
Command the armies of the British Redcoats, English Loyalists, German Hessians, American Regulars, Patriots, French Regulars and Native Americans to decide the fate of the Americas!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 15 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The year is 1775. The American colonies are outraged over new taxes imposed upon them by Great Britain. They begin to stockpile arms and organize militia. On April 18th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. 273 British soldiers are killed or wounded before they reach safety in Boston.
The American Revolution has begun!
Now you and your friends command the armies of the British Redcoats, English Loyalists, German Hessians, American Regulars, Patriots, French Regulars and Native Americans to decide the fate of the Americas. Players from each faction cooperate to gain control of key towns and forts. Share the fun in this light and fast paced game vs the AI or hotseat!
1775: Rebellion is based on the award winning board game developed by Academy Games.
The mapboard represents the original 13 Colonies plus Maine, Nova Scotia, and Quebec. Each Colony is further subdivided into areas over which factions will struggle for control. A faction holds control of a Colony when only units of its side are present in the areas of a Colony. Player controlled factions include the Continental Army, Patriot Militia, British Regulars and Loyalist Militia. In addition to this the Allied French and Allied Hessian factions, which are controlled by American and British forces respectively, can be brought into the game by event cards playable by each faction.
Each game is played in a series of rounds. Victory conditions are checked for each side starting on round three and each game ends with victory points being tallied automatically on round eight if no one has won before then. Each round is subdivided into four turns, one for each side, which happen in order determined by a blind draw of the turn marker for each faction. It is entirely possible for a faction to go last in a previous round only to go first in the next.

Every Faction has a deck of cards consisting of Event cards, Movement cards, and one Truce card. Every turn, each faction will play a movement card to maneuver their troops and any number of event cards. When both factions of a side (British or American) have played their truce cards, the game will end! Each deck has a specific number of movement cards in it and managing them is an important part of the game.
Each faction has a Truce card which serves not only as a timer for the game but as a powerful Movement card. However, a game may end prematurely if both factions of a side are forced to play it early in the game.

Each faction, including Allies have their own faction combat dice. For each ‘Hit’ symbol, the opposing faction loses one unit. For each ‘Flee’result you lose one of your units to the Fled Units box where it will return later as a reinforcement. For each blank face rolled the player has a ‘Command Decision’ and may use that to retreat a unit in the battle to an adjacent area.
All faction units participate in a battle whether is is their turn or not! Each faction has different faces to their dice. Some factions are more likely to flee from battle to regroup later on. Other factions are more likely to score a hit or a command decision. American Continental Army are much less likely to flee, an have a higher hit percentage, but only have two dice per battle round. British Regulars have no flee results and hit on on a high percentage, but will have no fleeing units added to their reinforcements each turn. Militia on both sides have three dice but higher fled results. Knowing your units strengths and weaknesses is key to victory!
Battle across the Colonies with large armies or small. So long as each army group contains a unit of your faction, you may move units of your partner faction as well as Allied units with you from area to area. In a four player game, each faction must strategise with their partner to maximize potential!

1775: Rebellion features simple and unique game mechanics and special attention to historical detail. Experience this critical time in American history, you will not be disappointed!
3 Scenarios – 1775, 1775 (Short) and Siege of Quebec.
Play solo vs. 3 AI difficulties
54 Cards (Movement & Event)
Up to 4 player hotseat multiplayer.
Faithful conversion of the original board game.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
EDIT: Quick note, the developer has fixed my gripes with the camera, so ignore those sections in the review. Thanks! [h1]Intro[/h1] I’ll admit up front, my understanding of American history and our secession from the British is lacking. I suppose my teenage and collegiate studies into key events, people, and issues is limited to dudes throwing crates of tea off a boat, and some guy riding a horse through Massachusetts, screaming, “the British are coming!” One of the things I love about board gaming, and in this instance, a digital replication of it, is you can learn about various historical scenarios, all the while trouncing your foolish opponent into the ground for leaving Boston open to a naval assault. [h1]Gameplay[/h1] 1775: Rebellion opens up with a dramatic FMV, featuring a misty, forested countryside. Soon, troops from both sides of the war are aiming down their barrels, and firing off-screen. This sets the stage, albeit a little more dramatic than the actual gameplay. 1775: Rebellion plays up to four, with two teams, the British (red and yellow) and the Americans (blue and white). One can control both of their factions, or split up the work between two players a side. One can also choose between three different scenarios: the 1775 short game, the full 1775 game, and The Battle for Quebec (the advanced variant). Each has specific setup differences and slightly different rule changes and card additions to complete the gameplay experience. The game board focuses on the new American colonies, and has a smattering of red, blue, white, and yellow figures all over it. The Americans have a strong hold on the New York and Boston coastline, while the British are slowly establishing themselves south of that, but completely dominating in Canada and the northern “states”. In addition there are Native Americans on the board, but later on, the French will assist the Americans, and German Hessians will come to the aid of the British. Lots of warfare. Lots of conflict. Better yet, these troops can pop up at various places you thought you had complete control of. The game is played until all have played a truce card from their hands, or at the end of the last round. Turn order is decided randomly. Throughout your turn, you might be able to play special cards, based on what stage of turn you are on. With your hand of three cards, you must first place recruits and fled units onto cities you own. Then you must move a number of troops X spaces, all depending on your card. You can only move your own colored armies, but you can pick up the troops of your teammate along the way. These movements typically will either help to reinforce key locations on the board, or more likely, initiate combat with an enemy you land on. Combat is simple, with each color soldier having specific balance to the values on their individual dice. Some roll more kills, and some have more ability to retreat from combat, or reposition themselves to hold ground better. Each instance is last man standing, so ideally you brought enough men to the fight to mostly guarantee success. Once you’ve controlled all zones located inside a colony, you are given a control chit. The team who has more control chits at the end of the game are declared winners. This digital translation is an impeccable production of the original tabletop game, even though I say that with a few caveats. [h1]Comparisons to the Tabletop Version[/h1] It changes no mechanics. It faithfully reproduces the aesthetic of the original game. Cubes are replaced with figurine soldiers who march hopefully around the battlefield. Cards can be examined more closely. The dice roll around, slowly clomp into each other, even precariously toppling onto a die face resulting in either heartbreak, or total domination. This hearkens back to the all-important dice roll in the film Jumanji, as you pray for the roll to destroy your last enemy before they have another chance to counter. Even the game box sits up in the corner of the screen, as if you just gathered around the table with some friends to simulate historical rebellion together. Visually, HexWar has flawlessly implemented the feel of 1775: Rebellion. Even including sound effects of gunfire, marching, and special abilities. These are the stars of 1775. [h1]Things I like and don't like[/h1] One wonderful addition to the 1775 gameplay is saving your game. It is easy to drop a game, save, and come back later to finish it. Games will play quick against AI, so it’s up to you to remember unit placement, and what strategy you were implementing. As a beta tester for 1775, I saw great things, and strange things. First of all, I rather prefered the original score for the game. It has since been replaced with a very MIDI-sounding orchestral bit that doesn’t do the game justice. In all reality, one would feel more atmospheric if they played Revolutionary War tunes from Spotify and muted the in-game music. It just feels forced and strange. Hexwar has made great strides to simplify the combat presentation, and help players to better understand where to click on the UI and how to initiate combat and movement. Combat plays out with units in the middle of the screen, surrounded by dialog boxes detailing how many of each unit are in the fight. When you need to roll or decide where to lose units, it is evident where to click, and when you need to. I appreciate this UI, and while I think it is a little messy, it does a fine job. Choosing where to group your armies is weird. You grab giant, chunky squares to decide how many stay and how many leave. It feels mostly responsive, but is still a tad clunky. Like I mentioned, most of these are nitpicky, but my least favorite function in this game is the camera movement. I don’t need silky smooth zoom and pans, but when an enemy moves their units around, the camera jumps to and fro, like a puppy towards the ball that two kids are tossing back and forth. It’s disorienting. I know the goal of this camera move is to focus the player on where the opponent is positioning, but it sometimes ends up more confusing as certain spaces light up, yet I’m still confused why the camera moved where it did. Another nitpick on camera is how jumpy it feels while you navigate the map. Luckily it’s not a huge board, and you generally want a bird’s-eye view anyway. Simple clicks can pop the map around a bit, so I suppose it feels sensitive, especially on higher sensitivity mouse settings. One other note is: either I don’t grasp the strategy to 1775, or the AI really isn’t very smart. I don’t understand the appeal to placing 14 yellow units on one space, only to never move them the entirety of the game. Of course, it didn’t matter because they max at three dice a combat roll, but I moved in with 7 dice to roll per engagement. They melted, and partly to my own good die rolls, but I can’t help but wonder why the AI turtles at times. If you are looking for multiplayer, it is here, and works fine. Some will love play-by-email, but I’m too impatient for such a thing. By creating a Hexwar account, you will be notified when your opponent finishes their turn. I would rather have a live-hosted game where I can communicate quickly back and forth with my opponent, trash-talking and what not. [h1]Final Thoughts[/h1] Technical strangeness aside, I find this digital adaptation of one of my favorite historical games to be good and interesting. Yes, there are some odd things about the execution, but the pristine gameplay and attention to aesthetic detail excuse those things for me. [b]POSITIVES [/b] + Absolutely faithful adaptation of the board game presentation and mechanics + AI games play quickly + Interesting integration of animation and presentation of figures on the board [b]NEGATIVES [/b] - AI makes questionable strategic decisions - Play by email isn’t the most ideal multiplayer solution
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Is a bad port of a good boardgame a bad game? Well, whatever the case, it's not one I intend to play in its current state. The interface issues, especially with the map presentation, are just too much to take. This one needs some more work. https://youtu.be/joiOt42jyU8
A faithful and well-done conversion of an excellent boardgame. Simple to learn but suprisingly deep, it trades tactical and strategic complexity for a simple ruleset that accurately simulates the Revolutionary War without bogging you down in minutiae. The 'Truce Card' is a brilliant way to reflect civilian morale and military depletion. The AI for the single player is competent but not perfect; I think new players will probably be a little frustrated at first until they grasp the subtleties, but even experienced players can hone their skills.
"1775: Rebellion" ist die Digital-Umsetzung des gleichnamigen Brettspiels von Academy Games. Der amerikanische Unabhängigkeitskrieg zwischen den dreizehn Kolonien und Großbritannien begann im Jahre 1775. Ab 1778 griff Frankreich aktiv auf Seiten der Revolutionäre in den Krieg ein. Auch deutsche Staaten stellten Truppen, die auf Seiten der Briten kämpften, die allgemein als „Hessen“ bezeichnet wurden. Im Frieden von Paris wurde der Krieg 1783 offiziell beendet, auch wenn die Briten eigentlich schon 1781 mit der Niederlage bei Yorktown besiegt waren. Ein herausragend relevanter und deshalb hochinteressanter historischer Konflikt, der in der Entstehung der USA gipfelte. Academy Games hat diesen Krieg 2013 als recht leichtes und zugängliches Brettspiel umgesetzt. Das Spiel-System hat mit 1754, 1812 und 878 Vikings drei weitere gelungene Ableger. 1775 ist aber möglicherweise der beste Teil der Serie, auch weil der Konflikt sich besonders gut mit den gewählten Mechaniken repräsentieren läßt. Das Spiel vermischt mehrere Mechanismen. Es ist ein kartengetriebenes Area-Control-Spiel, bei dem die Kämpfe durch Würfel entschieden werden. Durch die Karten können wir eine bestimmte Anzahl an Truppen eine bestimmte Anzahl an Feldern bewegen. Sind dabei gegnerische Einheiten in einem Gebiet, das wir betreten, kommt es zum Kampf. Die Würfel zeigen entweder ein Symbol für einen Hit, sind blank oder zeigen ein Symbol für einen Rückzug. Das Besondere dabei ist, daß jede der sieben Fraktionen eine eigene Verteilung der Kampfsymbole auf ihrem Würfeln hat, die zudem noch in unterschiedlicher Anzahl vorhanden sind. Die Fraktionen sind britische reguläre Truppen, amerikanische Loyalisten, reguläre amerikanische Kontinental-Truppen, patriotische Milizionäre, Franzosen, Hessen und Indigene. So haben zum Beispiel die regulären britischen Truppen, da sie professionell ausgebildete Truppen waren, nur Hit-Symbole und blanke Flächen, aber keine Rückzugs-Symbole, weil britische Truppen kaum geflohen sind. Irreguäre US-Milizen haben im Gegensatz dazu eine geringe Chance zu treffen, aber auch eine gleichhohe Wahrscheinlichkeit zu fliehen. Durch diese eigentlich simple Würfel-Mechanik schafft es das Spiel mit sehr einfachen Mitteln historische Kräfte-Verhältnisse relativ adäquat zu repräsentieren. Allerdings führt die Würfel- und Karten-Mechanik und die immer wieder zufällig bestimmte Reihenfolge der Fraktionen auch zu einem recht hohen Glücksfaktor. Das Spiel ist sehr zugänglich, kann sich aber auch im Spielverlauf potenziell einseitig entwickeln. Eine Besonderheit sind die nicht sehr zahlreichen indigenen Truppen. Diese sind zunächst neutral und müssen erst überredet werden, sich einer Seite anzuschließen, indem eine Fraktion Truppen in diese Gebiete schickt. Dadurch wird die eigene Seite mit Kämpfern verstärkt, allerdings kostet diese Rekrutierung auch meist einen Zug. Das Brettspiel ist eine richtig gute historische Umsetzung. Die Digital-Umsetzung ist solide und hat alles, was das Original-Brettspiel ausmacht und funktioniert sogar mechanisch recht gut. Allerdings ist es von Vorteil, das Brettspiel zu kennen, ansonsten kann man schnell über einige, eigentlich simple Mechaniken irritiert sein. Ohne Frage gilt: Brettspiele sollte man am besten mit realen Gegnern genießen. Dafür sind sie gemacht. Diese digitale Umsetzung ist allerdings eine ordentliche und willkommene Alternative. [h1]Wertung:[/h1] 8/10 Atmosphäre 8/10 Story 7/10 Grafik 7/10 Sound 8/10 Spielmechanik 8/10 Balancing 8/10 Spielspass [h1]Fazit:[/h1] Solide Brettspiel-Umsetzung. [h1][b]8/10 Gesamtwertung
I really enjoy this board game, and the PC version does a nice job of bringing it to the PC. Fun game with lots of tense moments as you try to optimize your strategy and moves. The AI is decent, and at the highest difficulty will offer a fair challenge (though I would like a bit more please). The card play, unit movement, retreats, dice, and combat user interface are all well executed and make playing the game pretty seemless. I do wish that the combat resolution could be a bit quicker. Chhosing my casualties is quite slow, and I have to wait for execution after selecting every unit. Note to developer: The opening movie is pretty useless and low-end. On the next one, I wouldn't waste resources on this. Just a nice splash screen and music is fine.
I am experienced player of the original board game. I bought this PC version of the game when it first came out and the developers has done a great job fixing all the bugs. They have been very responsive. Currently at v1.05 I have yet to find any bugs. At its hardest level the AI can be beaten many times but not easily. The AI is challenging and requires your concentration. However, the AI doesn't always make smart moves and on rare occasion, very ridiculous moves that would cost the AI the game. I have been beaten by the AI a couple times and in one game, it ended in a draw. I can't say anything for multiplayer because I haven't tried it yet. The AI is worh playing in a solitare game and preps me for the board game with friends when I haven't played it in a long time. This game is worth buying for both new and experienced players of the original board game.
The single-player mode is fun but not overly challenging. I enjoyed trying out different factions and methodically asserting control over colonies to win the war. When you turn animations off turns are relatively quick and you can play a game in under an hour. The level of entertainment here isn't sufficient to carry the game on its own. Board games are all about playing with other people and in 1775: Rebellion multiplayer simply doesn't pass muster. 1775: Rebellion is a fun board game, but the digital implementation needs work. PROS *Perfect port of the board game *Each faction distinctive in battle *Great AI and replayability CONS *Graphics are merely average *Hard to click on armies *Can slow down during movement I highly recommend you just buy the board game and play that way. I can't recommend picking this up until these issues are addressed by the developer. 4/10
Super expensive for a game with zero support and known issues. All achievements are broken and they have known for nearly 2 years. *However* The game does work and I came across no gameplay issues (except for some RNG rage). So if you are a fan of the board game, the price and lack of achievements might not bother you.
Why did you delete the Steam achievements for this game?
简化的欧陆风云美洲版,更像是桌游
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.4M | 8.6K | 89% | $20.99 | |
| $3.1M | 5.1K | 78% | $19.99 | |
| $845.6K | 3.8K | 89% | $8.99 | |
| $1.4M | 3K | 90% | $8.99 | |
| $856.1K | 2.6K | 86% | $9.99 | |
| $896.6K | 672 | 79% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $41.6K | 235 | 95% | $8.99 | |
| $41.6K | 92 | 88% | $11.99 | |
| $41.6K | 526 | 66% | $4.99 | |
| $41.6K | 665 | 94% | $3.99 | |
| $41.6K | 76 | 87% | $19.99 | |
| $41.6K | 373 | 79% | $3.99 |