A card-driven wargame on the American Revolution with four factions that all play by different rules.
Volume V of GMT's COIN series sends you to the American Revolution, and it is a long, serious evening. Each of the four factions plays by different rules and chases a different win condition: Patriots, British, French and Indians. A deck of event cards decides who may act next and how much, so you never fully control the tempo. Armies clash, Indian raiders hit the frontier, the Royal Navy rules the coast, and French support arrives when it arrives. Dice settle fights, but the real game is political pressure, propaganda and timing. It supports one to four players with bots for empty seats. Think of it as a history lecture where you get to argue back, with a rulebook as thick as a novella.
Who it's for
You like deep history, long sessions and puzzles where every faction wants something different. Regulars of other COIN games will feel at home.
Not for you ifβ¦
You want something you can teach in five minutes or finish in an hour. This one needs a thick rulebook and a free afternoon.
Vibe's take
Dense, tense and a bit cruel. You rarely get to do what you want, only the best of what the card allows, and every faction feels like a different game inside the same war.
older than 59% of games
collected more than 58% of games
Best with 4
longer than 99% of games Β· typical 30β90 min
For experienced groups Β· 4.1 out of 5 Β· heavier than 98%
A normal range of ratings
Lots of text, fluency helps