"Almost a Miracle!": The Revolutionary War in the North
BGG rank
BGG #19,617
BGG rating
7.4

"Almost a Miracle!": The Revolutionary War in the North

2020

Rules assistance for "Almost a Miracle!": The Revolutionary War in the North

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 180–460 min
  • 14+
  • Complexity 3.0/5

Rules assistant for "Almost a Miracle!": The Revolutionary War in the North

For 2 players

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Answers come from the official rulebook, with the page to check.

"Almost a Miracle!": The Revolutionary War in the North is a board game released in 2020 for 2 players, 180–460 minutes per game, and ages 14 and up. It was designed by Mike Joslyn and David Jones (III) and its main mechanics are Area Movement, Dice Rolling, and Simulation.

Expansions

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About the game

Publisher's blurb: When asked about it, years after it ended, George Washington said that the American Victory was "little short of a standing miracle." Almost a Miracle! uses our successful Tarleton's Quarter! as a game engine starting point to bring the Northern "half" of the American Revolution into play. Will the British be able to impose "the King's Peace" on the northern colonies or will the revolution survive to birth a new nation? The map and victory conditions for Almost a Miracle! show players why battles took place in key areas but also lets players explore those seemingly odd tertiary campaigns, like Halifax, Fort Pitt, and Quebec. Designer David Jones forces both sides to deal with their own challenges. The British consistently failed to "live off the land" and had to buy or ship food to sustain their armies, while the Continentals struggled with purchasing power and transportation. The game handles battles in both large and small scale, as both were critical to the War's outcome, with a system that models 18th Century combat and how it differed from later times, where morale, readiness, leadership, and mere chance all could be "the" critical factor at one time or another, and disease and desertion could be an army's biggest killer. Special rules cover the short enlistments of the Continentals, the uncertainty of French support and entry, prisoner exchanges, and the variable support of Loyalists and Native Americans. Both sides faced challenges they did not expect, and both sides contributed nearly as much to their own failures as they achieved in victory. The game will provide insights into how narrowly the Americans succeeded and how close the British came to their own victory. —decription from the publisher Designed by David Jones, after Mike Joslyn. Graphics by Mark Mahaffey, after Craig Grando. Developed by Lembit Tohver. This game was published in issue no.51 of "Against the Odds" magazine.

Questions and answers

"Almost a Miracle!": The Revolutionary War in the North supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.