The most important rules are the American command control or rather, lack of it. During the actual battle, the American units were crippled by a lack of co-operation between units from different states. In addition, a lack of a generally recognized supreme commander added further to the American confusion. In alternate scenarios, the American restrictions are removed, but these rules make American set-up very important and allows the British to dictate flow of play. The British are overwhelming in melee combat due to their training and bayonets.
American units suffer severely by having to check for ammo depletion each time they fire.
Victory is decided by points awarded for occupation of certain hexes and elimination of units. The glory of this game is in the scenarios. I was struck by the wealth of strategic options considered and open to the British. In addition to the historical scenario which has the British land at the tip of the peninsula and assault the American redoubt on Breed's Hill, there is one with an immediate landing in Charlestown, another with the British landing at the peninsula's neck and cutting the Americans off from the mainland and lastly a British landing along the Mystic River. Designer Marsh includes a partial map scenario designed as one to introduce a younger and less experienced player to a game.