regulars, Patriots, French Regulars, and Native Americans to decide the fate of the Americas. Players from each faction cooperate to gain control of key cities and forts. Share the fun in this light and fast paced multi-player game!
1775 is an area control game that is great for head-to-head or up to 4-player team play.
- Fun - Quick play without waiting.
- Teamwork - Interactive play allows for group objectives and decision making.
- Simple - Easy to learn rules. Can be played with younger ages when teamed with a parent.
- Educational - Learn about this important chapter of American and British history.
- Strategic - Command your armies to change the course of history.
The perfect introduction to historical boardgames!
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200+ Wooden Unit Cubes, 20 Large Custom Faction Dice1775 Rebellion contains 205 Unit cubes and 16 Battle Dice for the 7 Factions in the game:
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Large 950x480mm Mounted Map1775 Rebellion contains a large 6 panel mounted map that includes the original 13 Colonies, Nova Scotia, Quebec, and the Great Lakes. This is an exact satellite representation of the colonies as perceived by the peoples of the time. |
Historical ScenariosIn the 1775 Rebellion Rulebook there are historical scenarios and an In-Depth Historical overview of the revolution included. |
How To Play
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Setup: Game starting units pictured on the map.Players vie for control of as many colonies as they can. The game ends if a truce card has been played by all factions of one or both sides. The game is won by the side that controls the most colonies. Games can end in a tie. |
Step 1: Reinforce and PlanTake 4 Units from your supply and all of your Units in the Fled section of the map into Colonies your side controls. Then choose your Movement and Historical Event cards. |
Step 2: MoveMove armies based on the Movement Card you chose. You can move entire armies or just single units if you are brave. |
Step 3: BattleGain Battle Dice based on which units you have in the fight. Each colored unit type has its own colored Battle Dice with a unique combination of Hit, Command, and Flee faces. Roll the dice and apply the results. This battle system is very quick. |
Reviewer Quotes
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"Well 1775 Rebellion, I'm just going to say straight out. This is a fantastic game, I Really Really like it" Tom Vasel - The Dice Tower |
"Tantrum House gives 1775 two thumbs up!" Sara Meadows - Tantrum House |
"I love how all 4 factions are different from each other, they are thematic, fun to play and all have a different feel" Dan King - Game Boy Geek |
"Nonetheless, the game is a great educational game and much is to be learned just by reading the event cards and the history section of the rule book. It is also a great game for families to play on an afternoon. All ages can have a blast with this and I can see schools using it as a tool to make history fun. Once again Academy Games has scored a victory and 1775 should go down as a classic game!" Richard Martin - Armchair General |
1775 Rebellion: The American Revolution | 1754 Conquest: The French and Indian War | 878 Vikings: Invasions of England | Freedom: The Underground Railroad | |
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Customer Reviews |
4.4 out of 5 stars
117
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4.5 out of 5 stars
74
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4.6 out of 5 stars
86
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4.5 out of 5 stars
2
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Series | Birth of America | Birth of America | Birth of Europe | |
Player Count | 2-4 | 2-4 | 2-4 | 1-4 |
Play Type | Head to Head or teams of 2 players | Head to Head or teams of 2 players | Head to Head or teams of 2 players | Solo or Coop gameplay |
Quick Description | 1775 The American Revolution. The year is 1775. The American colonies are outraged over new taxes imposed upon them by Great Britain. They begin to stockpile arms and organize militia. | 1754 The French and Indian War. The year is 1754 and France and Britain have thriving colonies in North America. New England has begun to expand west, from their settlements along the eastern seaboard, into the Ohio River Valley. | 878 The Invasion of England. Play as the invading Vikings or the English nobles who are trying to withstand the invasion. | Freedom - The Underground Railroad is an engaging cooperative game about a pivotal time in American history! |
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Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers find the board game fantastically engaging and enjoyable. They say it's quick to learn and not too complex. They also appreciate the historical accuracy and the strategic choices provided by the combat cards. Customers also like the variety of the game, mentioning that it'll provide tense moments and surprising upsets on the battlefield.
AI-generated from the text of customer reviews
Customers find the quality of the board game to be really good. They say the gameplay is fantastically engaging, enjoyable, and educational. They also say the game looks interesting and is one of the best games for military enthusiasts.
"...Academy Games has proven that they can produce a game which is both enjoyable and educational.Matthew Bartlett - Gettysburg Chronicle" Read more
"...exercise of a GMT or Multiman wargame, but this is a fun game to play in one sitting...." Read more
"This is a great strategy game. I play a lot of strategy games, and this fits its niche quite well.What is that niche, you ask?..." Read more
"...Is it a simulation? Heck no! It's a game, a very fun, playable one at that. Does it accurately model the war of independence. Again, heck no...." Read more
Customers find the board game easy to use. They say it's quick to learn, play, and teach. They also say the game is not too complex, yet still deep enough. Customers also mention that the game has easy mechanics and high replay value. They find the game approachable for non-wargamers and quick to setup.
"...has proven that they can produce a game which is both enjoyable and educational.Matthew Bartlett - Gettysburg Chronicle" Read more
"...The quick game play also allows it to get to the table more often.I’ve played this game against people and solo...." Read more
"...And, again, the best part is that it's quick for a strategy game, running 1-2 hours with my slower-playing wife, and it works for two-players wihout..." Read more
"...It plays as fast or slow as your style prefers. And it's surprisingly complex; quite a few different strategies and whatnot to try out...." Read more
Customers find the historical accuracy of the board game to be excellent. They say it provides specific historical insights that are absent in other games. They also say the game is fun and maintains enough historical accuracy. Customers also say it's an excellent take on the American Revolution, and that it tells its story accurately.
"...So what makes this game so much fun and historical? There are multiple mechanics which aid in the theming of the game...." Read more
"...The cards that move the action along also provide specific historical insights that are absent in other historical war games like "A House..." Read more
"...It plays extremely well and is fun and yet tells it's story accurately. When you finish a game of 1775 Rebellion you will likely have a smile..." Read more
"...This one is really cool. Not too complex but still deep enough to be interesting. Components are top notch...." Read more
Customers find the strategy of the board game to be great, easy to understand, and fun. They also say the combat cards give them multiple strategic choices every turn. While the strategy appears simple at first, it has an excellent initiative system and fast gameplay. Customers also say that the game has solid decision making and deep play.
"...At first glance, the strategy appears simple. The Americans are strong in Massachusetts and the South. The British control the North...." Read more
"...What is that niche, you ask? A quick, yet still strategic game -- that also works equally well for two or four players (but not three)...." Read more
"Great fun! Low-complexity, but strategically interesting game. Makes for a really good 2-player game, but also plays well 3 and 4 players." Read more
"...The combat cards give you multiple strategic choices every turn...." Read more
Customers find the game well-balanced, with a mix of strategy and randomness from the dice roll. They also appreciate the steady, constant conflict, and tense moments. They like the random player order mechanic, which makes playing 4 players in two. Overall, they say the four player aspect of the game is engaging and doesn't drag the game out.
"...The second is the four player aspect of the game...." Read more
"...It’s well-balanced, very strategic, and great to look at on the table...." Read more
"...Combat doesn't drag the game out at all. If you like Risk but want something with more interesting strategy, this is the game for you...." Read more
"...The mechanics lead to some very tense moments and surprising upsets on the battlefield...." Read more
Customers find the theme of the board game elegant, fast, and strategic. They also say the graphics are excellent, great to look at on the table, and wonderfully color coordinated. Customers also mention that the game is very playable, with a great theme and easy to learn system.
"...The Academy Games release comes with a bright map, suspiciously Eurogame looking cubes, and a fairly simple rule set...." Read more
"...Their maps are all fine hardback ones, wonderfully color coordinated...." Read more
"This is very playable game with excellent graphic that is ideal for both Grognards and newbies, particularly young people...." Read more
"Simple, fast, elegant wargame with great theme and easy to learn system...." Read more
Customers find the educational aspect of the board game to be misguided and distracting. They also say it does not appeal to new gamers unfamiliar with the genre.
"...The trendy card thing in our hobby must go! It DISTRACTS from play rather than anything, and it takes crucial strategy decisions out of the player..." Read more
"...I would caution that it does not necessarily appeal to new gamers unfamiliar with the genre" Read more
"...to claim that the game is educational; they are actually mis-educational; for instance the Betsy Ross card gives more troops to the American..." Read more
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Top reviews
Top reviews from the United States
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So what makes this game so much fun and historical? There are multiple mechanics which aid in the theming of the game. The first is the map itself. The map showcases what many of the maps during the American Revolution looked like laying on the table in a war room or a map hanging in some of the halls I have seen in Williamsburg and Valley Forge. Not only was the game board surrounding the colonies but even stretched into Canada, which did have some combat during the Revolution. The second is the four player aspect of the game. Many other games on the American Revolution usually deal with just a British player and an American player. But here, in 1775, we see a player for the Continental Army, the Militia, British Redcoats and the Loyalists. The turn order is different for every round by pulling blank dice with the color of your troops from a bag. This gives the feel of randomness to the turn order which keeps the tension high. This mechanic also gives the players a chance to strategize in the moment instead of planning as other wargames usually do. For example, the loyalists could be the last player to go, but the first player to go in the next turn. The components of the game are different but are completely thematic to the time of the war. There are five colors of cubes used for troops: red for the redcoats, yellow for the loyalists, white for the militia, blue for the Continental Army and green for the Native Americans. In order to use the natives, you have to be in control of the territory and the colony but they are useful in every way. There are also two other colors which can be brought into play with cards but once eliminated are gone and cannot be brought back in for reinforcements. They are purple for the French and orange for the Hessians. These reinforcements for the colonists and the British give the game more theme added to a game with a heavy theme already.
One of the things which I really enjoyed with this game was the simplicity of combat. There are certain wargames which use charts upon charts to figure out if there is even a line of sight for combat. But here in this game, it is a simple roll of the dice. That does give the game a feeling of chance, but there are also strategic maneuvers which have to be performed in order to gain the territories of the map. Troops move around the board through a card system which is also a way in which the game can end. Each deck has a Treaty card in it and the game can end when all four players play their treaty card. The game can also end on round 8 and the winner is decided by how many colonies and areas of Canada are controlled by what player.
I have introduced this game to many gamers and historians who could not stop praising this game. I believe this game should be used in the classroom when teaching the American Revolution not only in the public school level but the university level as well. Once again, Academy Games has proven that they can produce a game which is both enjoyable and educational.
Matthew Bartlett - Gettysburg Chronicle
Opening the box reveals a bright, clear map of the 13 American Colonies and Eastern Canada. The game map is slanted, reminiscent of Avalon Hill’s 1776. Colonies are colored to show which regions lie within each colony. Armies are represented by colored cubes. Each of the four main factions (British, American, and their respective militias) come with a deck of cards that determine their actions each round. Each group, along with possible allies (Natives, French, and Hessian) come with custom dice to represent the outcomes of battles. This is a nice touch since the British and French are deadlier and more steadfast, than their battlefield counterparts. Overall, the components are top-notch, some of the best I’ve seen in a wargame.
Rounds follow a simple order of reinforce, play card, move, fight, and draw. Order for each round is random and is done by blind draw by pulling colored cubes. From there, your cards give you options to move a certain number of armies a certain number of regions, or armies could move by boat. Event cards add flavor by allowing Benedict Arnold to have an American army defect to the British side or the Declaration of Independence to inspire the Americans to stand their ground. The goal of the game is to control a colony by having only your allies in the colony (not necessarily in every region). One of the unique aspects of the game is the dice system. As I mentioned, British and French troops are deadly accurate and strong willed. Meanwhile, militia troops are more likely to run off to live to fight another day. This perceived disadvantage can actually be beneficial when you realize your 6 American militia that ran off last turn suddenly show back up along with your usual pool of reinforcements. It’s a simple way to showcase the warfare of the conflict. The game can be decided anywhere from the end of round 3 on by the play of truce cards. When one side plays all their truce cards, the war ends and the victory is the one that controls the most provinces.
At first glance, the strategy appears simple. The Americans are strong in Massachusetts and the South. The British control the North. Solidifying forces and pushing from the South (American) or North (British) seems obvious, but cards can change all that. In the review game, the Americans nearly turned the tide of the war by drawing a sea invasion card that allowed them to land in Maine and Nova Scotia. The British got their last colonial point by pushing into Maryland. The cards and dice ensure the different games will allow different strategies to appear. The quick game play also allows it to get to the table more often.
I’ve played this game against people and solo. In none of my games have I had the winning side ahead by more than 2 colonies. In the solo game I played to do this review, the game came down to the final turn of the final round. The British start off with more colonies, but the Americans have formidable forces in particular areas. The game is very well-balanced.
This may not give you the hardcore mental exercise of a GMT or Multiman wargame, but this is a fun game to play in one sitting. It’s well-balanced, very strategic, and great to look at on the table. If you have any interesting in the American Revolution or simply want a lighter war game that packs a punch in a smaller time frame, you’ll be well served to pick this game up. I've used this in my classroom with 5th grade students to great success. It's an excellent teaching tool as well.
What is that niche, you ask? A quick, yet still strategic game -- that also works equally well for two or four players (but not three). It's hard to find good two-player strategic games. It's also hard to find games that can be played quickly, yet are still quite strategic.
The way 1775 - Rebellion does this is by pruning away some of the aspects of strategy games, which, while fun if you have the time, don't have the highest complexity-to-reward feeling. In this game, you don't have currency and you, therefore, don't buy units. Each faction gets the same number of units every turn (plus whoever ran away last turn) provided they control a colony to put them in. And while the units do hit, flee, and have strategic options, you don't have to look at a chart to remember them because they each have unique dice that give you these results.
The strategy comes in with your decision on where to go and who to go there with, with a full mind of the probabilities for each faction (i.e. what their likely dice results will be and what movement and event cards you have left in your deck). Experienced players will have a bit of an advantage in knowing these probabilities, but not so much that it would be unfun if you're teaching it.
And, again, the best part is that it's quick for a strategy game, running 1-2 hours with my slower-playing wife, and it works for two-players wihout compromising the quality.
Top reviews from other countries
You can teach someone how to play this game in just 10 minutes, yet it will provide hours of entertainment - and you'll learn about the birth of the American Revolution.
Firstly, there is a whole heap of components in the box, but what ever you do, don't be put off by them all. What you have here is a very easy to learn and extremely fun game that really makes you think before you make a move on your turn. A great combination of simple rules, but fairly deep game play that forces you to make hard decisions. You will never be able to do every thing you want and will have to make ruthless choices along the way to beating your opponent.
The South for example looks easy to take and at certain times in the game and under certain circumstances it might be. But you run the risk of not putting as much troops into key area's around New York and Boston which are a vital and prove to be a meat grinder as a result.
Due to the card system, there is a certain fog or war element to this that works beautifully and you will learn to use the cards in combinations to their best effect.
The battle dice are genius and make battles instantly accessible. There is no need to be constantly be looking through charts to see what the results are and different factions have their own dice which are better or worse making the various factions important in their own right.
Talking of the factions. I did think that I would favour the British loyalists over the Continental army being British myself. However, this game really draws you in regardless of who you use. Any thoughts on that front went straight out of the window. Having played this numerous times, I would say I enjoy using either the British or Continental forces equally.
Also there is a large number of Native American tribes both sides can try to enrol into the fight for them. Ignore them at your peril. How they function again is genius. They won't fight each other and very sensibly will go back to their own business if not currently recruited by some warmongering White skins. Throw in the French who have turned up to spoil a British victory by sending professional troops to assist the Continental army, and German Hessians keen to earn their money aiding the British, then you have not only got some really characterful factions, but a game that is very true to history.
Due to the card system, no two games are the same and this means you could play this numerous times before it might get a bit repetitive. Then there are also the scenario variants for different years you can get your teeth into which means you will be using different cards you don't put into the decks in the main game.
(Don't worry you get these other cards in with the main game and the rules are all in there also.)
My wife loves this which surprised me as she avoids war games in general. I can not recommend this game enough.