
- BGG rank
- BGG #4,606
- BGG rating
- 8.2
Commands & Colors Tricorne: The American Revolution
- 2 players
- 60–90 min
- Complexity 2.5/5
- 2017

2020
Rules assistance for Commands & Colors Tricorne: Jacobite Rising
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Commands & Colors Tricorne: Jacobite Rising is a board game released in 2020 for 2 players and 60–90 minutes per game. It was designed by Richard Borg and its main mechanics are Hand Management, Dice Rolling, and Modular Board.
By design, Jacobite Rising is not overly complex. In a battle scenario, two players will command either the Jacobite forces or the units of the Government army. There are 13 battle scenarios in the game. A scenario’s battle notes state which player takes the first turn and players will alternate taking turns thereafter until one player reaches the number of Victory Banners indicated in the scenario’s victory conditions. The Jacobite Rising battlefield game board has a hex grid of 13 hexes wide by 11 hexes deep. The battlefield is divided into three sections by two dotted lines, giving each player a Left Flank Section, a Center Section and a Right Flank Section. Where the dotted line cuts through a hex, the hex is considered to be part of both the flank section and the center section. Terrain Tiles represent a range of terrain features and are placed on the battlefield to recreate the historical scenario setting. A Command card is played each turn by the active player to order troops on a player’s side to move, battle, or do something special. The mix of units both players may have under their commands include; regular infantry, highland infantry, lowland infantry, militia infantry, battle cavalry, light cavalry, trained artillery, light artillery and leaders. Units are represented by a group of 4 blocks in a hex and a single block represents a leader. Units and leaders may only move and battle when given an order. During a turn when units are battling, the battle dice will resolve combat quickly and efficiently and when the last block of an opposition unit or leader block is eliminated, a player will gain one Victory Banner. Again the number of banners needed to win is detailed in a scenario’s victory conditions. In a Jacobite Rising Tricorne battle, unit morale is one of the main thematic concepts, as it was historically. It is possible that units which have taken few-- or even no-- losses will run off the battefield at the first combat, which will definitely keep players on the edge of their command chairs during an entire battle. To further emphasize the differences in battlefield doctrine between the Highland Clans and Government forces, each army has its own unique deck of Combat cards. These cards represent a mix of unit training, abilities, and surprising actions that take place during the course of a battle. As with other Commands & Colors games, the scale of the game fluctuates, which allows players to effectively portray some of the larger historical Jacobite Rising battles, like Culloden and Falkirk, as well as smaller size skirmish actions. The 13 battle scenarios in the game present a stylized battlefield map that emphasize the important terrain features and highlights the historical deployment of forces in scale with the game system. Still the tactics of the period, that players will need to execute to gain victory, conform remarkably well to the advantages and limitations inherent to the various armies of the day and the battlefield terrain features on which they fought. Here is the list of 13 battles and smaller skirmish actions included with Jacobite Rising: Killicrankie - 27 July 1689 Dunkeld - 21 August 1689 Cromdale - 1 May 1690 Alness - 10 July 1715 Sheriffmuir - 13 November 1715 Glen Shiel - 10 June 1719 Prestonpans - September 1745 Clifton - 18 December 1745 Inverurie - 23 December 1745 Falkirk (Stage 1) - 17 January 1746 Falkirk (Stage 2) - 17 January 1746 Culloden - 16 April 1746 Culloden (Flanking Move) - 16 April 1746 Again, owners of Compass Games The American Revolution Commands & Colors: Tricorne will find many familiar game mechanics in this stand-alone game product, but there are also plenty of new and interesting play concepts, which add historical depth and will provide even the most veteran Commands & Colors players new experiences and challenges as they are introduced into the world of the Highland Clans in the time of the Jacobite Risings. —description from the publisher
Commands & Colors Tricorne: Jacobite Rising 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.
The listed playing time for Commands & Colors Tricorne: Jacobite Rising is 60–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
Commands & Colors Tricorne: Jacobite Rising has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Commands & Colors Tricorne: Jacobite Rising belongs to these categories: Wargame and Age of Reason. Its main mechanics are Hand Management, Dice Rolling, and Modular Board. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Commands & Colors Tricorne: Jacobite Rising are: Richard Borg. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Commands & Colors Tricorne: Jacobite Rising as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.