---
product_id: 391406352
title: "Academy Games 1775 - Rebellion"
brand: "academy games"
price: "VT37316"
currency: VUV
in_stock: true
reviews_count: 5
category: "Academy Games"
url: https://www.desertcart.vu/products/391406352-academy-games-1775-rebellion
store_origin: VU
region: Vanuatu
---

# 1-2 hour fast-paced gameplay Dynamic dice system for realistic battle outcomes 2-4 players, perfect for team or head-to-head strategy Academy Games 1775 - Rebellion

**Brand:** academy games
**Price:** VT37316
**Availability:** ✅ In Stock

## Summary

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

## Quick Answers

- **What is this?** Academy Games 1775 - Rebellion by academy games
- **How much does it cost?** VT37316 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/391406352-academy-games-1775-rebellion)

## 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

- • **Dynamic Faction Play:** Command British, American, French, Hessian, and Native forces with unique dice and cards for varied tactics.
- • **Award-Winning Gameplay:** 2014 Origins Wargame of the Year & 2013 Golden Geek Best Wargame—join a community of passionate strategists.
- • **Fast-Paced Historical Battles:** Engage in thrilling 1-2 hour sessions that fit perfectly into your busy schedule without sacrificing depth.
- • **Perfect Social & Solo Experience:** Play hot seat, online, or solo against AI—never miss out on the action or the camaraderie.
- • **Strategic Depth Meets Accessibility:** Master the American Revolution with a light, intuitive rule set that’s easy to learn but hard to master.

## Overview

Academy Games 1775 - Rebellion is a visually striking, award-winning area control board game that immerses 2-4 players in the strategic battles of the American Revolution. With a quick 1-2 hour playtime, dynamic dice mechanics, and multiple factions, it offers both accessible gameplay and deep tactical decisions. Perfect for history buffs and strategy gamers alike, it’s a top-tier introduction to wargaming that balances educational value with competitive fun.

## Description

The year is 1775. The American colonies are outraged over new taxes imposed upon them by Great Britain. They begin to stockpile arms and organize militia. On April 18th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. 273 British soldiers are killed or wounded before they reach safety in Boston. The American Revolution has begun Now you and your friends command the armies of the British Redcoats, English Loyalists, German Hessians, American Regulars, Patriots, French Regulars and Native Americans to decide the fate of the Americas. Players from each faction cooperate to n control of key towns and forts. Share the fun in this light and fast paced game vs. the AI, hot seat or online.

Review: Another great wargame from Academy Games. It has a light-weight rule set, yet it is a surprisingly rich and fun gaming experience. You can teach someone how to play this game in just 10 minutes, yet it will provide hours of entertainment - and you'll learn about the birth of the American Revolution.
Review: 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.

## 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 le 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 |
| Assembly Required | No |
| Batteries Included? | No |
| Batteries Required? | No |
| Color | Multicolor |
| Customer Reviews | 4.6 4.6 out of 5 stars (125) |
| Date First Available | 10 September 2013 |
| Educational Objective(s) | Develop critical thinking, strategic planning, and historical understanding |
| Item model number | ACA05375 |
| Language | English |
| Material Type(s) | Cardstock |
| Number of Game Players | 4 |
| Product Dimensions | 34.29 x 24.77 x 7.62 cm; 1.59 kg |
| Remote Control Included? | No |
| tech_spec_battery_description_toys | False |

## Product Details

- **Brand:** Academy Games
- **Genre:** Strategy
- **Material:** Cardstock
- **Number of players:** 4
- **Theme:** Military

## Images

![Academy Games 1775 - Rebellion - 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

### ⭐⭐⭐⭐⭐ Review
*by X***0 on 26 July 2018*

Another great wargame from Academy Games. It has a light-weight rule set, yet it is a surprisingly rich and fun gaming experience. You can teach someone how to play this game in just 10 minutes, yet it will provide hours of entertainment - and you'll learn about the birth of the American Revolution.

### ⭐⭐⭐⭐⭐ Review
*by N***. on 10 July 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.

### ⭐⭐⭐⭐⭐ Review
*by J***Y on 26 August 2019*

I bought this after trying a friends Viking variant from the same firm. Firstly, there is a whole heap of components in the box, but what ever you do, don't be put off by them all. What you have here is a very easy to learn and extremely fun game that really makes you think before you make a move on your turn. A great combination of simple rules, but fairly deep game play that forces you to make hard decisions. You will never be able to do every thing you want and will have to make ruthless choices along the way to beating your opponent. The South for example looks easy to take and at certain times in the game and under certain circumstances it might be. But you run the risk of not putting as much troops into key area's around New York and Boston which are a vital and prove to be a meat grinder as a result. Due to the card system, there is a certain fog or war element to this that works beautifully and you will learn to use the cards in combinations to their best effect. The battle dice are genius and make battles instantly accessible. There is no need to be constantly be looking through charts to see what the results are and different factions have their own dice which are better or worse making the various factions important in their own right. Talking of the factions. I did think that I would favour the British loyalists over the Continental army being British myself. However, this game really draws you in regardless of who you use. Any thoughts on that front went straight out of the window. Having played this numerous times, I would say I enjoy using either the British or Continental forces equally. Also there is a large number of Native American tribes both sides can try to enrol into the fight for them. Ignore them at your peril. How they function again is genius. They won't fight each other and very sensibly will go back to their own business if not currently recruited by some warmongering White skins. Throw in the French who have turned up to spoil a British victory by sending professional troops to assist the Continental army, and German Hessians keen to earn their money aiding the British, then you have not only got some really characterful factions, but a game that is very true to history. Due to the card system, no two games are the same and this means you could play this numerous times before it might get a bit repetitive. Then there are also the scenario variants for different years you can get your teeth into which means you will be using different cards you don't put into the decks in the main game. (Don't worry you get these other cards in with the main game and the rules are all in there also.) My wife loves this which surprised me as she avoids war games in general. I can not recommend this game enough.

## 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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*Last updated: 2026-02-16*