1775 American Revolution Game

Description

Hold a revolution in your living room! It's 1775 and events are escalating. Players cooperate to control major factions and use a 4-stage play sequence to strategize campaigns and attempt to control the colonies. The game ends when a truce is called and those with the most colonies wins. Three different play scenarios are available: introductory (shorter playing time), the 1773 Campaign, or the Siege of Quebec. The fight for American control was nuanced and involved - more than just British Redcoats and American Patriots. Players must also involve the English loyalists, German Hessians, American and French Regulars and Native Americans. 1775 melds together in-depth strategy, role-playing, cooperative play, history education and additional companion products to enhance play. Game components are well made, durable and include a large (approx. 38"x19") map-covered game board showing the original 13 colonies, Quebec and Nova Scotia. Game pieces include 54 strategy cards (15 British Regulars, 13 Loyalist Militia, 14 Continental Army, and 12 Patriot Militia), 205 wooden unit cubes representing armies, 16 battle dice, 16 double-sided control pieces, 4 turn markers, an in-depth rulebook with historical scenarios, planning maps, and a storage bag. Winner of multiple awards. 2-4 players; 1-2 hours; ages 10-AD.

An optional Teacher's Manual provides lessons that encompass the start of the revolution, the causes for the colonies' dissolution, the war years and ramifications of independence. Additional gaming scenarios as well as options to meet individual goals for England, the Colonies, France and other European nations are outlined. Correlations are included for middle, high school and AP credit history courses.

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.