1. The document outlines the supply phases and combat phases of the American Revolution supply line game.
2. Players generate supplies in cities and move them along supply lines of adjacent friendly armies.
3. Combat follows an initiative phase and then players take turns with different impulse actions like marching, attacking, or skirmishing.
4. Battles are resolved by spending supplies for dice and checking hit results against the defender and attacker. Victory goes to the side with the most remaining units.
1. The document outlines the supply phases and combat phases of the American Revolution supply line game.
2. Players generate supplies in cities and move them along supply lines of adjacent friendly armies.
3. Combat follows an initiative phase and then players take turns with different impulse actions like marching, attacking, or skirmishing.
4. Battles are resolved by spending supplies for dice and checking hit results against the defender and attacker. Victory goes to the side with the most remaining units.
1. The document outlines the supply phases and combat phases of the American Revolution supply line game.
2. Players generate supplies in cities and move them along supply lines of adjacent friendly armies.
3. Combat follows an initiative phase and then players take turns with different impulse actions like marching, attacking, or skirmishing.
4. Battles are resolved by spending supplies for dice and checking hit results against the defender and attacker. Victory goes to the side with the most remaining units.
A. Generate Supplies - 2 food/1 war supply per city if:
1. Occupied by army 2. One point adjacent is open or friendly occupied 3. Nova Scotia generates supplies = crown Phase 4: Attack reinforcement track B. Moving supplies by land A. Accept/refuse battle 1. Must be moved through continuous supply line of 1. Defender may refuse if adjacent land area is friendly/ adjacent armies unoccupied 2. Cannot end move with > 8 in city/fort 2. Surrenders supplies unless leader present - may keep 3. Cannot have more supplies than units + 1 with any half army in a point B. Attacker commitment C. Moving Supplies by sea 1. Spends 1 war supply for 1 battle die 1. Crown may move between friendly ports 2. If attacking city/fort, must spend 2 war supplies for 2. Nova Scotia cannot receive supplies each battle die 3. Sen zone supplies for bombardment only 3. Crown rounds up/Patriots round down D. Crown Reinforcements C. Defender commitment 1. Remove market to Nova Scotia, troops arrive there 1. Spend 1 war supply for each battle die next supply phase - D. Defender roll 1. Hit on roll of 1, 2 Phase 2: Initiative phase 2. Eliminate hit attacking units E. Attacker roll A. Roll for initiative 1. Lose 1 battle die for every 2 units lost to defender 1. Highest die roll wins initiative roll 2. Highest die roll determines pass marker placement 2. Patriots hit on 1, 2 3. Crown wins ties pre-declaration 3. Crown hits on 1, 2, 3 4. Patriots win tie post-declaration F. Victory to army with greatest total remaining leaders + units - 1. Add/subtract 1. Add/subtract to support marker if defeated opposing Phase 3: Impulse 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 activate 2. Defender does moral check. if die roll is greater or B. Transport - No supply cost equal to different between armies 1. Crown move army to sea box or move all/some army H. Skirmish battle in sea box to friendly port 1. Patriots spends war supply for battle die 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 F. bombard - Spend 1 war supply in sea box per attack A. Victory check 1. Crown only B. Patriot army disbands on winter turns G. Destroy - 2 war supplies C. Muster patriot forces 1. Crown only 1. Draw chits = to support track 2. Cannot produce supply/can add defensive bonus 2. add 2 units if area not crown occupied 3. Add one to support marker - 3. Gains 3rd leader during 1st winter phase 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 cities required - Support marker advances to treaty of alliance - If they own New York & albany pre-declaration - If crown removes last reinforcement marker and fails to - If they own new york, albany, and philadelphia post declaration - capture 5 victory cities by end of current year -