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Supply Lines of the American Revolution

Player Aid
Phase 1: Supply

A. Generate Supplies - 2 food/1 war supply per city


if:
1. Occupied by army
2. one point adjacent is open or friendly
Phase 4: Attack
occupied
3. nova scotia generates supplies = crown
A. Accept/refuse battle
reinforcement track 1. Defender may refuse if adjacent land
B. Moving supplies by land area is friendly/unoccupied
1. must be moved through continuous
2. surrenders supplies unless leader
supply line of adjacent armies
present - may keep half
2. cannot end move with > 8 in city/fort
B. attacker commitment
3. Cannot have more supplies than units +
1. Spends 1 war supply for 1 battle die
1 with any army in a point 2. if attacking city/fort, must spend 2 war
C. Moving Supplies by sea supplies for each battle die
1. crown may move between friendly ports
3. crown rounds up/patriots round down
2. nova scotia cannot receive supplies
C. defender commitment
3. sen zone supplies for bombardment only
1. spend 1 war supply for each battle die
D. Crown Reinforcements
D. Defender roll
1. remove market to nova scotia, troops
1. hit on roll of 1, 2
arrive there next supply phase - 2. eliminate hit attacking units
Phase 2: Initiative phase E. attacker roll
1. lose 1 battle die for every 2 units lost to
A. Roll for initiative defender roll
1. highest die roll wins initiative 2. patriots hit on 1, 2
2. highest die roll determines pass marker 3. crown hits on 1, 2, 3
placement F. Victory to army with greatest total remaining
3. crown wins ties pre-declaration leaders + units
4. patriots win tie post-declaration 1. add/subtract to support marker if defeated
-Phase 3: Impulse opposing army with leader
G. Defeat
A. march - 1 food every 4 units in army 1. attacker returns to previous area
1. Leader may select part of army to 2. defender does moral check. if die roll is
activate greater or equal to different between
B. Transport - No supply cost armies
1. crown move army to sea box or move h. Skirmish battle
all/some army in sea box to friendly 1. patriots spends war supply for battle die
port at 1:1
C. Attack - same as march 2. hit on 1, 2
D. Skirmish - 1 food supply 3. crown may not refuse or fight back
1. patriot action only 4. patriots return to original area
2. must have < 2 units in army
E. Dig-In - 1 food/1 war supply Phase 5: End turn phase
1. dug in may not activate for rest of
turn A. Victory check
f. bombard - 1 war supply in sea box per attack B. patriot army disbands on winter turns
1. crown only C. muster patriot forces
G. Destroy - 2 war supplies 1. Draw chits = to support track
1. crown only 2. add 2 units if area not crown occupied
2. cannot produce supply/can add 3. Gains 3rd leader during 1st winter
defensive bonus phase
3. add one to support marker - D. advance turn marker
-

Victory conditions
crown wins if: Patriots win if:
- all patriot leaders eliminated - all crown leaders eliminated
- at end of game if crown controls # of victory - support marker advances to treaty of alliance
cities required - if crown removes last reinforcement marker
- if they own New York & albany pre- and fails to capture 5 victory cities by end of
declaration current year -
- if they own new york, albany, and philadelphia
post declaration -

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