Okay, got it. Here’s the executive summary.
There are four factions: Patriots, British, French, Indians. Asymmetrical abilities and victory conditions. Patriots and French are paired as the rebels, and the British and Indians are paired as the royalists. Each pair shares a victory condition, which is to achieve a margin of “support” or “opposition” on the map. Then they have secondary victory conditions that cut across the pairs: Indian villages versus patriot forts, rebel kills versus British kills.
Look at that sequence of play box. That’s the core of the game. There is an event deck built out of sets of cards from the years you want to play (scenario length), and seeded with “winter quarters” cards that stop the game for a while while you do maintenance and check for victory.
If your faction is eligible to act (ie it hasn’t already acted) then the event card says the order of factions that can act. Only two factions well ever do anything per card.
When a faction acts, either it gets the benefit on the event card (most of them have two outcomes, or a benefit that any faction can use), or some combination of command and maybe social actions. The first faction to act constrains what the second faction can do, per that chart in the photo.
So basically from that point you’re adding troops, moving them around, fighting, and messing with support levels in the map spaces. Every faction has a different set of moves, and so they feel really different in play. Totally exceptions based! Even down to movement rules. Getting good at the game is mastering not only your own choices but understanding the limitations of your opponent’s choices. I’m not there yet.
Enough? Want more?