Hexside crossing limits: woods=2 river/woods=3 clear=4
Force march roll: 1,2,3=lose 1 step, 4,5,6=no loss
Indians are B2 when defending or attacking their home.
Dragoons in a Sea Attack have a C rating in the first combat round after they land.
At battle start, defending militia and loyalist foot may declare and fight at C2 on round 1 but must retreat on round 2 unless they win the battle.
Each British, Hessian, and French regular foot may bayonet charge at C3 on round 2 but must retreat on round 3 unless they win the battle. British Guards bayonet charge at C5.
Pursuit (combat round 4): Defender fires, but the attacker must retreat in normal sequence. Indians fire at B3.
French Entry: At the end of
1776: Roll 11 or higher (enter in 1777)
1777: Roll 8 or higher (enter in 1778)
1778: Roll 5 or higher (enter in 1779)
1779: Automatic (enter in 1780)
A player may use a Supply card to force a Prisoner Exchange, assuming both players have at least one captured unit. Both players may then choose one of their own captured pieces and return it to their replacement pool.
British forces in the West Indies may not be moved or used until the French enter the war.
Players draw one extra card each year, 4 in 1775, and 6 each year thereafter. Each player chooses one of those cards and returns it to the deck not showing it to his opponent. Players then use their remaining 5 cards (or the 3 in 1775) normally.
Whenever a blue block ends a move in an Indian home town, the corresponding Indian block is immediately returned to its home town, if it is currently on the map and unengaged, and defends it at B2.
If the game does not end due to the British gaining 30 or more points, or if the British are reduced to less than 12 points, then the game is a draw if the British hold 25-29 points at the end of 1783.