1776 is a two-player, turn-based war game played on a hex grid map of the thirteen colonies and Canada. It is primarily concerned with the military aspects of the American Revolutionary War. There is a basic game, various scenarios with advanced rules and a campaign game.
Avalon Hill Complexity Rating - 7
(from the back of the box:)
The shot heard round the world at Lexington set off more than just another brushfire war in England's scattered dominions. It gave birth to a struggling new nation led by a comparative handful of patriots whose refusal to bow before tyranny set the tone for an American heritage preserved from defeat to this very day. But victory did not come cheap.
After showing the British the color of their mettle at Bunker Hill, Washington's little army was plagued by one defeat after another, shunting from one battlefield to the next; always beaten but never destroyed. No power of the period believed that the upstart colonials and their unborn nation had the slightest chance of emerging victorious against the strongest military machine of the era after the dismal summer of 1776. But then came the cruelest winter of the decade when even nature seemed to join forces with the British against the tattered American troops. Undaunted, Washington led his small force in the historic crossing of the Delaware to twice surprise and rout British forces at Trenton and Princeton. Their resolve thus strengthened, the ill-clad Americans retired to Valley Forge to face winter beset by the hunger and deprivation that cost the lives of 2500 patriots. But the coming spring found Clinton facing a revitalized and strengthened rebel army which proceeded to chase him across New Jersey in the Monmouth Campaign. Reassured by news of the French alliance and the great American victory at Saratoga that fall, American troops dug in for what they knew would be a long and bitter battle for independence.
6 Games in One Package - Each a Realistic Simulation of the War for Independence...
1776, like all Avalon Hill games, is more than just the standard roll the dice and move game. It is a realistic simulation of the strategic situation faced by British and American alike in that fiery decade when the United States won its independence.
Actually, 1776 is six games in one: a Basic Game that gets you quickly and easily into the routine of simulation gaming; an Advanced Game with scenarios that provides additional complexity and realism; and a Campaign Simulation Game that encompasses the entire war and balances successes in one region against failures in another - truly the ultimate in a simulation gaming experience!
And if you don't have the time for a complete Campaign Game, there are four scenarios to choose from; each of which poses a challenge for everyone; from the most erudite of military historians to the fellow who just managed to pass American History:
Scenario 1: The Invasion of Canada - 1775 to 1776 - Can YOU do better than the bumbling General Schuyler and Benedict Arnold in the vain American atttempt to make Canada a 14th colony?
Scenario 2: The Saratoga Campaign - 1777 - Can YOU as General Horatio Gates surround and destroy the forces of the British General Burgoyne in this reinactment of the turning point of the Revolution?
Scenario 3: Greene's Southern Campaignv - 1780 to 1781 - Can YOU as General Nathaniel Greene lead Cornwallis' tested regulars on a merry chase with your force of rag-tag militia and Guerilla bands without being crushed in a major engagement?
Scenario 4: The Yorktown Campaign - 1781 - Can you duplicate Washington's encirclement and crushing defeat of Cornwallis in the battle that won the Revolution?
a 16" x 44" four-section, full color mapboard depicting colonial America from Quebec to Georgia;
two sets of die-cut troop counters representing over 400 units of Continentals, British Regulars, Rebel and Tory Militia, French Regulars, Indians, and naval units of the British and French fleets;
1 Terrain Effects Chart;
2 sets (8 per set) of Tactical Combat Cards used in the innovative, new Sustained Combat system; 1 set of scenario, CRT, and play chart cards organized on an index-card format that puts a summary of all levels of the game at your fingertips;
a 32-page Rules & Designers' Notes Manual telling you how to play all 6 game versions plus the inside story on research and development and why the game was designed the way it was.
Rated "Tournament Level" on Avalon Hill's Simulation-complexity scale.
Note: 1st edition has 416 counters (this includes some blanks)
Just in time for the American Bicentennial, 1776 proved to be a major sales success at the time, and remains an excellent game to this day although its sales have fallen off dramatically as the bicentennial fever subsided. Reed was the first to take Shaw’s flawed matrix CRT for KRIEGSPIEL and turn it into a viable and, more importantly, enjoyable gaming mechanism.
Years ago I read an article by Mr. Gilbert Collins about supply units. Although, I agreed with most of his points, this is what I decided would word. The number in the upper right is the winter movement in the north. After making and playing with these for several years, my opponents have asked me to post them online.
Ever get frustrated when you have 13 strength points and you attack someone with 14 strength points, and you drop down to 1:2 odds? And the American Revolution has many battles where the attacker has fewer men but did well or won in battle. This file rounds off the odds so that, e.g., 13 strength points attacking 14 strength points is resolved on the 1:1 column. Just cross index the attacker's strength on the left column with the strength points of the defender and use the suggested odds.
Contains all the latest add-on pieces. Upgraded v4.5 to include a second set of tactical cards and several graphic improvements to the counters. Among them, the size and shape of fonts and symbols on all SP counters were changed to match the original game which also made them easier to read in a stack. Also reworded some of the text balloons.
I've created a set of tables to explain some of the more common rules situations for the 3rd edition rulebook. I've made the tables in such a way as to be printed, cut-out, and placed on the current rules chart over the areas that are no longer needed (like the basic combat table for example). The only deviation here is the Forced March table which I've recreated in a manner I think is better, but you can disregard this table if you don't agree with this deviation. Otherwise, the other tables are the straightforward 3rd edition rules as I understand them.
Are your old 1776 counters wearing out? Want to incorporate all the variant leader counters, elite, and partisan counters from the Boardgamers' 1776 special edition with consistent colors and fonts? These PDFs include counters for the original game and all variants since including leaders, with leaders who gained or lost combat effectiveness, optional movement allowances for artillery and Indians, special markers, army counters to reduce those large stacks, and even some variants from my own house rules (let me know if you want to know what they are). Print, paste and cut them out.
One thing to note. I made the Tories in dark green, not orange, because green was a common uniform for them in the war, and American militia in tan.
(this latest version includes all errata & clarifications to date)
Everything under ONE roof! Contains complete clarifications to the 2nd Edition Rules, several new rules from the Boardgamer's Ultimate Guide to 1776 and a complete description with Turn Tracks and latest up-to-date rules of all 13 Scenarios and 6 CSG's.
Revised Word file containing 'Leader Cards' (for use with Leader optional rules) - These cards, complete with leader images, outline special rules for the subset of leaders that have them (Washington, Arnold, Leader 'E', Partisan Leaders, etc.) Print on white cardstock and cut out - then use in 1776 games to help remember the myriad of special considerations for these unique figures in the game. NOW includes additional notes for partisan leaders and some other minor revisions.