---
product_id: 19264552
title: "Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes"
brand: "academy games"
price: "VT36109"
currency: VUV
in_stock: true
reviews_count: 8
category: "Academy Games"
url: https://www.desertcart.vu/products/19264552-academy-games-1775-rebellion-the-american-revolution-board-game-2
store_origin: VU
region: Vanuatu
---

# Dynamic dice-driven combat 2-4 players, team or solo mode 60-120 min strategic playtime Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes

**Brand:** academy games
**Price:** VT36109
**Availability:** ✅ In Stock

## Summary

> ⚔️ Command the Revolution: Strategy, History & Thrills in Every Roll!

## Quick Answers

- **What is this?** Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes by academy games
- **How much does it cost?** VT36109 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.vu](https://www.desertcart.vu/products/19264552-academy-games-1775-rebellion-the-american-revolution-board-game-2)

## Best For

- academy games enthusiasts

## Why This Product

- Trusted academy games brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Award-Winning Design:** 2014 Origins Wargame of the Year & 2013 Golden Geek Best Wargame – a proven hit among enthusiasts and educators alike.
- • **Multi-Faction Warfare:** Play as British, Americans, Militias, or Loyalists with unique decks and custom dice for varied tactics.
- • **Quick Yet Deep Gameplay:** Balanced 1-2 hour sessions perfect for busy professionals craving meaningful strategy without marathon sessions.
- • **Unpredictable Turn Order:** Randomized dice draw for turn sequence keeps every round fresh and tension high.
- • **Historic Immersion Meets Strategy:** Authentic 13 Colonies map with vivid, Eurogame-style components for deep thematic engagement.

## Overview

1775 Rebellion by Academy Games is a critically acclaimed, award-winning area control board game that immerses 2-4 players in the American Revolution. Featuring a vibrant map of the 13 Colonies and Eastern Canada, dynamic dice-driven combat, and randomized turn order, it delivers balanced, strategic gameplay in 60-120 minutes. Perfect for history buffs, educators, and strategy gamers seeking a rich yet accessible war game experience.

## Description

desertcart.com: Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes : Toys & Games

Review: A great Revolution game. - At first glance, 1775 Rebellion doesn’t look like a war game. The Academy Games release comes with a bright map, suspiciously Eurogame looking cubes, and a fairly simple rule set. But make no mistake, behind the candy-colored facade lies a war game with solid decision making and deep play. Opening the box reveals a bright, clear map of the 13 American Colonies and Eastern Canada. The game map is slanted, reminiscent of Avalon Hill’s 1776. Colonies are colored to show which regions lie within each colony. Armies are represented by colored cubes. Each of the four main factions (British, American, and their respective militias) come with a deck of cards that determine their actions each round. Each group, along with possible allies (Natives, French, and Hessian) come with custom dice to represent the outcomes of battles. This is a nice touch since the British and French are deadlier and more steadfast, than their battlefield counterparts. Overall, the components are top-notch, some of the best I’ve seen in a wargame. Rounds follow a simple order of reinforce, play card, move, fight, and draw. Order for each round is random and is done by blind draw by pulling colored cubes. From there, your cards give you options to move a certain number of armies a certain number of regions, or armies could move by boat. Event cards add flavor by allowing Benedict Arnold to have an American army defect to the British side or the Declaration of Independence to inspire the Americans to stand their ground. The goal of the game is to control a colony by having only your allies in the colony (not necessarily in every region). One of the unique aspects of the game is the dice system. As I mentioned, British and French troops are deadly accurate and strong willed. Meanwhile, militia troops are more likely to run off to live to fight another day. This perceived disadvantage can actually be beneficial when you realize your 6 American militia that ran off last turn suddenly show back up along with your usual pool of reinforcements. It’s a simple way to showcase the warfare of the conflict. The game can be decided anywhere from the end of round 3 on by the play of truce cards. When one side plays all their truce cards, the war ends and the victory is the one that controls the most provinces. At first glance, the strategy appears simple. The Americans are strong in Massachusetts and the South. The British control the North. Solidifying forces and pushing from the South (American) or North (British) seems obvious, but cards can change all that. In the review game, the Americans nearly turned the tide of the war by drawing a sea invasion card that allowed them to land in Maine and Nova Scotia. The British got their last colonial point by pushing into Maryland. The cards and dice ensure the different games will allow different strategies to appear. The quick game play also allows it to get to the table more often. I’ve played this game against people and solo. In none of my games have I had the winning side ahead by more than 2 colonies. In the solo game I played to do this review, the game came down to the final turn of the final round. The British start off with more colonies, but the Americans have formidable forces in particular areas. The game is very well-balanced. This may not give you the hardcore mental exercise of a GMT or Multiman wargame, but this is a fun game to play in one sitting. It’s well-balanced, very strategic, and great to look at on the table. If you have any interesting in the American Revolution or simply want a lighter war game that packs a punch in a smaller time frame, you’ll be well served to pick this game up. I've used this in my classroom with 5th grade students to great success. It's an excellent teaching tool as well.
Review: A Lite War Game of the Revolution - When it comes to historical wargames, and historical games in general, there are only a few which capture the feeling of the events of what the game is about. 1775: Rebellion is one of those games which truly encapsulates the theme and tension of a conflict such as the American Revolution. This game is the second in the Birth of Freedom line which is published by Academy Games, a company known for their attention to detail and attention to historicity while at the same time continuing to make the game fun and engaging. So what makes this game so much fun and historical? There are multiple mechanics which aid in the theming of the game. The first is the map itself. The map showcases what many of the maps during the American Revolution looked like laying on the table in a war room or a map hanging in some of the halls I have seen in Williamsburg and Valley Forge. Not only was the game board surrounding the colonies but even stretched into Canada, which did have some combat during the Revolution. The second is the four player aspect of the game. Many other games on the American Revolution usually deal with just a British player and an American player. But here, in 1775, we see a player for the Continental Army, the Militia, British Redcoats and the Loyalists. The turn order is different for every round by pulling blank dice with the color of your troops from a bag. This gives the feel of randomness to the turn order which keeps the tension high. This mechanic also gives the players a chance to strategize in the moment instead of planning as other wargames usually do. For example, the loyalists could be the last player to go, but the first player to go in the next turn. The components of the game are different but are completely thematic to the time of the war. There are five colors of cubes used for troops: red for the redcoats, yellow for the loyalists, white for the militia, blue for the Continental Army and green for the Native Americans. In order to use the natives, you have to be in control of the territory and the colony but they are useful in every way. There are also two other colors which can be brought into play with cards but once eliminated are gone and cannot be brought back in for reinforcements. They are purple for the French and orange for the Hessians. These reinforcements for the colonists and the British give the game more theme added to a game with a heavy theme already. One of the things which I really enjoyed with this game was the simplicity of combat. There are certain wargames which use charts upon charts to figure out if there is even a line of sight for combat. But here in this game, it is a simple roll of the dice. That does give the game a feeling of chance, but there are also strategic maneuvers which have to be performed in order to gain the territories of the map. Troops move around the board through a card system which is also a way in which the game can end. Each deck has a Treaty card in it and the game can end when all four players play their treaty card. The game can also end on round 8 and the winner is decided by how many colonies and areas of Canada are controlled by what player. I have introduced this game to many gamers and historians who could not stop praising this game. I believe this game should be used in the classroom when teaching the American Revolution not only in the public school level but the university level as well. Once again, Academy Games has proven that they can produce a game which is both enjoyable and educational. Matthew Bartlett - Gettysburg Chronicle

## Features

- 1775 is an area control game that is great for head-to-head or up to 4-player team play.
- 1775 Rebellion is the second title in the Birth of America series after 1812 - The Invasion of Canada.
- The perfect introduction to historical and strategy boardgames!
- 2014 Origins Wargame of the Year, 2013 Boardgamegeek Golden Geek Award for Best Wargame
- 2-4 Players, 1-2 Hours, 10+

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B00F3CT6YG |
| Best Sellers Rank | #292,238 in Toys & Games ( See Top 100 in Toys & Games ) #8,025 in Board Games (Toys & Games) |
| Customer Reviews | 4.6 4.6 out of 5 stars (131) |
| Department | Educators |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.5 pounds |
| Item model number | ACA05375 |
| Manufacturer | Academy Games |
| Manufacturer recommended age | 14 months - 8 years |
| Product Dimensions | 13.5 x 9.75 x 3 inches |

## Images

![Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes - Image 1](https://m.media-amazon.com/images/I/A1teTBkoDPL.jpg)

## Questions & Answers

**Q: It seems like there's 5000 games that are basically a board with cubes on it. What makes this one stand above the rest (or most?)**
A: You're statement suggests that you are new to designer board games. Much like there are thousands of movies thay are just moving pictures with dialogue and music attached the ones that stand out for each person differ (do you like action drama comedy etc..). Same applies for the recently exploded realm of baord gaming. If you're new to the hobby I would suggest subbing to some youtube channels (the dice tower, watch it played) or checking out the site Shut Up and Sit Down. All of which have articles or videos that serve as excellent orientations to the hobby as, just like tastes in cinema, tastes in board games will differ and the selection available now is dizzying. Now to more directly answer your question. 1775 is a great intro into what are commonly called "war games" amongst hobbyists. Think risk, but each faction is made unique in its play style by custom dice that make specific tactics more successful for some factions over others. Academy games (the producers of 1775) have a great reputation for historic accuracy and producing games that could also be used as a teaching tool. The history comes through event cards that correlate to the history of the revolutionary war. If this sounds interesring to you then there are few other games by Acedemy games in this style in whats callwd the birth of america series. Hope this was helpful. Game on!

**Q: Does Academy games plan to release a Civil War game love 1775 ?**
A: We are working on a Civil War 1861-65 game. But first we are finishing the following games in this series: "Fall of Rome - The Punic Wars" (yes, it will have elephants) and "Vietnam" .

**Q: In 1775 game can all units move one space or only ones using movement card ?**
A: Hello!  You select a certain number of army groups to move when you play a movement card as specified by that card.  For example, Continental Army movement card 02 specifies you can move up to 4 different army groups one space each.  This means you would create army groups using the rules specified on pg 3 of the rule book, then you could move up to 4 of those groups one space each.  Not all units can move one space using a movement card, only those organized into the army groups you plan to move with the movement card that is played. Thank you! -Academy Games Team

**Q: How is this compared to "a Few Acres of Snow" ?**
A: Not really in the same category. This is mostly just some random dice rolling/risk like. It's not really a heavy game. Few Acres of snow is very strategy driven and can be unforgiven if you make mistakes.FAoS is essentially a deck building mixed with some map area control. 1775 I would say is essentially some initial cube placement, mixed with luck. Thematically both I think feel revolutionary war. I wouldn't say they are really great games to teach the Revolutionary war other than some geography. Neither one is close to being as in depth as perhaps a GMT level game. Hope that helps. Check out boardgamegeek for much better reviews than this.

## Customer Reviews

### ⭐⭐⭐⭐⭐ A great Revolution game.
*by N***. on July 10, 2015*

At first glance, 1775 Rebellion doesn’t look like a war game. The Academy Games release comes with a bright map, suspiciously Eurogame looking cubes, and a fairly simple rule set. But make no mistake, behind the candy-colored facade lies a war game with solid decision making and deep play. Opening the box reveals a bright, clear map of the 13 American Colonies and Eastern Canada. The game map is slanted, reminiscent of Avalon Hill’s 1776. Colonies are colored to show which regions lie within each colony. Armies are represented by colored cubes. Each of the four main factions (British, American, and their respective militias) come with a deck of cards that determine their actions each round. Each group, along with possible allies (Natives, French, and Hessian) come with custom dice to represent the outcomes of battles. This is a nice touch since the British and French are deadlier and more steadfast, than their battlefield counterparts. Overall, the components are top-notch, some of the best I’ve seen in a wargame. Rounds follow a simple order of reinforce, play card, move, fight, and draw. Order for each round is random and is done by blind draw by pulling colored cubes. From there, your cards give you options to move a certain number of armies a certain number of regions, or armies could move by boat. Event cards add flavor by allowing Benedict Arnold to have an American army defect to the British side or the Declaration of Independence to inspire the Americans to stand their ground. The goal of the game is to control a colony by having only your allies in the colony (not necessarily in every region). One of the unique aspects of the game is the dice system. As I mentioned, British and French troops are deadly accurate and strong willed. Meanwhile, militia troops are more likely to run off to live to fight another day. This perceived disadvantage can actually be beneficial when you realize your 6 American militia that ran off last turn suddenly show back up along with your usual pool of reinforcements. It’s a simple way to showcase the warfare of the conflict. The game can be decided anywhere from the end of round 3 on by the play of truce cards. When one side plays all their truce cards, the war ends and the victory is the one that controls the most provinces. At first glance, the strategy appears simple. The Americans are strong in Massachusetts and the South. The British control the North. Solidifying forces and pushing from the South (American) or North (British) seems obvious, but cards can change all that. In the review game, the Americans nearly turned the tide of the war by drawing a sea invasion card that allowed them to land in Maine and Nova Scotia. The British got their last colonial point by pushing into Maryland. The cards and dice ensure the different games will allow different strategies to appear. The quick game play also allows it to get to the table more often. I’ve played this game against people and solo. In none of my games have I had the winning side ahead by more than 2 colonies. In the solo game I played to do this review, the game came down to the final turn of the final round. The British start off with more colonies, but the Americans have formidable forces in particular areas. The game is very well-balanced. This may not give you the hardcore mental exercise of a GMT or Multiman wargame, but this is a fun game to play in one sitting. It’s well-balanced, very strategic, and great to look at on the table. If you have any interesting in the American Revolution or simply want a lighter war game that packs a punch in a smaller time frame, you’ll be well served to pick this game up. I've used this in my classroom with 5th grade students to great success. It's an excellent teaching tool as well.

### ⭐⭐⭐⭐⭐ A Lite War Game of the Revolution
*by M***T on March 3, 2015*

When it comes to historical wargames, and historical games in general, there are only a few which capture the feeling of the events of what the game is about. 1775: Rebellion is one of those games which truly encapsulates the theme and tension of a conflict such as the American Revolution. This game is the second in the Birth of Freedom line which is published by Academy Games, a company known for their attention to detail and attention to historicity while at the same time continuing to make the game fun and engaging. So what makes this game so much fun and historical? There are multiple mechanics which aid in the theming of the game. The first is the map itself. The map showcases what many of the maps during the American Revolution looked like laying on the table in a war room or a map hanging in some of the halls I have seen in Williamsburg and Valley Forge. Not only was the game board surrounding the colonies but even stretched into Canada, which did have some combat during the Revolution. The second is the four player aspect of the game. Many other games on the American Revolution usually deal with just a British player and an American player. But here, in 1775, we see a player for the Continental Army, the Militia, British Redcoats and the Loyalists. The turn order is different for every round by pulling blank dice with the color of your troops from a bag. This gives the feel of randomness to the turn order which keeps the tension high. This mechanic also gives the players a chance to strategize in the moment instead of planning as other wargames usually do. For example, the loyalists could be the last player to go, but the first player to go in the next turn. The components of the game are different but are completely thematic to the time of the war. There are five colors of cubes used for troops: red for the redcoats, yellow for the loyalists, white for the militia, blue for the Continental Army and green for the Native Americans. In order to use the natives, you have to be in control of the territory and the colony but they are useful in every way. There are also two other colors which can be brought into play with cards but once eliminated are gone and cannot be brought back in for reinforcements. They are purple for the French and orange for the Hessians. These reinforcements for the colonists and the British give the game more theme added to a game with a heavy theme already. One of the things which I really enjoyed with this game was the simplicity of combat. There are certain wargames which use charts upon charts to figure out if there is even a line of sight for combat. But here in this game, it is a simple roll of the dice. That does give the game a feeling of chance, but there are also strategic maneuvers which have to be performed in order to gain the territories of the map. Troops move around the board through a card system which is also a way in which the game can end. Each deck has a Treaty card in it and the game can end when all four players play their treaty card. The game can also end on round 8 and the winner is decided by how many colonies and areas of Canada are controlled by what player. I have introduced this game to many gamers and historians who could not stop praising this game. I believe this game should be used in the classroom when teaching the American Revolution not only in the public school level but the university level as well. Once again, Academy Games has proven that they can produce a game which is both enjoyable and educational. Matthew Bartlett - Gettysburg Chronicle

### ⭐⭐⭐⭐⭐ Good introductory war/strategy game
*by T***E on September 15, 2025*

excellent game. Quick set up and easy play. Essentially a dice game with strategic objectives. The dice takes the place of the old fiddly combat results table. Game proceeds quickly cards determine events and movement, Fun for even experienced wargamers. Good introductory game for interested uninitiated.

## Frequently Bought Together

- Academy Games | 1775 Rebellion The American Revolution | Board Game | 2 to 4 Players | 60 to 120 Minutes
- Academy Games 1812: The Invasion of Canada
- Academy Games | 878 Vikings Invasion of England 2nd Edition | Board Game | 2 to 4 Players

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