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Skirmish

Skirmish

1975

Videos
8
Creators
6

Mainly playthroughs. Skirmish is covered on BoardGameVideo.com by 1 reviews, 1 how-to-play guides, 5 recorded sessions, and 1 unboxings.

2 players
60 min
Light weight: Learn it in minutes

From BoardGameGeek

One of the American Heritage Command Decision Strategy Games, highly prized by collectors. This one is the American War of Independence game. The British have four armies of 5 units each, 3 warships and a troop carrier with 2 reinforcements on board. The Americans have 16 units spread all over the board (including a special "Continental Army" unit), 1 warship and a troop carrier with 4 reinforcements on board. The Americans use two dice for movement (unless down to just one unit), the British one. All three dice are 0-1-1-1-2-3. Both players roll their dice using shakers and peek at them. The British player designates the unit he'll move, then the American reveals his throw and moves. Finally, the Bristish reveals his throw and moves. A single unit is moved by each die --the grid is square and no diagonals are allowed. Units that end up on the same spot stack to form an army (which cannot be split), but each army is limited to 6 units. Naval moves are harbour to harbour except for the troop carriers (and any warship attempting to intercept them). A Skirmish occurs when opposing units are adjacent. A card is drawn to resolve the Skirmish. This can result in a unit loss for either side (sometimes two), a major battle being triggered, or one or both armies moving a space or two. Major battles normally occur when an army lands on an enemy army by exact count; numerical superiority is added to the stronger side's throw, and the adjusted throw difference indicates how many units the losing side lost (however, that loss is limited to the number of units in the winning army). Once the British have lost an army, they can call for Reinforcements. The Americans can do this once they've won a Major Battle. Reinforcement play is resolved separately from normal play. Two dice are used by both sides, one player trying to bring in his troop carrier whilst the other attempts to intercept with a warship (if the opponent has no warships left, the reinforcements automatically succeed). If the troop carrier makes it to a harbor, the reinforcements land (triggering a major battle if the harbor is enemy-held) and the troop carrier remains as a normal warship henceforth. The British win by eliminating the Continental Army, whilst the American wins by eliminating all four British armies. To keep the game from dragging on, if there is no skirmish nor major battle in 10 moves, the weaker side surrenders. The asymmetrical mechanics work surprisingly well; the British lacks mobility and try to force Major Battles on the Americans, whilst the latter skirmish as much as possible until they can muster a large enough army together to win a major battle and call in their reinforcements.

Skirmish

Watch first

Learn to play

Skirmish: Overview and Basic Rules3:57

Skirmish: Overview and Basic Rules

Seek Out and Play

Seek Out and Play

Review

Ep. 326: Skirmish Board Game Review (Milton Bradley 1975)7:47

Ep. 326: Skirmish Board Game Review (Milton Bradley 1975)

Board Game Museum

Board Game Museum

Watch it played

Skirmish - review7:16

Skirmish - review

calandale

calandale

Which Skirmish video should I watch?

Skirmish has 8 videos from 6 creators: 1 review, 1 how-to-play guide, 5 playthroughs and 1 unboxing. They date from 2012 to August 2026.

To learn the rules, start with "Skirmish: Overview and Basic Rules" by Seek Out and Play, which runs 4 min.

For an opinion before you buy, start with "Ep. 326: Skirmish Board Game Review (Milton Bradley 1975)" by Board Game Museum. To see it played, watch "Skirmish - review" by calandale, one of 5 playthroughs.

If you like it, try Nevsky: Teutons and Rus in Collision 1240-1242, For the People, Limits of Glory: Bonaparte's Eastern Empire or 8th Air Force, which share several of its mechanics.

All videos

Skirmish - reviewPlaythrough7:16

Skirmish - review

calandale

calandale

Skirmish - introPlaythrough12:55

Skirmish - intro

calandale

calandale

Skirmish - playthrough and wrapPlaythrough17:51

Skirmish - playthrough and wrap

calandale

calandale

American Heritage Series SkirmishPlaythrough51:04

American Heritage Series Skirmish

Rob's Tabletop World

Rob's Tabletop World

Skirmish: Overview and Basic RulesHow to play3:57

Skirmish: Overview and Basic Rules

Seek Out and Play

Seek Out and Play

Skirmish: Vintage PlayPlaythrough40:02

Skirmish: Vintage Play

David Niecikowski, PhD

David Niecikowski, PhD

Ep. 326: Skirmish Board Game Review (Milton Bradley 1975)Review7:47

Ep. 326: Skirmish Board Game Review (Milton Bradley 1975)

Board Game Museum

Board Game Museum

unboxing - American Heritage SkirmishUnboxing11:34

unboxing - American Heritage Skirmish

Robert Robel

Robert Robel

Creators who cover this

All channels
calandale
calandale
3 videos of this game
Board Game Museum
Board Game Museum
1 video of this game
David Niecikowski, PhD
David Niecikowski, PhD
1 video of this game
Robert Robel
Robert Robel
1 video of this game
Rob's Tabletop World
Rob's Tabletop World
1 video of this game
Seek Out and Play
Seek Out and Play
1 video of this game

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Nevsky: Teutons and Rus in Collision 1240-1242

2019·Volko Ruhnke

Videos
47
Creators
21
Mostly playthroughs and how-to-play

1 - 2 players·60 - 360 min·Very heavy weight

For the People

1998·Mark Herman

Videos
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Creators
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Mainly reviews and playthroughs

2 players·360 min·Heavy weight

Limits of Glory: Bonaparte's Eastern Empire

2024·Andrew Rourke

Videos
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1 - 2 players·90 - 180 min·Medium weight

8th Air Force

2020·Robert Phaneuf

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Mainly playthroughs

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About Skirmish

From BoardGameGeek:

One of the American Heritage Command Decision Strategy Games, highly prized by collectors. This one is the American War of Independence game. The British have four armies of 5 units each, 3 warships and a troop carrier with 2 reinforcements on board. The Americans have 16 units spread all over the board (including a special "Continental Army" unit), 1 warship and a troop carrier with 4 reinforcements on board. The Americans use two dice for movement (unless down to just one unit), the British one. All three dice are 0-1-1-1-2-3. Both players roll their dice using shakers and peek at them. The British player designates the unit he'll move, then the American reveals his throw and moves. Finally, the Bristish reveals his throw and moves. A single unit is moved by each die --the grid is square and no diagonals are allowed. Units that end up on the same spot stack to form an army (which cannot be split), but each army is limited to 6 units. Naval moves are harbour to harbour except for the troop carriers (and any warship attempting to intercept them). A Skirmish occurs when opposing units are adjacent. A card is drawn to resolve the Skirmish. This can result in a unit loss for either side (sometimes two), a major battle being triggered, or one or both armies moving a space or two. Major battles normally occur when an army lands on an enemy army by exact count; numerical superiority is added to the stronger side's throw, and the adjusted throw difference indicates how many units the losing side lost (however, that loss is limited to the number of units in the winning army). Once the British have lost an army, they can call for Reinforcements. The Americans can do this once they've won a Major Battle. Reinforcement play is resolved separately from normal play. Two dice are used by both sides, one player trying to bring in his troop carrier whilst the other attempts to intercept with a warship (if the opponent has no warships left, the reinforcements automatically succeed). If the troop carrier makes it to a harbor, the reinforcements land (triggering a major battle if the harbor is enemy-held) and the troop carrier remains as a normal warship henceforth. The British win by eliminating the Continental Army, whilst the American wins by eliminating all four British armies. To keep the game from dragging on, if there is no skirmish nor major battle in 10 moves, the weaker side surrenders. The asymmetrical mechanics work surprisingly well; the British lacks mobility and try to force Major Battles on the Americans, whilst the latter skirmish as much as possible until they can muster a large enough army together to win a major battle and call in their reinforcements.

Artist

John Trumbull

Publisher

Milton Bradley

Categories

Age of ReasonAmerican Revolutionary WarWargame

Mechanics

Combat ResolutionDice RollingArea MovementRoll and Move
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