13: The Colonies in Revolt
(1985)
Who is this game suitable for?
Suitable for ages 12 and up. You can play with 2 to 2 players.
For the pros among you, the following mechanics can be decisive: Action Points, Dice Rolling, Grid Movement, Hexagon Grid, Movement Points und Simulation...
Game Data
| Average time to play: | 360 |
| Minimum age: | 12 |
| Number of players: | 2 |
| Publisher: | Tactical Studies Rules (TSR) |
| Designers: | Richard H. Berg |
| Artists: | Doug Chaffee, Dave LaForce |
| Mechanics: | Action Points, Dice Rolling, Grid Movement, Hexagon Grid, Movement Points, Simulation |
13: The Colonies in Revolt, a strategic level board-wargame published in "Strategy & Tactics" issue #104 (1985), is a simulation of the American Revolutionary War from late 1775 (the siege of Boston and the two Canadian expeditions) through the end of 1781. The British player must try to stop the revolt by trying to control half a continent.
Counters are divided into:
Combat units: foot (infantry), horse (cavalry and dragoon), and Indian units.
Support units (noncombat pieces that aid in movement and combat): commander, supply, artillery, fleet, and bateaux units.
Informational markers: fort, entrenchment, operations points, destroyed
The British player wins in one of two ways. If the year is 1775 or 1776, the British player requires control of a limited number of objectives (Canada, Boston, New York, Philadelphia, Charleston, and one area of operations). If the game continues to 1781, the British player must control New England, the Middle Colonies, the South, and either Canada or the Western Territories. If the British do not attain these objectives, the American player wins.
Alternative names:
13: The Colonies in Revolt
Last Updated: 2025-08-12 16:07:11 UTC
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