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One Page REV: Guns in the Summer Wood

One Page REV: Guns in the Summer Wood

2023·Noah Patterson

1 players
20 - 60 min
Light weight: Learn it in minutes

From BoardGameGeek

One Page REV: Guns in the Summer Wood is a solo roll and write American Revolution wargame. Players act as a colonial militia in upstate New York during the height of summer 1777. Six 6-sided dice are needed to play the game. The militia starts at one end of a map, with terrain generated randomly by dice rolls and drawn onto the map. As the militia enters each hex, rolls to determine enemy units are made and combat follows. Different types of weapons (rifles, pistols, etc.) are affected by terrain and weather. Victory points are assigned to the player after defeating British units in combat, and British victory points are gained when the militia takes damage. Combat is resolved through dice rolls with the number of rolls depending upon the player's weapons, stamina and morale. Rolls exceeding a certain number count as hits, and the number of hits determines the attack's result. If the militia accumulates sufficient victory points, it wins immediately. Otherwise the militia continues to an objective hex and if the militia has more victory points than the British, the player wins. Recordkeeping for the game is made on the map page and each game is played on a new page. The book contains a printer-friendly game page as well that can be copied and printed. The player could also use tokens and counters from other games to keep track of the game's progress.

One Page REV: Guns in the Summer Wood

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Coffee with Kilroy - One Page Rev: Guns in the Summer Woods (Patterson)Review11:42

Coffee with Kilroy - One Page Rev: Guns in the Summer Woods (Patterson)

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About One Page REV: Guns in the Summer Wood

From BoardGameGeek:

One Page REV: Guns in the Summer Wood is a solo roll and write American Revolution wargame. Players act as a colonial militia in upstate New York during the height of summer 1777. Six 6-sided dice are needed to play the game. The militia starts at one end of a map, with terrain generated randomly by dice rolls and drawn onto the map. As the militia enters each hex, rolls to determine enemy units are made and combat follows. Different types of weapons (rifles, pistols, etc.) are affected by terrain and weather. Victory points are assigned to the player after defeating British units in combat, and British victory points are gained when the militia takes damage. Combat is resolved through dice rolls with the number of rolls depending upon the player's weapons, stamina and morale. Rolls exceeding a certain number count as hits, and the number of hits determines the attack's result. If the militia accumulates sufficient victory points, it wins immediately. Otherwise the militia continues to an objective hex and if the militia has more victory points than the British, the player wins. Recordkeeping for the game is made on the map page and each game is played on a new page. The book contains a printer-friendly game page as well that can be copied and printed. The player could also use tokens and counters from other games to keep track of the game's progress.

Designer

Noah Patterson

Publisher

Micro RPG

Categories

American Revolutionary WarDiceWargame

Mechanics

Solo / Solitaire Game
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