";s:4:"text";s:3719:" The four factions each use their own deck of cards to move their units into postions. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately.
I think about all the effort that could have instead gone into actual game structures, AI, cut-scenes, etc., especially for an otherwise poor game.
Each side tries to control the colonies, provinces and territories. However, the ability to redeploy ‘fled’ units almost anywhere on a player’s next turn seems a bit gamey, like the Command Decision (see below). I've been playing a couple scenarios as the British on the 1775 scenario on hard and normal AI and i've noticed that my rolls are usually worse than that of the AI. The American colonies are outraged over new taxes imposed upon them by Great Britain. They begin to stockpile arms and organize militia. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately.
1775: Rebellion. Bienvenue au Canada, mes amis américains! Winning conditions vary slightly by scenario, essentially based on a side holding most of the thirteen historical American Colonies and/or by playing Truce cards. Adding to its tactical depth – but again a bit gamey as mentioned above – assuming a legal move, the Command Decision result allows the player to retreat a unit(s) from battle. It’s time to fight for the colonies! On April 18th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. On April 19th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. Ties are possible, the manual stating in such a case that, “America becomes a southern province of French Canada.” LOL! The American colonies have begun to stockpile arms and organize militia in outrage over new taxes imposed upon them by Great Britain. (As a Canadian of French Canadian descent, I couldn’t help but be amused at that theoretical outcome. Unused units kept off board make up each player’s Reinforcement Stockpile.
Native units will join any faction simply by moving a faction unit into their territory (containing only natives), but they and other allies can also enter the game as a result of played cards (see below), including the French on the American side, plus Hessian mercenaries as historically employed by the British. Although the game hung once on me, forcing a Task Manager quit – and has since been patched to,Following my limited play-throughs I am undecided as to.The custom dice are a cool feature as well, adding more uniqueness; instead of pips 1-6, they are tailored to each faction, indicating possible combat results of Flee, Hit, and Command Decision. When the game ends with the signing of the Treaty of Paris, the side with the most flag markers is the winner., but to a different end result. There are a few core rules that changed in order to better portray the goals of the war.The game also comes with an advanced scenario, "The Siege of Quebec".
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