
- BGG rank
- BGG #10,713
- BGG rating
- 7.6
Hold the Line: Frederick's War
- 1–2 players
- 60 min
- Complexity 1.9/5
- 2013

Rules assistance for Horse & Musket IV: Tides of Revolution
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Horse & Musket IV: Tides of Revolution is an expansion for Horse & Musket: Dawn of an Era released in 2021 for 1–2 players and 15–60 minutes per game. It was designed by Sean Chick and its main mechanics are Dice Rolling, Modular Board, and Hexagon Grid.
After the Seven Years’ War, the forces of revolt and revolution gathered strength. First there were protests in the 13 American colonies as well as a minor rebellion in Louisiana, and a short but sharp guerilla war in Corsica. The great powers though continued on, making a few concessions but assuming their power was unbroken. Then came Lexington, where British regulars and American militia traded shots. In the end, the British lost the American colonies, but avoided losing territory to France and Spain. France, having bankrupted itself aiding the Americans, underwent a revolution that is often considered the dawn of the modern age. The French Revolution was complicated, confusing, violent, and inspiring. It was an age of wonders and nightmares. It also would have ended if not for the French army. The combination of post-Seven Year’s War reforms and the transformation of the army from an instrument of the Bourbons into a citizen’s army made it a formidable force. Warfare in this age blended old and new tactics. Linear formations in the style of Frederick II continued, but with a greater use of skirmishers and light troops. The French mastered this new style of warfare and won a series of sweeping victories that undermined the old powers and ushered in the bloodiest and most fevered war of the era. Battles included are... Borgo - October 8, 1768 – “Europe is watching you.” Kagul - August 1, 1770 – The Glory of Catherine Bunker Hill - June 17, 1775 – “Another such would have ruined us.” Long Island - August 27, 1776 – “If you refuse I shall shoot you through the head.” Princeton - January 3, 1777 – “It’s a fine fox chase my boys!” Germantown - October 4, 1777 – “Form! Form! It is only a scouting party!” Bemis Heights - October 7, 1777 – The Decisive Battle of the American Revolution Newtown - August 29, 1779 – The Sullivan Expedition Camden - August 16, 1780 – “…the death of a soldier fighting for the rights of man.” Guilford - March 15, 1781 – “We fight, get beat, rise, and fight again.” Pensacola - May 8, 1781 – Yo Solo Eutaw Springs - September 8, 1781 – “…the most obstinate fight I ever saw.” Zieleńce - June 18, 1792 – Virtuti Militari Jemappes - November 6, 1792 – The French Republic’s First Triumph Neerwinden - March 18, 1793 – Death Knell of the Bourbon Army Hondschoote - September 6-8, 1793 – “Failing cartridges, are there not bayonets?” Fleurus - June 6, 1794 – The End of the Terror Castiglione - August 5, 1796 – Denouement of the Five Days Campaign Würzburg - September 3, 1796 – Archduke Charles Ascendant Caldiero - November 12, 1796 – “What shall become of these brave men?” Arcole - November 15-17, 1796 – The Birth of the Napoleonic Legend —description of the publisher
Horse & Musket IV: Tides of Revolution supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Horse & Musket IV: Tides of Revolution is 15–60 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.
Horse & Musket IV: Tides of Revolution belongs to these categories: Napoleonic, Expansion for Base-game, and Age of Reason. Its main mechanics are Dice Rolling, Modular Board, and Hexagon Grid. 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 Horse & Musket IV: Tides of Revolution are: Sean Chick. 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 Horse & Musket IV: Tides of Revolution as an expansion for Horse & Musket: Dawn of an Era. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Horse & Musket: Dawn of an Era to use it. Check that your edition of Horse & Musket: Dawn of an Era is compatible, as some expansions were revised between editions.