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Supply Lines of the American Revolution: The Northern Theater, 1775-1777
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Supply Lines of the American Revolution: The Northern Theater, 1775-1777

Watermarked PDF

Game design: Tom Russell
Map Art: Ania B. Ziolkowska
Unit Illustrations: Alex Krumwiede
Hex Number: 10
Duration: 120 to 180 minutes
Players: 2
Solitaire Suitablity: High
Theme: American War for Independence

Armies march on their stomachs, and guns aren't much use without bullets. This simple, brutal truth is given dynamic, exciting expression in Supply Lines of the American Revolution: The Northern Theater, 1775-1777, which looks at the first three years of the American War for Independence through the lens of supply and logistics.

Cities generate Food and War supply cubes, which are used to activate Armies to move and to fight. A paucity of supplies for both sides means that you must choose your battles carefully, as well as your vulnerabilities: of necessity, in order to be strong enough to mount an offensive, you must choose to be weak somewhere else. Will your opponent be able to exploit your weakness, or you his? Or is that display of weakness a clever trap, which he has just sprung? Deceit is an important tool in any general's arsenal, and a vital part of this game. But it's not a matter of hidden information; it's all a matter of feints and counter-feints, and your ability to think three moves ahead.

The game resembles chess in its abstract elegance, its structure of alternating moves, and its cerebral pleasures. Yet it is still a wargame. Control of Cities, and particularly New York and Albany, is crucial not only to Victory Conditions but to effectively orchestrate the movement of supplies and redeployment of troops. The British navy allows for quick redeployment to coastal areas, but they have a harder time of it making roads inland. American hit-and-run tactics might be their best hope for avoiding the sort of decisive battle that plays into British advantages.

This is a supremely unforgiving game, in which a single mistake will render your position unwinnable... provided your opponent is smart enough to notice it.

  • (1) 22" x 17" map
  • (88) 5/8" counters
  • 12-page rulebook
  • You will need (100) small cubes of your choice, in two colors
  • You will need (2) six-sided dice
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Reviews (0)
Discussions (4)
Customer avatar
Terry C November 17, 2019 8:39 pm UTC
For the last several days I have been editing your rules to make them make sense. I have illuminated the issues to others who all agree with my view. Only now have I completed the playtesting and editing. I do not know what you are talking about, because clearly these rules do not work as written. You must be talking about something else because what I am reading is not professional or clear on multiple levels. The extent of the fixes that I had to do to make these rules makes sense was enormous. I tried to do a gopro video but gave up when the rules contradicted themselves. We should stop this communicating so this is my last word and I will not take part in this after this update. You should know however, that in any conversations of your work I cannot in all good conscious promote your product and further, it shines a light on all of your work as you would expect. Let us agree to disagree on the effectiveness of your work and stop this back and forth because clearly, you have not had sufficient feedback...See more
Customer avatar
Tom R November 17, 2019 9:07 pm UTC
To each their own. Good luck to you as well.

For other opinions on the game, people can check out:

Disengaging now.
Customer avatar
Tom R November 17, 2019 8:07 pm UTC
Terry, I don't know what to tell you. These rules have worked for hundreds of people. There are plenty of comments and reviews of the game online in various fora - just not here on WGV. I am happy to clarify any points you may be confused on, but it's hard to tell what you're specifically having trouble with. I don't agree that it's best to "avoid the legislation of the ability of a player to pass" because it's an integral part of the game's pacing and decision space, and the controlling of the game's tempo. I don't agree that this "makes no sense", and I can't really fathom how it doesn't make sense. The use of this mechanism is demonstrated in the three turn example of play that we referred you to in one of the emails.

I also don't know what you're talking about re: charging for the rules. We don't charge for the rules - they're made available for free download online, usually on Board Game Geek, for basically all of our games. What you paid for here are the files to construct...See more
Customer avatar
Terry C November 16, 2019 4:37 pm UTC
You are correct; but my observation was not regarding house rules modification: my statement was that you should fix the rules in particular the use and operation of the "pass" which makes no sense. When writing rules, it is best to avoid the legislation of the ability of a player to "pass" because all that does is confuse the initiative concept. As you can imagine, having paid for the rules it is disappointing that the cost was not in balance with how good the game actually is. Price points should be based on things other than how long it took a game to be created or how much work goes into the graphics. We dont believe there is any justification for charging anything for rules and that they should ALL be free. The emphasis in this hobby should be on supporting the manf. of miniatures not paper... and I am IN the publishing business. If you want to charge for a boxed game then fine, but charging for rules downloads is ill-advised as evidenced by this conversation. Regardless, look at...See more
Customer avatar
Terry C November 15, 2019 4:40 pm UTC
There was an error in leaving a review of this product. It registered one star and my intent was 3 stars.

So I have communicated with the authors on this game and received the feedback that they have so many rules they cannot consider alterations being made by home rule users.

Frankly this is a non-response and any publisher should never say such a thing.

What they SHOULD say is

"... We are glad to receive your suggestions for corrections to our publications especially from those who have bought the game and after review will let you know our position for your suggestions. If your suggestions are such that it improves the customer gamer experience then we will be thankful."

Customer avatar
Tom R November 15, 2019 9:50 pm UTC
What we actually said was, "The game's rules as written were created after several years of development to create a specific experience and play balance; these changes are likely to dramatically throw off the game and its balance. To each their own of course.

"It's obvious you enjoy tinkering with games, and we appreciate you taking the time to share your passion for it with us. To be honest though we have over fifty games in our catalog to support, and we publish 15+ new games each year, and as you might imagine that's the focus of our attention - we won't really have the time to look at any house rules/variants."

This is a game that we published over three years ago that many people have played and enjoyed, that has been very well received by critics, gamers, and fellow designers/publishers. Your "corrections" would dramatically alter the flow & emphasis of the game - including the sequence of play itself - and from the context of your many emails, you were...See more
Customer avatar
Terry C November 16, 2019 10:48 pm UTC
Hello Tom, sorry to say I just completed a play test and these rules do not work as written. I strongly suggest you pull these rules until you read my version because this game DOES NOT WORK as written.
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