
- BGG rank
- BGG #19,831
- BGG rating
- 6.3
The Battle of Guilford Courthouse
- 2 players
- 120 min
- Complexity 2.0/5
- 1978

1995
Rules assistance for Rebels & Redcoats: Volume II
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.
Rebels & Redcoats: Volume II is a board game released in 1995 for 1–2 players, 90 minutes per game, and ages 12 and up. It was designed by Joseph Miranda and Christopher Cummins and its main mechanics are Dice Rolling, Variable Set-up, and Grid Movement.
Volume II in the Rebels & Recoats series. The Game covers the Saratoga Campaign and the Southern Campaign of the American Revolution and includes eight different battles. The battle scenarios are: Saratoga Campaign: Bennington (16 August 1777) Freeman's Farm (first Saratoga - 19 september 1777) Bemis Heights (second Saratoga - 7 October 1777) Southern Campaign: Camden (16 August 1780) Cowpens (17 January 1781) Guilford Court House (15 March 1781) Hobkirk's Hill (Second Battle of Camden - 25 April 1781) Eutaw Springs (8 September 1781) Game includes: 360 counters, 2 22" x 34" mapsheets, 16-page rules booklet, 2 player aid cards and 1 d-10. Game relies on a fairly simple sequence of play to recreate 18th Century linear warfare: Command Segment Bombardment Segment Reinforcement Segment Movement Segment Assault Segment Rally Segment Also includes separate rules for light infantry and dragoons as well as scenario specific rules. (added information)
Rebels & Redcoats: Volume II 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 Rebels & Redcoats: Volume II is 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.
The catalogue lists Rebels & Redcoats: Volume II for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Rebels & Redcoats: Volume II has a complexity rating of 2.0 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.
Rebels & Redcoats: Volume II belongs to these categories: Wargame, Age of Reason, and American Revolutionary War. Its main mechanics are Dice Rolling, Variable Set-up, and Grid Movement. 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 Rebels & Redcoats: Volume II are: Joseph Miranda and Christopher Cummins. 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 Rebels & Redcoats: Volume II 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.