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Common Sense

Common Sense

Sam London

Videos
7
Creators
4

Mainly how-to-play. Common Sense is covered on BoardGameVideo.com by 1 reviews, 3 how-to-play guides, 1 recorded sessions, and 2 other videos.

1 - 2 players
120 min

From BoardGameGeek

Common Sense is an asymmetrical trick-taking card driven wargame. One player will take control of the 13 colonies in their fight for independence while the other uses the might of the British crown to quash the rebellion. The game revolves around the Will to Fight track which tracks both sides' willingness to continue to fight the war. As it is an asymmetrical game, both sides have different problems they will have to manage to resist the decline of their Will to Fight. The colonies are primarily concerned with morale and their ability to believe that they could potentially win their independence. Losing control of colonies and failures of the Continental Congress to galvanize the colonies will have the heaviest impact on their conviction. The British on the other hand never had hearts and minds to begin with, as the war was never popular at home. Instead, their Will to Fight represents parliament’s willingness to continue to fund the war. Poor results relative to commitment of forces as well as losses of British Regulars can spell a speedy exit from the war for them. The game will end when both player’s Will to Fight markers converge on the track, or rarely at the end of 1783, with position on the track determining much of the game’s scoring. Common Sense is played with 2 unique 36 card decks. Each card in a player’s deck is also unique, and represents a key personality, battle, event, or concept from the American Revolution. Cards are divided into 4 suits, which are Battle, Mobilize, Recruit, and Special. Since the game is asymmetrical, while Battle, Mobilize, and Recruit serve similar purposes for both players, their actual executions vary in some ways. Battles let you engage in fights with the enemy in the same space, Mobilize lets you move your armies between spaces, and Recruit lets you bolster your forces. The Special suit on the other hand varies radically and really showcases differences between the two sides. The Colonial Special suit governs training of militia into the Continental Army as well as all interactions with the French. The British Special suit on the other hand manages native led operations as well as the might of the British navy. Each card grants a certain number of actions of a specific type, as well as a historical themed event. Events can be one off effects, powerful action modifiers for the current turn, or remain in play for multiple turns granting powerful abilities or changing core rules. —description from the designer

Common Sense

Watch first

Learn to play

Common Sense | Gameplay Preview with Sam London30:30

Common Sense | Gameplay Preview with Sam London

GMTGames

GMTGames

Review

Common Sense preview play and impressions - One Stop Co-Op Shop1:02:34

Common Sense preview play and impressions - One Stop Co-Op Shop

One Stop Co-op Shop

One Stop Co-op Shop

Watch it played

Common Sense | Full-Game Playthrough | Ananda Gupta & Gene Billingsley Go Head-to-Head2:05:29

Common Sense | Full-Game Playthrough | Ananda Gupta & Gene Billingsley Go Head-to-Head

GMTGames

GMTGames

Which Common Sense video should I watch?

Common Sense has 7 videos from 4 creators: 1 review, 3 how-to-play guides, 1 playthrough and 2 other videos. They date from 2024 to August 2026.

To learn the rules, start with "Common Sense | Gameplay Preview with Sam London" by GMTGames, which runs 31 min.

For an opinion before you buy, start with "Common Sense preview play and impressions - One Stop Co-Op Shop" by One Stop Co-op Shop. To see it played, watch "Common Sense | Full-Game Playthrough | Ananda Gupta & Gene Billingsley Go Head-to-Head" by GMTGames.

All videos

Common Sense preview play and impressions - One Stop Co-Op ShopReview1:02:34

Common Sense preview play and impressions - One Stop Co-Op Shop

One Stop Co-op Shop

One Stop Co-op Shop

Common Sense | Gameplay Preview with Sam LondonHow to play30:30

Common Sense | Gameplay Preview with Sam London

GMTGames

GMTGames

Common Sense Rules TeachHow to play40:59

Common Sense Rules Teach

Sam London

Sam London

Common Sense | Full-Game Playthrough | Ananda Gupta & Gene Billingsley Go Head-to-HeadPlaythrough2:05:29

Common Sense | Full-Game Playthrough | Ananda Gupta & Gene Billingsley Go Head-to-Head

GMTGames

GMTGames

Common Sense GMT P500 Pitch7:39

Common Sense GMT P500 Pitch

Sam London

Sam London

Interview | Sam London | Common Sense | The Players' AidInterview20:39

Interview | Sam London | Common Sense | The Players' Aid

The Players Aid

The Players Aid

Common Sense | Solo Bot Overview with Sam LondonHow to play35:17

Common Sense | Solo Bot Overview with Sam London

GMTGames

GMTGames

Creators who cover this

All channels
GMTGames
GMTGames
3 videos of this game
Sam London
Sam London
2 videos of this game
One Stop Co-op Shop
One Stop Co-op Shop
1 video of this game
The Players Aid
The Players Aid
1 video of this game

About Common Sense

From BoardGameGeek:

Common Sense is an asymmetrical trick-taking card driven wargame. One player will take control of the 13 colonies in their fight for independence while the other uses the might of the British crown to quash the rebellion. The game revolves around the Will to Fight track which tracks both sides' willingness to continue to fight the war. As it is an asymmetrical game, both sides have different problems they will have to manage to resist the decline of their Will to Fight. The colonies are primarily concerned with morale and their ability to believe that they could potentially win their independence. Losing control of colonies and failures of the Continental Congress to galvanize the colonies will have the heaviest impact on their conviction. The British on the other hand never had hearts and minds to begin with, as the war was never popular at home. Instead, their Will to Fight represents parliament’s willingness to continue to fund the war. Poor results relative to commitment of forces as well as losses of British Regulars can spell a speedy exit from the war for them. The game will end when both player’s Will to Fight markers converge on the track, or rarely at the end of 1783, with position on the track determining much of the game’s scoring. Common Sense is played with 2 unique 36 card decks. Each card in a player’s deck is also unique, and represents a key personality, battle, event, or concept from the American Revolution. Cards are divided into 4 suits, which are Battle, Mobilize, Recruit, and Special. Since the game is asymmetrical, while Battle, Mobilize, and Recruit serve similar purposes for both players, their actual executions vary in some ways. Battles let you engage in fights with the enemy in the same space, Mobilize lets you move your armies between spaces, and Recruit lets you bolster your forces. The Special suit on the other hand varies radically and really showcases differences between the two sides. The Colonial Special suit governs training of militia into the Continental Army as well as all interactions with the French. The British Special suit on the other hand manages native led operations as well as the might of the British navy. Each card grants a certain number of actions of a specific type, as well as a historical themed event. Events can be one off effects, powerful action modifiers for the current turn, or remain in play for multiple turns granting powerful abilities or changing core rules. —description from the designer

Designer

Sam London

Publisher

GMT Games

Categories

Age of ReasonAmerican Revolutionary WarCard GameWargame

Mechanics

Action PointsArea MovementCard-DrivenTrick-taking & Climbing
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