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Apr 15, 2026·How to play·30:30·438·Watch on YouTube

Common Sense | Gameplay Preview with Sam London

GMTGames

GMTGames

Watch “Common Sense | Gameplay Preview with Sam London,” a how-to-play guide for Common Sense from GMTGames on BoardGameVideo.

Description provided by GMTGames on YouTube:

In this video, designer Sam London plays through a full year (which is one game turn) of Common Sense: An American Revolution, 1775-1783, with some commentary on decision making and strategy along the way. Enjoy! Common Sense is designed to be a sandbox of the American Revolution. You can play the entire war from beginning to end along historical lines or you can push the limits and set up great “what if” scenarios (if your opponent lets you get away with it). What if Benedict Arnold never switched sides? What if the French entered the war early? What if the natives presented a more significant military threat to the colonies? What if the Continental Army managed to secure Canada? What if King George had the full support of parliament to subdue the colonies at any cost? Common Sense offers the flexibility to play with all these questions and more while keeping the game firmly grounded in the social, military, and economic challenges both sides contended with as the war went on. ---------- For more information or to pre-order Common Sense, see the P500 page here: https://www.gmtgames.com/p-1217-common-sense-an-american-revolution-1775-1783.aspx Common Sense page on BoardGameGeek: https://boardgamegeek.com/boardgame/465237/common-sense/images Sam's previous two videos about Common Sense: P500 Pitch: https://www.youtube.com/watch?v=5-TINZB83fM Rules Overview: https://www.youtube.com/watch?v=RReWO2MZZNw

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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

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 War

Mechanics

Action PointsArea Movement
View on BoardGameGeek ›
Common Sense

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Common Sense | Gameplay Preview with Sam London