All games are produced and assembled in the USA.
Washington’s Crossing is an operational simulation of the American winter campaign of December 25th, 1776 to January 6th, 1777 that resulted in the twin victories of Trenton and Princeton and turned the fortunes of the American Revolution. The situation is fluid and desperate for both sides, allowing for numerous strategies for both players. Victory is determined through both battle victories and occupation of key objectives to simulate the British effort to pacify and restore the loyalty of New Jersey. 

Washington’s Crossing is the first game in the Campaigns of the American Revolution series. Future linkable titles in the series will cover the New York campaign of 1776, the Philadelphia campaign of 1777, and the New Jersey campaign of 1778.
Washington's Crossing
Game Components:

The game consists of the following components:
  • 200 die-cut counters
  • 2 Player Charts
  • 1 Full Color British Leader Display
  • 1 Full Color American Leader Display
  • 1 Full Color Setup Chart
  • 1 22 x 34" map of New Jersey and Pennsylvania
  • 1 10 sided die
  • 1 24 Page Rule Booklet
  • Game Box
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Image of Washington's Crossing Counters
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Image of Washingtons Crossing Map
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©2012, 2013, 2014, 2015 Revolution Games, All Rights Reserved.
Game Designer : Roger Miller
Developer: Richard Handewith
Game Art: Mark Mahaffey
Washington's Crossing Game Example & AAR - read here
Battles of the Bulge: Celles
​Celles is a fast moving simulation of the fighting at the high watermark of the German Ardennes offensive, AKA "The Battle of the Bulge". The Germans are advancing towards the Meuse River and are running out of fuel and time to force a desperate crossing to achieve Hitler's goal of ultimate "Victory". The Allied forces are both trying to block the German advance and begin a counter-offensive to destroy the German Panzer Divisions. 

Alternating random activation by formation provides players with uncertainty and excitement. Each turn, players receive a varying number of activations (not all formations may move and some may move more than once!) to represent fuel shortages, aggressive generalship, command uncertainty, and piecemeal reinforcements that provides players with a rich historical feel. After units move, strengths are reduced to simulate fatigue and lack of defensive preparation. This is a game for players who love to counter-attack!
Game Components:

The game consists of the following components:
1 - 22 x 17" full color map of the battle (3/4" Hexes)
88 - full color 5/8" die-cut counters
8 Page Rule Booklet
1 - Player Chart
​Ziploc Bag
Game Scale:

Map: 1 Mile per hex
Time: 2 turns per day
Units: 1 to 3 battalions per unit
Turns: 8
Play Time: 3 Hours
Players: 1 or 2
Solitare Suitablity: High
Sample Map and Counters
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Celles Introduction Part 1
Marco's Review
Celles After Action Report - read here
Comment on Boardgamegeek: "Best hex and counter wargame I've ever played. The activation/spent system is brilliant and makes each move a difficult and challenging choice. The game has a great sense of momentum and keeps me guessing. The simple rules and low number of units reminds me of the Napoleon 20 series from VPG but I like this system more. Can't wait for future games in this series." Read the comment here
Boardgamegeek Post: This is a nice little game. The chit pull system works a little differently; instead of having the chits in one cup, each side has its own cup. So, each side will usually be able to do something during a turn. It is also asymmetric, the Germans have the advantage at night, and the Allies have the advantage in the day. The combat and movement system are intertwined, it costs movement points to attack. So, the more movement points you can invest the more effective the attack and you have to plan a bit ahead to get full use out of your units and attacks tend to come in waves. Also, after a unit moves, it is flipped and becomes more vulnerable. Another point I like about the game is that both sides will attack and defend during the game and the German player has several different choices to make in his overall strategy. The two main ones being whether to dash to the Meuse with the 2nd Panzer or try to destroy the 84th infantry or some combination. In any case, every game will be a little different given the chit draws. I forgot to mention that there are two types of chits, one for units which allow you to activate that particular unit or one counter from another unit and tactical chits which will give some benefit when played. This game will stay in my collection and I would probably try other games in the series. In my first game the Germans lost, when they got hung up trying to take Rochefort and then overextended themselves attempting to reach the Meuse. The counterattack by the 2nd Armored was devastating. Read the post here.
What gamers think
Checkout updated on errata and common questions here.
The Road to Cheren
The road to Cheren is our new game covering the Eritrea campaign in East Africa in 1941. The campaign featured British and French forces versus the Italians in a wild and mountainous country. The game was designed by Kim Kanger who also designed Ici, c’est la France, Tonkin, and the soon to be released Dien Bien Phu, all by Legion Wargames. 

Cheren is a game where the movement of each piece is critical. After movement your opponent may react but with only a few units, making player decisions difficult; do I go to the aid of a unit likely to be attacked or use my reaction to push troops forward in an area where I am on the offensive. After combat there is exploitation movement. Only motorized infantry, tanks and cavalry may exploit and are scarce in this campaign. In addition there is a very nice chit pull system to give both sides some special abilities and keep the enemy guessing as to what comes next. Finally some Italian native units may decide to join the Allies, or they may stay loyal, which creates extra tension in the game.

Sample Map and Counters
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  • 11 x 17" map
  • 113 Die-cut double sided counters
  • Eight Page Rule Booklet
  • Ziplock Bag
Designed By Kim Kanger
A gamers view of Cheren on BGG.
Gazala: The Cauldron
Game Components:

The game consists of the following components:
1 - 22 x 17" full color map of the battle (3/4" Hexes)
168- full color 5/8" die-cut counters
12 Page Rule Booklet
1 - Player Chart
​Ziploc Bag
Gazala: The Cauldron simulates the mobile portions of the battle of Gazala south of Tobruk between May 27 and June 14 1942. An Axis attack was met by a furious Allied counter-attack which then developed into a grinding battle of attrition and maneuver that finally ended in massive Axis victory.

Alternating random activation by formation provides player with uncertainty and high re-playability as no two games will be alike. Each turn player receive a varying number of activations to represent the supply levels, command confusion, fatigue and intelligence of their armies and this leads to an ebb and flow to the battle as each side is dominant at different times. After units move, strengths are educed to simulate fatigue and lack of defensive preparation making counter-attacking key to the game. Minefields, airpower, anti-tank abilities and the armor versus infantry conflict are all modeled in a simple and effective set of rules.  

There are two scenarios with a playing time of 3-7 hours.
Final Map Art (Click for larger view)
Final Cover Art
Celles Rules now in French. Download here.
Operation Battleaxe: Wavell vs. Rommel, 1941
Final Map Art (Click for larger view)
Final Cover Art
Game Components:

The game consists of the following components:
1 - 22 x 17" full color map
88 - full color 5/8" die-cut counters
12 Page Rule Booklet
​Ziploc Bag
Front Counter Sheet
(Click for larger view)
Operation Battleaxe is a quick-playing depiction of the June 1941 Allied offensive in the North African desert. The Allies possess more tanks, including the “Queen of the Desert,” the Matilda, and have mastery of the air. Crossing the Egyptian border into Libya their mission is simple: destroy the Afrika Korps, and lift the siege of Tobruk! The Axis forces in the path of the Allied advance occupy well-prepared strongpoints, and lurking somewhere behind them are the German panzers – and Rommel, “The Desert Fox.” The next three days of battle will decide the course of the war in the desert for months to come. 

Utilizing a new and streamlined version of the “area-impulse” system players will experience the uncertainty of the desert battlefield. Each turn will contain a variable number of impulses, and both players will be challenged to determine whether it is better to attack first, or defend and then counter-attack. Having committed one’s infantry and armor to battle, artillery support may or may not be available. To win the Allied player must exploit his numerical edge in armor and artillery, plus airpower, to capture Axis positions and destroy German units. The Axis player must exploit his greater speed, operational flexibility and superior battlefield recovery, to recover lost ground and destroy Allied units. Fast, furious, and chess-like, this is a game for players who love concentrated action!

New! We have developed an advanced version of the game that introduces a modest increase in complexity while sacrificing none of the original's excitement! 
Download the advanced rules here.

Designed by: Mike Rinella
Play Time: 2-3 Hours
Solitaire Suitability: High
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Final Counter Art (Click for larger view)
A nice AAR after from one of our customers. Read Here
Marco Reviews Gazala
Errata and Game Updates
Marco's Game Review
Updated 3-9-14
Updated 3-9-14
Invasion 1066: The Battle of Hastings
Final Cover Art
Invasion 1066: The Battle of Hastings is our exciting new game designed by Norm Smith. Originally published as Senlac Hill by Saxon Games, we have enhanced this great design by developing the rule set even further and providing new artwork by industry veteran Charles Kibler. 

Can you as William the Conqueror become King of England? Or will Harold deny the invader and keep his throne? Map scale is 50 meters per hex and the units vary in size from 100 to 250 men. The game is quick-playing and bloody with easy to understand mechanics. Historical touches such as cavalry charges, army morale by troop type, leader loss, arrow supply, Saxon javelins, the Papal banner; it is all here in a very easy to play package. The game is available for pre-order now and should ship in late May. Attending Consimworld Expo? We will have the game for sale onsite there at the Revolution Games booth along with all of our other games as well. 

The second game in the series Invasion 1066: The battle of Stamford Bridge should be released later this year or early next year. Vikings versus Saxons in a wild wide open game. 

Final Map Art (click for larger image)
   11 x 17" map
   140 die-cut counters
   12 page rule booklet
   2 player aids
   ziploc bag
Final Counter art (click for larger image)
The Hastings Battlefield Controversy 
​Hastings - not just any old hill. There has long been speculation and debate as to exactly where the Battle of Hastings was fought.

  • Nick Austin has written extensively on his theory of the Crowhurst site and though not gaining much traction, we thought his work would be of interest. You can view here

Now in development! 
New! Errata now available. Get it here.
Orgun, Afghanistan 1983 - a strategic valley in the Paktika Province close to the Pakistan border. A large group of Mujahideen (800 strong) assaults fortified positions, including an airfield and a 19th century fortress, protected by a regiment of the Afghan Army reinforced by Soviet forces. 

Game Mechanics
Area-Impulse system: fast and well-known combat resolution and activations. Interactive play with limited downtime between players. This is a card-assisted system for the element of surprises, helping to fit in the historical events into the game (soviet counselor, night assaults, radio jamming...). Low counter density. Minimal usage of markers.
Cover Art
Designer: Patrick Ruestchmann
Washington's Crossing Game Assistant
Washington's Crossing Game Assitant
Download Here!!!
Click to see sample counters
On the stifling hot morning of August 9th, 1862, Maj. Gen. Thomas “Stonewall” Jackson’s corps of Confederate veterans encountered a lone Union division under the shadow of Slaughter’s Mountain (also known as Cedar Mountain). The isolated Union division belonged to Maj. Gen. Nathaniel Banks, Jackson’s rival during the Valley Campaign and an opponent who the great Stonewall had consistently defeated. The Confederate troops were some of the best in the Rebel army, they outnumbered the Union force and were under the command of one of the iconic generals of American history. What could possibly go wrong? 

Stonewall’s Sword: The Battle of Cedar Mountain is a medium-sized wargame (176 counters and a 17” x 22” map) that allows you to explore the reasons why things almost went horribly wrong for the Confederates that day. The map scale is 140 yards/hex and each unit counter represents an infantry regiment or artillery battery. The game system features the Blind Swords chit-pull mechanic, which thrusts players directly into the fog-of-war of an American Civil War battlefield. Players are never quite sure of when formations will activate – neither the enemy’s units nor their own! Event chits, each tailored to the conditions that existed at the battle, provide players with opportunities to create out-of-sequence attacks, rallies and a myriad of other actions. Players are thus constantly challenged with each chit-pull to produce a plan of action that will best exploit the current circumstances on the field. This unpredictable player interaction creates not only an exciting gaming environment but also accurately simulates the confusion, intensity and unusual circumstances of the Cedar Mountain battlefield. 

The game system also features a simple Brigade Orders mechanic that forces players to assign activated brigades one of four orders – Attack, Defend, Maneuver or Regroup. The assigned order sets the parameters for the activated units and dictates how they can move, what type of combat (if any) they can perform and if they can rally. This establishes the “tone” for the units in the upcoming turn and reflects the effects of command orders without the need for complex rules or order writing. 

In addition, certain “what-if” options have been included, allowing the Union player to possibly get Ricketts’ Division to arrive sooner than it did historically or the Confederate player to have Jackson snap out of his “stupor” earlier in the day. Both of these possibilities can be influenced by the players through the allocation of their Command Event chits. 
Stonewall’s Sword attempts to be a unique gaming experience – one that elicits a fun gaming experience in unison with a realistic representation of the Battle of Cedar Mountain. We hope you agree. 

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Map Art (Click for larger view)
Counters Front (Click for larger view)
Counters Back (Click for larger view)
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NEW! Vassal Module by Pierre Miranda
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1 - 22"x17" full color map (3/4" Hexes)
176 - Die Cut 5/8" counters
24 page Rule Booklet
5 Player Charts
Ziploc Bag
Combat Results Table (Click for larger view)
Latest News
6/24/15 - Check out Stuka Joe's playthrough part 1 of Battles of the Bulge: Celles
7/6/15 - Part 2 of Stuka Joe's playthrough of Battles of the Bulge: Celles
7/6/15 - Updated Stonewall's Sword Vassal Module version 1.2.
7/15/15 - Inside GMT article posted about Stonewall's Sword
LAST BATTLE: IE SHIMA, 1945 is a two-player game that simulates Operation Indispensable, the American invasion of the Japanese island of Ie Shima (Iejima or 家 島), April 16 to 22, 1945. One player commands the attacking American forces and the other player commands the defending Japanese forces.
Cover Art
Game Map (Click for larger image)
Counters (Click for larger image)
Now in development! (Sept/Oct)
Game Map (Click for larger image)
Living Rules (Updated 7/26/15)
Errata (7/26/15)
7/26/15 - Added Stonewall's Sword Living Rules and Errata