Home
About Us
What's New!
Magazines
Decision Games
Excalibre
Computer Games
Desert Fox
Orders

IN THIS SECTION

GIVE ME LIBERTY!

  • Contents
  • One rule book
  • Two 34" x 22" maps
  • 400 die cut counters
  • One 10-side die
  • Players: one to four
  • Playing Time: 2-6 Hrs.
  • Complexity: med to high
  • Solitaire: very high
  • Give Me Liberty!

    This game covers the military campaigns that helped create the United States of America. All of the important generals are here: George Washington, Benedict Arnold, Lafayette, "Mad" Anthony Wayne, "Gentleman Johnny" Burgoyne, Francis "Swamp Fox" Marion, Howe, Cornwallis, etc. Special rules flesh out the men and their unique abilities and liabilities. The game system is fast paced, and creates a challenging situation for both sides.

    In addition to the full campaign game, there are four shorter scenarios. The Invasion of Canada follows the fortunes of Arnold and Montgomery as they attempt to add a 14th colony to those in rebellion. Saratoga 1777 covers the British attempt to conquer the Hudson valley. Summer 1780 features the British attempt to separate the colonies of the deep south from the rebellious brethren to the north, and finally, Greene's Carolina Campaign follows the attempt of Nathaniel Greene to rectify the previous year's failure by Horatio Gates.

    The rules cover: militia, promotions, supply, leader exchanges, entrenchments, initiative, attrition, politics, Indians and even Lord Germain. The naval rules cover amphibious assaults, interception at sea, ocean transport and blockade. Counters represent regiments, naval squadrons, leaders, artillery, Indians, the French, etc. Each turn represents two weeks, or a month during winter, with strategic interphases between turns.

    Victory is determined by the relative standing of the two sides on a Political Track, which is in turn determined by a variety of events and by control of various colonies. The British player generally moves first in each game turn, but the American player may, by the accumulation of victory points, acquire and use (at the moment of his choosing) initiative chits, which enable him to reverse the order of movement, thus seizing the initiative. Designed by the award winning Rob Markham, this both an accurate and detailed simulation, as well as a fast paced and intense game.

    P.O. Box 21598, Bakersfield, CA 93390-1598
    661 587-9633
    661 587-5031 FAX
    e-mail: dgservice@earthlink.net

    Web Design By: The Writing Shop