How to Play

1775: Rebellion

2-4 players 60-120 min 7.6 Board Game Geek Rating

1775: Rebellion recreates the American Revolution with players commanding Continental/Patriot forces versus British/Loyalist armies. Four factions use unique card decks to maneuver troops and fight battles with custom dice. Victory comes from controlling territories and raising flags - whoever holds the most flags when the Treaty of Paris ends the game wins.

Published 2013

1775: Rebellion

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose factions
Each player selects a faction and takes its resources; factions on the same side win or lose together, and all four factions must be played
2
Assign factions for fewer players
For 2-3 player games, players control both factions on their side and may show cards and discuss strategy with allies
3
British Side components
British Regulars receive 15 red Faction Cards, 35 red Unit Cubes, and 2 Battle Dice; Loyalist Militia receive 13 yellow Faction Cards, 45 yellow Unit Cubes, and 3 Battle Dice
4
Colonies Side components
Continental Army receives 14 blue Faction Cards, 40 blue Unit Cubes, and 2 Battle Dice; Patriot Militia receive 12 white Faction Cards, 45 white Unit Cubes, and 3 Battle Dice
5
Place starting units
Put Units on the map matching the colored squares printed in the corner of each Area
6
Place initial Control Flags
Put British Control Flags on Delaware, Nova Scotia, and Quebec; put American Control Flags on Rhode Island and Connecticut
7
Prepare faction decks
Sort out Faction Cards numbered 01-12 (cards above 12 are not used), shuffle, and draw a starting hand of 3 cards
8
Redraw if no movement
If no Movement cards are in hand, reveal it, shuffle hand back into deck, and draw 3 new cards
9
Determine starting faction
Place 4 Turn Cubes in the bag and draw 1; the faction drawn and its ally faction each place 4 Units on any Areas where their side has units, then the opposing side does the same
10
Create stockpiles
Set aside 4 Native American Units (green, independent), 12 Hessian Units (orange, allied with British), 12 French Units (purple, allied with Americans), and remaining faction cubes
11
Set round tracker
Put the Round Pawn on the 1 space of the Round Track

On Your Turn

What you can do during your turn.

1
Draw turn order
Put all 4 Turn Cubes in bag, draw 1 and place on turn track; that player completes a full turn of 4 phases
2
Continue the round
After each turn, draw another cube, place on track, and that player takes their turn; the round ends when all factions have taken a turn
3
Advance rounds
After all factions complete turns, advance the Round Pawn, check for end game conditions, and start a new round
4
Control colonies
Your side controls a Colony if you have Units in at least 1 Area and there are no opposing Units or independent Native American Units in any area of that colony
5
Update Control Flags
Add a Control Flag when you control a Colony; remove it if opposing faction has Units in the Colony at end of turn or if your side moves all Units out
6
Ally with Native Americans
Move your units into an Area with only Native American units present to ally with them; if left alone, they return to being independent
7
Play Event Cards
Use Event Cards during Reinforcement, Movement, or Battle phases depending on card text
8
Place new units
Put 4 Units from stockpile (if available) to 1 or more City Areas in Colonies your side controls
9
Return fled units
If your Faction has Fled Units at the start of Reinforcement, put them in 1 or more City Areas your side controls
10
No colonies restriction
If no Colonies are controlled, you cannot place Reinforcements or Fled Units
11
Play movement card
Play 1 Movement card from your hand
12
Form armies
May form 1 Army per icon on the card; armies move together and include some or all Units in an Area
13
Army composition
Armies can include your Faction, partner Faction, and Allied units but must include at least 1 of the active Faction's Units
14
Move distance
Each Army may move up to the distance shown under the arrow on the card
15
Army restrictions
Each Army can move once per phase and cannot pick up or drop off Units during movement
16
Stop for enemies
Must stop if entering an Area with opposing Units or independent Native Americans
17
Cross rivers
May cross at River Crossings without special cards
18
Water Movement cards
Move from any Area adjacent to water to another Area adjacent to the same water body; cannot move past River Crossings
19
Warship cards
Allow 2 Armies to move across any Water Area
20
Boat cards
Allow 2 Armies of 3 Units each to move across the same Water to the same Area
21
St. Lawrence Seaway
Treated as part of the Atlantic Ocean during Water moves
22
Truce card requirement
Truce cards are also movement cards; if you only have 1 movement card in hand, you must play it
23
Trigger battles
If Units from both sides occupy an Area after movement, battle occurs; active player chooses order if multiple battles
24
Play battle events
Play Battle Event cards first before rolling dice
25
Defenders roll first
Defending Factions roll 1 die per Unit up to their maximum (including Allies)
26
Attackers roll second
Attacking Factions then roll their dice; each Faction rolls its own colored dice
27
Continue combat
If both sides still have units after a round, repeat the battle sequence
28
Native American conflict
Native American Units cannot fight each other; they flee 1-by-1 from both sides until only on 1 side or none remain
29
Hit result
Opposing side removes 1 Unit of their choice from battle to their Reinforcements pile
30
Flee result
Remove 1 of that Faction's Units to the Fled Units space on the board
31
Command result
Faction player may make a Command Move with 1 Unit of that color
32
Execute Command Moves
Resolve after Hit and Flee dice; may move 1 Unit out of Battle to an adjacent Area
33
Command Move destinations
Can move to an empty Area, an Area with your Units, or an Area with independent Native American Units (who become Allied)
34
Command Move restrictions
Cannot move to an area with only opponents or cross water except at River Crossings
35
Discard played cards
Discard the played Movement card and any Event cards played this turn
36
Set aside Truce cards
If a Truce card was played, place it face-up by the board
37
Refill hand
Draw back up to 3 Faction cards if available
38
No movement redraw
If no Movement cards are in hand, reveal it, shuffle hand back into deck, and draw 3 new cards

Winning

How to claim victory.

1
Check for game end
Starting in Round III and all subsequent rounds, check whether either side has played both of its Truce Cards
2
Trigger ending
If either side has played both Truce Cards, the game ends immediately
3
Determine winner
The side that controls the most Colonies wins the game
4
Resolve ties
If tied, there is no tiebreaker; America becomes a southern province of French Canada

watch & Learn

Let the pros teach you with these top videos.

1775: Rebellion - A Board Game Peek

1775: Rebellion - A Board Game Peek

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1775: Rebellion Quick overview

1775: Rebellion Quick overview

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FULL rules

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