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Savannah

#17397BGG ↗

2005 · 2-3 players · 240min · weight 2.85 · 158 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
17397
Name
Savannah
Year
2005
Rank
9927
Min players
2
Max players
3
Playing time
240
Min playtime
240
Max playtime
240
Avg weight
2.85
Num weights
20
Bayes avg
5.58962
Average
6.98544
Users rated
158
Num owned
745
Wanting
26
Wishing
55
Num comments
88
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (3)
Campaign / Battle Card DrivenDice RollingHexagon Grid
Categories (4)
Age of ReasonAmerican Indian WarsAmerican Revolutionary WarWargame
Description (1550 chars)

Volume IV in GMT's Battles of the American Revolution Series portrays the events from September 10th to October 9th, 1779, as the Franco-American Allies mount their first significant cooperative effort against the British in North America during the Revolutionary War. Savannah is a departure from the other battles in the Revolutionary War Series from GMT in that it covers a span of up to four weeks. To accommodate this, as well as to depict salient features of an 18th century siege event, several new mechanics including an abstract siege and bombardment table, and a random events deck have been added to the core game system. Unlike previous games in the series, initial turns are strategic, reflecting troop movements over 1 and 2-day periods and allowing for the buidling of defenses by both sides. When the American/French player decides to assault the city, the game switches to the familiar tactical game turns reflecting a single hour of battle. Random Events is one of ten new features and a deck of 55 Random Event cards is provided, most of which define historical events from the actual siege and assault. Players have a maximum of nine opportunities to draw from the deck, although players may use Momentum Chits to "purchase" extra card pulls. Some cards benefit only the Allied Player(s), others benefit only the British Player and some can benefit either player. The cards include both political cards, which may add or dismiss troops to the battle, and tactical cards which effect single combat turns or even single rolls.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.