As long promised, here are some capsule summaries of games on the American War for Independence. All tend to focus on the purely military aspects of the conflict, with little of the economic or truly political strategic threads which were important considerations in the real war. Nevertheless, such games are worth playing for insights into classic insurgency/counterinsurgency from a military standpoint.

1776 (The Avalon Hill Game Company, 1974). For many years this was the only popular wargame on the topic, rivalled only by SPI's American Revolution game. While there are a number of scenarios covering some of the famous campaigns, these are only "training wheels" for the campaign game covering the entire war--this takes quite a long time for two players to complete as each turn covers a month. The British and Tory Militias seem to have the edge until the Loyalist player realizes he has a great deal of terrain to occupy which tends to negate his numerical superiority; while the Rebel Militia and tiny Continental Army (victim of Winter Attrition in the northern states) are small, they tend to be a bit more nimble inland and can evade most Crown sweeps to fall upon smaller outposts. The Americans receive a good boost when the French show up--particularly with the French fleet which complicates British maneuvers up and down the coastline. The focus on the system is on operations and strategy and is designed to force the players to aim for maximum militia recruitment for their particular side from quarter to quarter. Tactical cards add a bit of color and uncertainty--to say nothing of time--to resolving combats, and create good bit of tension. The leader variant available online is recommended to spice up the game even further. Despite gracefully aging, 1776 could do with a second edition incorporating more "Miranda-esque" considerations on politics and economics. Still, it's recommended if you can find a copy.

You can take a gander at the components here.

You can follow the CONSIMWORLD FORUM discussions on the game here.

American Revolution (Simulations Publications, 1972). While an early area movement game, this simulation plays much faster than 1776 and covers the war at the primarily strategic level. Operational/campaigning aspects are heavily abstracted when compared to the Avalon Hill game. While good in its day, other games (notably We The People and Liberty) would seem to have eclipsed it given the scale. Best wrinkle in the game are the victory conditions for the American Player--to bring in the French and to win the game, various numbers of clear victories in battle must be won.

Check out the game components here.

Read up on the CONSIMWORLD FORUM discussions here.

13: The Colonies In Revolt (Simulations Publications, Incorporated, 1985). This is perhaps the only serious rival to 1776 as of this writing. While the map is something of a graphical disaster, this Strategy and Tactics magazine game (Issue #104) is a hidden gem. Leadership is covered and the game plays faster than 1776, although perhaps not fast enough compared to other available titles. The emphasis here is on strategic decisionmaking but the operational-level is nevertheless covered adequately enough.

Game components can be seen here.

Discussion about the game is available here.

We The People (Avalon Hill Game Company, 1994). Probably the most fun and most accessible wargame on the War for American Independence ever made. Quick play combined with an emphasis on card driven event/activation mechanics and political control of colonies make for a tense, exciting experience that nevertheless captures the essentials of the war. This was the title that provided the foundation for the current trend in Card Driven Games (CDGs) that include popular titles such as For The People, Wilderness War, Paths Of Glory, and many others. Some may have difficulty describing this game as a pure wargame compared to some of its brethren on this list, but a wargame it definitely is. Most definitely focused on the strategic level, with campaigning concerns heavily abstracted. Still a favorite at game conventions and tournaments, attesting to its interest level and replayability. Most recommended.

You can look at the components here.

You can read about what people say about the game here.

Liberty: The American Revolution (Columbia Games, 2003) Another in its series of block games, this recent title plays quickly and--as does Columbia's other titles--provides some tension in its limited intelligence aspects. For quick play and excitement, it rivals (but does not supplant) We The People. As with that title, the focus is on the strategic aspects of the war. While the game has cards, it lacks the color that cardplay provides in the Avalon Hill work. Nevertheless, it's a good replication of the problems and prospects of the purely military applications in insurgency/counterinsurgency at that level--and in simulating the psychological pressures of the commanders involved (e.g., both players constantly think they are losing)--it perhaps has no peer.

Look at the game components here.

Follow what people have to say about the game here.

As a nod to the 2006 and 2007 Revolutionary War Wargame Convention (RevCon) champion--Dr. Donald Hanle, currently a professor of Asymmetric Warfare at the National Defense Intelligence College--I'd like to mention that both We The People and Liberty are played at that tournament venue, usually in conjuction with PrezCon in Charlottesville, Virginia. Don also has an excellent book entitled Terrorism: The New Face of Warfare; I say this so that you won't be discouraged by the primarily military aspects of the American War for Independence covered by these games. Perhaps someday Joe Miranda or another enterprising designer will do justice to the full political, economic, and informational complexity of that war. Any takers?