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2 The Game Board The game board shows New York City and surrounding land and water areas. Locations are on land areas. Game units are placed on locations during game play. Movement in game is from location to location along the brown road lines, or across the blue water zones. Some locations allow movement across water zones, their names are in blue and have an anchor symbol. Water Zones Location Road Line Fortified location

3 The Units American Units Group Move Movement Rate Continental Infantry Militia Infantry British Units Leaders Leaders: Count as 1 SP. Group Move is how many units may move with the leader when active. Move rate is how many locations a leader may move. Regular Infantry Hessian Infantry Infantry: May move 1 location per turn when activated. Hit opposing units on 6 in combat. Each British regular roll of 1 in combat causes 1 American Militia to flee. Each Hessian infantry roll of 1 or 2 in combat causes one American Militia to flee. One NY militia is permanently eliminated every turn the British occupy New York City. One CT militia is permanently eliminated every turn White Plains is occupied.

4 The Units (cont.) Artillery Artillery Artillery: May move 1 area per turn when activated. Hit opposing units on 5 and 6 in combat. Ships Ships: Only British. Do not participate in combat. Each ship cost 1 AP to activate. May move 1 or 2 water zones when activated.

5 A unit Unit Name Unit current strength point (SP) shown at the top of the unit When a unit takes a hit in combat, it is rotated to it s next lower SP

6 Sequence of Play: To start a turn the American receives 1 action point (AP), the British 2 action points. Each player rolls a die. If the roll is odd they add 1 AP to their total. If even they add 2 AP to their total. Low total is first player this turn. Further, if the British roll is odd they may not move their ships this turn. 1. Player one is active and moves his units expending 1 AP for each move. 2. Player one conducts battles as the attacker, player two is the defender. 3. Player two is active and moves his units expending 1 AP for each move. 4. Player two conducts battles as the attacker, player one is the defender. Check Victory End turn - move turn marker ahead one space on the turn track and go to step 1 to start the next turn.

7 Actions Points For the expenditure of 1 action point a player may: 1. Activate a single unit to move. 2. Activate a single leader to group move with units at his location up to the leaders group move limit. 3. Activate 1 ship to move.

8 Movement Land Movement: For 1 AP unit A can move 1 location. For 1 AP Leader B can move up to 2 locations, with up to 9 units. B Possible moves shown A

9 Movement (cont.) Water Movement: For 1 AP a ship unit may move up to 2 water zones. Each ship allows 1 British unit or 1 British leader with his group of units to cross (ship acts as a bridge) from an anchor location through that water zone to another anchor location on the same zone. Upon crossing units must stop their move. The ship unit allows the Hessian infantry to cross water zone E to Morrisannia. American units may cross any water zones where no ships are present.

10 Battle After all AP are spent for movement, any opposing units in the same location are moved to the battle board. Skirmish: If less than 3 units for each side units are only deployed in the center positions. Overrun: If the defender has less than 3 units, and the attacker has 3 or more, then the defender retreats 1 location, each unit takes 1 hit. The attacker may continue moving.

11 Fire Fire Fire Battle Board Deployment 1. For a battle players must deploy at least one unit in each position of the right, center, and left. After that extra units may be deployed in any position. Fire Move Move Fire Fire 2. During a battle round, the defender going first, a player may either pass, move, or fire with each unit. Units in reserve may not fire. To fire, roll 1 die for each SP (may be modified). to move a player moves from reserve to any position or from any position to reserve.

12 Normal Battle: It is the British battle turn and he does the following; He fires at the American right position with his artillery unit in his left position. Rolling 3 dice he causes a hit with the 5 and a militia flee with the 1. The American player applies the hit to the militia and then has the militia unit flee. Next the British player moves Howe from his reserve to his right. Then he fires his infantry unit in his right at the American left by rolling 2 dice (the current SP of the his infantry unit) and scores a hit with the 6. Howe can not fire because he moved. (cont.) Last the British player rolls 4 dice and fires with his Hessian infantry unit in the center at the American center. The 1 and 2 rolled cause militia flee results (Hessian units cause flee results on 1 and 2). Both American militia units in the center must flee. This causes a forced retreat and all American units must retreat and the British units will get a battle fire at the retreating units.

13 Supply American Supply: Units must be able to trace a line of locations off of a land board edge. The supply line may cross water zones at any location a unit could legally cross. British supply = American Supply = British Supply: Units must be able to trace a line of locations to Staten Island. The supply lines may cross any water zones whether ships are present or not. Effects of Out of Supply: Units out of supply each lose 1 SP. They may not go below 1 SP.

14 Victory! American Victory: The American player wins the game if the British player has not met his victory conditions by the end of game turn 20 OR on any turn that starts with British total SP on the game board being below 20 SP. British Victory: The British player wins an automatic victory the instant that the American Washington leader is eliminated OR The British wins if at game end (turn 20) they control (occupy) New York City AND American total SP on the game board is below 10 SP.

15 Things players may miss Subtract 1 die from each infantry and leader unit attacking on the 1 st battle round when attacking a fortified location, and attacks across water zones. British ships may not enter Zone D if the Americans control both Brooklyn and New York City or water zone A if American units occupy both Paulus Hook and New York City. British block American supply routes across water. When British units cross water zones ships must be present, and they are not placed on the ships, the ships act as road lines across the water. American units can cross any water zone unless a British ship is present.

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