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author | Tor Andersson <tor@ccxvii.net> | 2021-07-06 18:01:07 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-17 12:46:21 +0100 |
commit | ddc19e88de08f3d604b630559dd041c989b2353e (patch) | |
tree | 9908c50752f9d83b270ef17fd736b964897bcf1f /info/rulebook.html | |
download | wilderness-war-ddc19e88de08f3d604b630559dd041c989b2353e.tar.gz |
Import Wilderness War assets.
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diff --git a/info/rulebook.html b/info/rulebook.html new file mode 100644 index 0000000..0757390 --- /dev/null +++ b/info/rulebook.html @@ -0,0 +1,1469 @@ +<!DOCTYPE html> +<html> +<head> +<title>Wilderness War - Rulebook</title> +<link rel="stylesheet" href="/fonts/fonts.css"> +<style> +body{background-color:slategray} +div{position:relative;background-color:white;margin:1em auto;line-height:0.8;box-shadow:1px 1px 8px -2px black} +p{position:absolute;white-space:pre;margin:0;font-family:Times New Roman} +</style> +</head> +<body> +<div id="page1" style="width:765pt;height:990pt;background-image:url('rulebook01.png')"> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:534.4pt;left:91.3pt;font-size:11.4pt"><a href="#page2"><b>1.0 Introduction</b></a></p> +<p style="top:548.1pt;left:91.3pt;font-size:11.4pt"><a href="#page2"><b>2.0 The Game Map</b></a></p> +<p style="top:561.9pt;left:91.3pt;font-size:11.4pt"><a href="#page2"><b>3.0 The Playing Pieces</b></a></p> +<p style="top:575.6pt;left:113.8pt;font-size:11.4pt"><a href="#page2">3.1 Units </a></p> +<p style="top:589.4pt;left:113.8pt;font-size:11.4pt"><a href="#page3">3.2 Leaders </a></p> +<p style="top:603.1pt;left:113.8pt;font-size:11.4pt"><a href="#page3">3.3 Markers</a></p> +<p style="top:616.9pt;left:91.3pt;font-size:11.4pt"><a href="#page3"><b>4.0 Sequence of Play</b></a></p> +<p style="top:630.6pt;left:91.3pt;font-size:11.4pt"><a href="#page4"><b>5.0 Strategy Cards</b></a></p> +<p style="top:644.4pt;left:113.8pt;font-size:11.4pt"><a href="#page4">5.1 General </a></p> +<p style="top:658.1pt;left:113.8pt;font-size:11.4pt"><a href="#page4">5.2 Card Deck</a></p> +<p style="top:671.9pt;left:113.8pt;font-size:11.4pt"><a href="#page5">5.3 Activation </a></p> +<p style="top:685.6pt;left:113.8pt;font-size:11.4pt"><a href="#page5">5.4 Construction </a></p> +<p style="top:699.4pt;left:113.8pt;font-size:11.4pt"><a href="#page6">5.5 Events</a></p> +<p style="top:713.1pt;left:91.3pt;font-size:11.4pt"><a href="#page7"><b>6.0 Movement</b></a></p> +<p style="top:726.9pt;left:113.8pt;font-size:11.4pt"><a href="#page7">6.1 General </a></p> +<p style="top:740.6pt;left:113.8pt;font-size:11.4pt"><a href="#page7">6.2 Land Movement </a></p> +<p style="top:754.4pt;left:113.8pt;font-size:11.4pt"><a href="#page7">6.3 Boat Movement</a></p> +<p style="top:768.1pt;left:113.8pt;font-size:11.4pt"><a href="#page7">6.4 Naval Movement</a></p> +<p style="top:781.9pt;left:113.8pt;font-size:11.4pt"><a href="#page8">6.5 Moving Into Enemy-Occupied Spaces</a></p> +<p style="top:795.6pt;left:113.8pt;font-size:11.4pt"><a href="#page8">6.6 Infiltration</a></p> +<p style="top:809.4pt;left:113.8pt;font-size:11.4pt"><a href="#page9">6.7 Interception</a></p> +<p style="top:823.1pt;left:113.8pt;font-size:11.4pt"><a href="#page10">6.8 Avoid Battle</a></p> +<p style="top:836.9pt;left:91.3pt;font-size:11.4pt"><a href="#page10"><b>7.0 Battles</b></a></p> +<p style="top:850.6pt;left:113.8pt;font-size:11.4pt"><a href="#page10">7.1 General </a></p> +<p style="top:864.4pt;left:113.8pt;font-size:11.4pt"><a href="#page10">7.2 Resolving Battles</a></p> +<p style="top:878.1pt;left:113.8pt;font-size:11.4pt"><a href="#page10">7.3 Militia</a></p> +<p style="top:891.9pt;left:113.8pt;font-size:11.4pt"><a href="#page10">7.4 Events Influencing the Combat</a></p> +<p style="top:905.6pt;left:113.8pt;font-size:11.4pt"><a href="#page10">7.5 DRMs & Column Shifts</a></p> +<p style="top:534.4pt;left:421.3pt;font-size:11.4pt"><a href="#page11">7.6 Step Losses</a></p> +<p style="top:548.1pt;left:421.3pt;font-size:11.4pt"><a href="#page11">7.7 Leader Losses</a></p> +<p style="top:561.9pt;left:421.3pt;font-size:11.4pt"><a href="#page11">7.8 Winner/Loser</a></p> +<p style="top:575.6pt;left:421.3pt;font-size:11.4pt"><a href="#page11">7.9 Retreat</a></p> +<p style="top:589.4pt;left:398.8pt;font-size:11.4pt"><a href="#page12"><b>8.0 Forts, Fortresses and Sieges</b></a></p> +<p style="top:603.1pt;left:421.3pt;font-size:11.4pt"><a href="#page12">8.1 Battles Outside Forts or Fortresses</a></p> +<p style="top:616.9pt;left:421.3pt;font-size:11.4pt"><a href="#page12">8.2 Sieges</a></p> +<p style="top:630.6pt;left:398.8pt;font-size:11.4pt"><a href="#page13"><b>9.0 Assaults</b></a></p> +<p style="top:644.4pt;left:421.3pt;font-size:11.4pt"><a href="#page13">9.1 General </a></p> +<p style="top:658.1pt;left:421.3pt;font-size:11.4pt"><a href="#page13">9.2 Winner/Loser</a></p> +<p style="top:671.9pt;left:398.8pt;font-size:11.4pt"><a href="#page13"><b>10.0 Raids</b></a></p> +<p style="top:685.6pt;left:421.3pt;font-size:11.4pt"><a href="#page13">10.1 Targets</a></p> +<p style="top:699.4pt;left:421.3pt;font-size:11.4pt"><a href="#page13">10.2 Militia Deployment Against Raids</a></p> +<p style="top:713.1pt;left:421.3pt;font-size:11.4pt"><a href="#page14">10.3 Resolving a Raid</a></p> +<p style="top:726.9pt;left:421.3pt;font-size:11.4pt"><a href="#page14">10.4 Going Home </a></p> +<p style="top:740.6pt;left:398.8pt;font-size:11.4pt"><a href="#page14"><b>11.0 Attrition</b></a></p> +<p style="top:754.4pt;left:421.3pt;font-size:11.4pt"><a href="#page14">11.1 Who Suffers Attrition </a></p> +<p style="top:768.1pt;left:421.3pt;font-size:11.4pt"><a href="#page14">11.2 Attrition Losses</a></p> +<p style="top:781.9pt;left:398.8pt;font-size:11.4pt"><a href="#page15"><b>12.0 Supply</b></a></p> +<p style="top:795.6pt;left:421.3pt;font-size:11.4pt"><a href="#page15">12.1 General </a></p> +<p style="top:809.4pt;left:421.3pt;font-size:11.4pt"><a href="#page15">12.2 The Supply Line </a></p> +<p style="top:823.1pt;left:421.3pt;font-size:11.4pt"><a href="#page15">12.3 Out-of-Supply Effects</a></p> +<p style="top:836.9pt;left:398.8pt;font-size:11.4pt"><a href="#page15"><b>13.0 Victory </b></a></p> +<p style="top:850.6pt;left:421.3pt;font-size:11.4pt"><a href="#page15">13.1 How to Win</a></p> +<p style="top:864.4pt;left:421.3pt;font-size:11.4pt"><a href="#page15">13.2 Victory Points</a></p> +<p style="top:878.1pt;left:421.3pt;font-size:11.4pt"><a href="#page15">13.3 Bidding</a></p> +<p style="top:891.9pt;left:398.8pt;font-size:11.4pt"><a href="#page16"><b>14.0 Optional Rules</b></a></p> +<p style="top:905.6pt;left:398.8pt;font-size:11.4pt"><a href="#page16"><b>Credits</b></a></p> +<p style="top:100.1pt;left:152.5pt;font-size:72.0pt"><b><i>Wilderness War</i></b></p> +<p style="top:510.4pt;left:300.0pt;font-size:16.8pt"><b>TABLE OF CONTENTS</b></p> +<p style="top:174.4pt;left:193.8pt;font-size:19.2pt"><b>Strategic Game of the French & Indian War</b></p> +<p style="top:201.9pt;left:312.5pt;font-size:12.0pt"><b>Designed by </b>Volko Ruhnke</p> +<p style="top:223.4pt;left:353.8pt;font-size:12.0pt">3rd Edition</p> +<p style="top:58.9pt;left:301.3pt;font-size:21.6pt"><b><span style="color:#ffffff">R U L E B O O K</span></b></p> +<p style="top:465.6pt;left:518.8pt;font-size:7.2pt">©2006 Rodger B. MacGowan</p> +</div> +<div id="page2" style="width:765pt;height:990pt;background-image:url('rulebook02.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt"></p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:68.3pt;left:56.3pt;font-size:19.3pt"><b>1.0 INTRODUCTION</b></p> +<p style="top:92.1pt;left:56.3pt;font-size:12.0pt"><i>WILDERNESS WAR</i> is a two-player game based on the French </p> +<p style="top:107.1pt;left:56.3pt;font-size:12.0pt">and Indian War—the climactic struggle between Britain and </p> +<p style="top:122.1pt;left:56.3pt;font-size:12.0pt">France for control of North America. One player is the British </p> +<p style="top:137.1pt;left:56.3pt;font-size:12.0pt">and the other is the French.</p> +<p style="top:161.1pt;left:56.3pt;font-size:12.0pt"><b>3RD EDITION RULES:</b> This rulebook folds the “Advanced </p> +<p style="top:176.1pt;left:56.3pt;font-size:12.0pt">Rules” of previous editions into its main body and includes Op-</p> +<p style="top:191.1pt;left:56.3pt;font-size:12.0pt">tional Rules previously available only on line. Other minor edits </p> +<p style="top:206.1pt;left:56.3pt;font-size:12.0pt">and clarifications made for the 2nd or 3rd editions are indicated </p> +<p style="top:221.1pt;left:56.3pt;font-size:12.0pt">with a <b>~</b> symbol. No other rules have been changed.</p> +<p style="top:245.1pt;left:56.3pt;font-size:12.0pt"><i>WILDERNESS WAR</i> includes:</p> +<p style="top:265.8pt;left:56.3pt;font-size:12.0pt">• One 22” x 34” mounted map</p> +<p style="top:283.4pt;left:56.3pt;font-size:12.0pt">• Two counter sheets</p> +<p style="top:301.1pt;left:56.3pt;font-size:12.0pt">• 24 leader stands</p> +<p style="top:318.8pt;left:56.3pt;font-size:12.0pt">• Two player reference cards</p> +<p style="top:336.5pt;left:56.3pt;font-size:12.0pt">• 70 strategy cards</p> +<p style="top:354.3pt;left:56.3pt;font-size:12.0pt">• Two six-sided dice</p> +<p style="top:371.9pt;left:56.3pt;font-size:12.0pt">• One playbook</p> +<p style="top:389.6pt;left:56.3pt;font-size:12.0pt">• This rulebook</p> +<p style="top:413.6pt;left:56.3pt;font-size:12.0pt">If there are any components damaged or missing, please contact </p> +<p style="top:428.6pt;left:56.3pt;font-size:12.0pt">us at:</p> +<p style="top:449.3pt;left:56.3pt;font-size:12.0pt">GMT Games</p> +<p style="top:464.3pt;left:56.3pt;font-size:12.0pt">P.O. Box 1308</p> +<p style="top:479.3pt;left:56.3pt;font-size:12.0pt">Hanford, CA 93232-1308</p> +<p style="top:503.3pt;left:56.3pt;font-size:12.0pt">If you have any questions about the rules, we’ll be glad to answer </p> +<p style="top:518.3pt;left:56.3pt;font-size:12.0pt">them if you send them to the address above with a self-addressed, </p> +<p style="top:533.3pt;left:56.3pt;font-size:12.0pt">stamped envelope. For faster response, we’re on the Internet at </p> +<p style="top:548.3pt;left:56.3pt;font-size:12.0pt">www.gmtgames.com and on <i>WILDERNESS WAR</i> discussion </p> +<p style="top:563.3pt;left:56.3pt;font-size:12.0pt">forums at www.consimworld.com and www.boardgamegeek.</p> +<p style="top:578.3pt;left:56.3pt;font-size:12.0pt">com—or send email to rwinslow@gmtgames.com or vruhnke@</p> +<p style="top:593.3pt;left:56.3pt;font-size:12.0pt">gmtgames.com.</p> +<p style="top:634.4pt;left:56.3pt;font-size:19.3pt"><b>2.0 THE GAME MAP</b></p> +<p style="top:658.1pt;left:56.3pt;font-size:12.0pt"><b>Cultivated Spaces and Departments: </b>All cultivated spaces, </p> +<p style="top:673.1pt;left:56.3pt;font-size:12.0pt">except the holding boxes of Louisbourg and Halifax, are in </p> +<p style="top:688.1pt;left:56.3pt;font-size:12.0pt">one of three Departments. The spaces within the St. Lawrence </p> +<p style="top:703.1pt;left:56.3pt;font-size:12.0pt">Department, plus Louisbourg, are “originally controlled” by </p> +<p style="top:718.1pt;left:56.3pt;font-size:12.0pt">and “originally friendly” to the French. The spaces within the </p> +<p style="top:733.1pt;left:56.3pt;font-size:12.0pt">Northern and Southern Departments, plus Halifax, are “originally </p> +<p style="top:748.1pt;left:56.3pt;font-size:12.0pt">controlled” by and “originally friendly” to the British. A space </p> +<p style="top:763.1pt;left:56.3pt;font-size:12.0pt">that is “originally friendly” to one side is “originally enemy” to </p> +<p style="top:778.1pt;left:56.3pt;font-size:12.0pt">the other.</p> +<p style="top:802.1pt;left:56.3pt;font-size:12.0pt"><b>Fortifications:</b> “Fortifications” include fortresses, completed </p> +<p style="top:817.1pt;left:56.3pt;font-size:12.0pt">forts and stockades. Fortresses are marked on the map and cannot </p> +<p style="top:832.1pt;left:56.3pt;font-size:12.0pt">be built or destroyed; forts and stockades have markers. Forts </p> +<p style="top:847.1pt;left:56.3pt;font-size:12.0pt">under construction (pickaxe counters) do not count as fortifica-</p> +<p style="top:862.1pt;left:56.3pt;font-size:12.0pt">tions until completed.</p> +<p style="top:886.1pt;left:56.3pt;font-size:12.0pt"><b>Fortresses: </b>Friendly control of a fortress (or fortress/port) space </p> +<p style="top:901.1pt;left:56.3pt;font-size:12.0pt">requires that it be unbesieged, free of enemy units, and—if origi-</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt">nally enemy-occupied by at least one friendly unit or “Amphib” </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">marker.</p> +<p style="top:102.5pt;left:393.8pt;font-size:12.0pt"><i>HISTORICAL NOTE: Hostile population centers had to be </i></p> +<p style="top:117.5pt;left:393.8pt;font-size:12.0pt"><i>garrisoned.</i></p> +<p style="top:141.5pt;left:393.8pt;font-size:12.0pt"><b>Settlements: </b>Indian settlement spaces are marked with colored </p> +<p style="top:156.5pt;left:393.8pt;font-size:12.0pt">borders that correspond to Indian unit counters and Event card </p> +<p style="top:171.5pt;left:393.8pt;font-size:12.0pt">symbols. There is one settlement for each tribe except the </p> +<p style="top:186.5pt;left:393.8pt;font-size:12.0pt">Cherokee, whose settlement is off the map.</p> +<p style="top:210.5pt;left:393.8pt;font-size:12.0pt"><b>Connections: </b>Spaces are connected by either water (river or lake </p> +<p style="top:225.5pt;left:393.8pt;font-size:12.0pt">shore) or land-only connections. Either connection can be used </p> +<p style="top:240.5pt;left:393.8pt;font-size:12.0pt">to move from space to space, retreat, and so on.</p> +<p style="top:261.1pt;left:393.8pt;font-size:12.0pt"><b> </b><b><i>Important:</i></b> Water connections are assumed to have land </p> +<p style="top:276.1pt;left:405.0pt;font-size:12.0pt">connections as well and can be used for either land or boat </p> +<p style="top:291.1pt;left:405.0pt;font-size:12.0pt">movement.</p> +<p style="top:315.1pt;left:393.8pt;font-size:12.0pt"><b>Arrows:</b> The arrows leaving Halifax and Louisbourg are for </p> +<p style="top:330.1pt;left:393.8pt;font-size:12.0pt">British Amphibious Landings only. All four arrows leaving Pays </p> +<p style="top:345.1pt;left:393.8pt;font-size:12.0pt">d’en Haut (the upper Great Lakes) can be used for either land or </p> +<p style="top:360.1pt;left:393.8pt;font-size:12.0pt">boat movement, but only in the direction marked. Spaces with </p> +<p style="top:375.1pt;left:393.8pt;font-size:12.0pt">arrows between them are NOT “adjacent” for retreat or any </p> +<p style="top:390.1pt;left:393.8pt;font-size:12.0pt">purpose not listed here.</p> +<p style="top:414.1pt;left:393.8pt;font-size:12.0pt"><b>Holding Boxes:</b> Most leaders have holding boxes, where units </p> +<p style="top:429.1pt;left:393.8pt;font-size:12.0pt">and other leaders stacked in the same space may be placed for </p> +<p style="top:444.1pt;left:393.8pt;font-size:12.0pt">ease of play.</p> +<p style="top:468.1pt;left:393.8pt;font-size:12.0pt"><b>Stacking:</b> The only stacking limit is that no more than four units </p> +<p style="top:483.1pt;left:393.8pt;font-size:12.0pt">may be INSIDE a fort when an enemy enters a space with a fort. </p> +<p style="top:498.1pt;left:393.8pt;font-size:12.0pt">Stacking affects various game aspects such as Attrition, Small </p> +<p style="top:513.1pt;left:393.8pt;font-size:12.0pt">Pox, and whether a Battle results in a victory point award. Players </p> +<p style="top:528.1pt;left:393.8pt;font-size:12.0pt">may always inspect the contents of enemy unit stacks.</p> +<p style="top:569.3pt;left:393.8pt;font-size:19.3pt"><b>3.0 THE PLAYING PIECES</b></p> +<p style="top:596.8pt;left:393.8pt;font-size:14.4pt"><b>3.1 Units</b></p> +<p style="top:616.5pt;left:393.8pt;font-size:12.0pt">There are three main types—Drilled Troops, Auxiliaries, and </p> +<p style="top:631.5pt;left:393.8pt;font-size:12.0pt">Militia—each with special abilities and restrictions. In general, </p> +<p style="top:646.5pt;left:393.8pt;font-size:12.0pt">Drilled Troops (square counters) are best in concentrated opera-</p> +<p style="top:661.5pt;left:393.8pt;font-size:12.0pt">tions against fortifications. Militia (also square) defend cultivated </p> +<p style="top:676.5pt;left:393.8pt;font-size:12.0pt">areas (the square spaces on the map). Auxiliaries (round counters) </p> +<p style="top:691.5pt;left:393.8pt;font-size:12.0pt">are best in dispersed operations in the wilderness (the round </p> +<p style="top:706.5pt;left:393.8pt;font-size:12.0pt">spaces on the map).</p> +<p style="top:730.5pt;left:393.8pt;font-size:12.0pt">Units are rated for combat strength and movement. All units </p> +<p style="top:745.5pt;left:393.8pt;font-size:12.0pt">have two steps—full strength on the front, reduced strength on </p> +<p style="top:760.5pt;left:393.8pt;font-size:12.0pt">the back (boxed in white).</p> +<p style="top:789.6pt;left:475.0pt;font-size:9.6pt">Full Strength</p> +<p style="top:789.6pt;left:562.5pt;font-size:9.6pt">Reduced Strength</p> +<p style="top:877.3pt;left:467.5pt;font-size:9.6pt">Strength </p> +<p style="top:877.3pt;left:512.5pt;font-size:9.6pt"> Reduced Strength</p> +<p style="top:892.3pt;left:467.5pt;font-size:9.6pt"> </p> +<p style="top:892.3pt;left:478.8pt;font-size:9.6pt"> </p> +<p style="top:892.3pt;left:512.5pt;font-size:9.6pt">Movement Allowance</p> +<p style="top:907.3pt;left:467.5pt;font-size:9.6pt">Unit Type (shape: square = drilled troops)</p> +<p style="top:809.0pt;left:415.0pt;font-size:9.6pt">Unit I.D.</p> +</div> +<div id="page3" style="width:765pt;height:990pt;background-image:url('rulebook03.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:702.5pt;font-size:12.0pt"></p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b>3.11 Drilled Troops</b> include:</p> +<p style="top:87.5pt;left:56.3pt;font-size:12.0pt"><b>Regulars</b>—Professionally trained infantry, mostly </p> +<p style="top:102.5pt;left:56.3pt;font-size:12.0pt">from Europe, accompanied by artillery, engineers, </p> +<p style="top:117.5pt;left:56.3pt;font-size:12.0pt">and so forth (all 4-4 and 3-4 units plus the French </p> +<p style="top:132.5pt;left:56.3pt;font-size:12.0pt">1-4 Marine Detachments).</p> +<p style="top:156.5pt;left:56.3pt;font-size:12.0pt"><b>Provincials</b>—Regiments raised by British colonies </p> +<p style="top:171.5pt;left:56.3pt;font-size:12.0pt">in emulation of European Regulars.</p> +<p style="top:195.5pt;left:56.3pt;font-size:12.0pt"><b>Light Infantry</b>—Professionally trained British </p> +<p style="top:210.5pt;left:56.3pt;font-size:12.0pt">troops selected, equipped, and conditioned for </p> +<p style="top:225.5pt;left:56.3pt;font-size:12.0pt">flanking and advance guard duty. They emphasize </p> +<p style="top:240.5pt;left:56.3pt;font-size:12.0pt">marksmanship and use of terrain but commonly </p> +<p style="top:255.5pt;left:56.3pt;font-size:12.0pt">operate as an extension of an European army </p> +<p style="top:270.5pt;left:56.3pt;font-size:12.0pt">rather than in the more independent style of North American </p> +<p style="top:285.5pt;left:56.3pt;font-size:12.0pt">irregulars.</p> +<p style="top:309.5pt;left:56.3pt;font-size:12.0pt"><b>3.12 Militias</b> include:</p> +<p style="top:330.1pt;left:56.3pt;font-size:12.0pt"><b>British Colonial and French Canadian Mili-</b></p> +<p style="top:345.1pt;left:56.3pt;font-size:12.0pt"><b>tia</b>—Local inhabitants organized temporarily for </p> +<p style="top:360.1pt;left:56.3pt;font-size:12.0pt">frontier or territorial defence and given minimal </p> +<p style="top:375.1pt;left:56.3pt;font-size:12.0pt">training and equipment.</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt"><b>3.13 Auxiliaries</b> include:</p> +<p style="top:87.5pt;left:393.8pt;font-size:12.0pt"><b>Indians</b>—North American Indian warriors al-</p> +<p style="top:102.5pt;left:393.8pt;font-size:12.0pt">lied to the European combatants for their tribe’s </p> +<p style="top:117.5pt;left:393.8pt;font-size:12.0pt">strategic advantage, out of personal loyalty or </p> +<p style="top:132.5pt;left:393.8pt;font-size:12.0pt">antagonism, or for plunder. They excelled at wil-</p> +<p style="top:147.5pt;left:393.8pt;font-size:12.0pt">derness fighting, but were hesitant to participate </p> +<p style="top:162.5pt;left:393.8pt;font-size:12.0pt">in prolonged campaigns.</p> +<p style="top:186.5pt;left:393.8pt;font-size:12.0pt"><b>Coureurs des bois</b>—”Runners of the Woods,” </p> +<p style="top:201.5pt;left:393.8pt;font-size:12.0pt">French irregulars recruited from trappers and </p> +<p style="top:216.5pt;left:393.8pt;font-size:12.0pt">other French Canadian frontiersmen, and adept </p> +<p style="top:231.5pt;left:393.8pt;font-size:12.0pt">at Indian-style wilderness fighting.</p> +<p style="top:255.5pt;left:393.8pt;font-size:12.0pt"><b>Rangers</b>—The British equivalent of <i>Coureurs </i></p> +<p style="top:270.5pt;left:393.8pt;font-size:12.0pt"><i>des bois</i>, recruited most famously by Robert </p> +<p style="top:285.5pt;left:393.8pt;font-size:12.0pt">Rogers of New Hampshire.</p> +<p style="top:313.3pt;left:393.8pt;font-size:14.4pt"><b>3.2 Leaders</b></p> +<p style="top:332.9pt;left:393.8pt;font-size:12.0pt">Leaders are used to command units. Leaders are rated for:</p> +<p style="top:353.5pt;left:393.8pt;font-size:12.0pt">• Initiative—how easy it is to Activate them (1 = easiest).</p> +<p style="top:371.3pt;left:393.8pt;font-size:12.0pt">• Command—how many units they can command for move-</p> +<p style="top:386.3pt;left:405.0pt;font-size:12.0pt">ment (the force activation limit). This rating also serves to </p> +<p style="top:401.3pt;left:405.0pt;font-size:12.0pt">denote rank—subordinate leaders must have the same or lower </p> +<p style="top:416.3pt;left:405.0pt;font-size:12.0pt">Command rating as the leader to which they are subordinate </p> +<p style="top:431.3pt;left:405.0pt;font-size:12.0pt">[5.3.4].</p> +<p style="top:448.9pt;left:393.8pt;font-size:12.0pt">• Tactics—their talent for combat, siege, and raiding.</p> +<p style="top:472.9pt;left:393.8pt;font-size:12.0pt"><b><i>~</i></b><i> PLAY NOTE: This edition of the game includes </i></p> +<p style="top:487.9pt;left:393.8pt;font-size:12.0pt"><i>both stand-up and square pieces for each leader. </i></p> +<p style="top:502.9pt;left:393.8pt;font-size:12.0pt"><i>We recommend using the stand-up pieces for com-</i></p> +<p style="top:517.9pt;left:393.8pt;font-size:12.0pt"><i>manders of forces [5.34] and the square pieces for </i></p> +<p style="top:532.9pt;left:393.8pt;font-size:12.0pt"><i>subordinates or leaders without units.</i></p> +<p style="top:560.6pt;left:393.8pt;font-size:14.4pt"><b>3.3 Markers</b></p> +<p style="top:580.4pt;left:393.8pt;font-size:12.0pt">Markers are included for fortifications, Indian alliances, raided </p> +<p style="top:595.4pt;left:393.8pt;font-size:12.0pt">spaces, game record tracks, and the effects of various Events. </p> +<p style="top:610.4pt;left:393.8pt;font-size:12.0pt">Their use is explained in the applicable rules or on Event </p> +<p style="top:625.4pt;left:393.8pt;font-size:12.0pt">cards.</p> +<p style="top:666.5pt;left:393.8pt;font-size:19.3pt"><b>4.0 SEQUENCE OF PLAY</b></p> +<p style="top:690.3pt;left:393.8pt;font-size:12.0pt">See the scenarios in the PLAYBOOK for game length and setup </p> +<p style="top:705.3pt;left:393.8pt;font-size:12.0pt">information. <i>WILDERNESS WAR</i> is played in a series of hands of </p> +<p style="top:720.3pt;left:393.8pt;font-size:12.0pt">cards, each of which constitutes a season. Two hands (represent-</p> +<p style="top:735.3pt;left:393.8pt;font-size:12.0pt">ing an “Early Season” and a “Late Season”) plus some year-end </p> +<p style="top:750.3pt;left:393.8pt;font-size:12.0pt">activity constitute a year. Play follows this order:</p> +<p style="top:774.6pt;left:393.8pt;font-size:14.4pt"><b>A. Early Season</b></p> +<p style="top:794.3pt;left:393.8pt;font-size:12.0pt"><b>A.1 Deal Cards.</b> Deal each player cards as specified in the sce-</p> +<p style="top:809.3pt;left:393.8pt;font-size:12.0pt">nario set up. Events during the game can change the number of </p> +<p style="top:824.3pt;left:393.8pt;font-size:12.0pt">cards players receive.</p> +<p style="top:848.3pt;left:393.8pt;font-size:12.0pt"><b>A.2 Action Phases. </b>Beginning with the French, players alternate </p> +<p style="top:863.3pt;left:393.8pt;font-size:12.0pt">taking Action Phases. Each Action Phase consists of playing a </p> +<p style="top:878.3pt;left:393.8pt;font-size:12.0pt">card to activate leaders and units, build fortifications, or intro-</p> +<p style="top:893.3pt;left:393.8pt;font-size:12.0pt">duce an Event. Continue until both players have played all their </p> +<p style="top:908.3pt;left:393.8pt;font-size:12.0pt">cards.</p> +<p style="top:803.8pt;left:200.0pt;font-size:9.6pt">Commands Iroquois/Mohawk for free</p> +<p style="top:477.0pt;left:175.0pt;font-size:9.6pt">British Commander-in-Chief Band</p> +<p style="top:489.5pt;left:175.0pt;font-size:9.6pt"> </p> +<p style="top:489.5pt;left:186.3pt;font-size:9.6pt">(maximum of 2 on map)</p> +<p style="top:533.8pt;left:207.5pt;font-size:9.6pt">Scenario Limit</p> +<p style="top:624.5pt;left:101.3pt;font-size:12.0pt"><b>British</b></p> +<p style="top:756.6pt;left:215.0pt;font-size:12.0pt"><b>French</b></p> +<p style="top:671.1pt;left:101.3pt;font-size:9.6pt">Initiative</p> +<p style="top:695.1pt;left:102.5pt;font-size:9.6pt"> Command</p> +<p style="top:719.1pt;left:101.3pt;font-size:9.6pt"> </p> +<p style="top:719.1pt;left:133.8pt;font-size:9.6pt">Tactics</p> +<p style="top:671.3pt;left:305.0pt;font-size:9.6pt">Optional </p> +<p style="top:682.5pt;left:296.3pt;font-size:9.6pt">square leader</p> +</div> +<div id="page4" style="width:765pt;height:990pt;background-image:url('rulebook04.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt"></p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b><i>Exception:</i></b> When a player has one card left, he may announce that </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">he will pass and hold his card. The held card, if applicable, may </p> +<p style="top:96.9pt;left:56.3pt;font-size:12.0pt">be played as an Event during an enemy Action Phase [5.5.6] or </p> +<p style="top:111.9pt;left:56.3pt;font-size:12.0pt">held until the following season. If held until the following season, </p> +<p style="top:126.9pt;left:56.3pt;font-size:12.0pt">the player must play ALL his cards that season. (Place a “Card </p> +<p style="top:141.9pt;left:56.3pt;font-size:12.0pt">Held” marker on the Year track as a reminder.) <b>~ A player’s held </b></p> +<p style="top:156.9pt;left:56.3pt;font-size:12.0pt"><b>card counts against next turn’s hand size.</b></p> +<p style="top:180.9pt;left:56.3pt;font-size:12.0pt">If a player has expended all his cards—or held his last card—</p> +<p style="top:195.9pt;left:56.3pt;font-size:12.0pt">while his opponent has two or more remaining, the opponent </p> +<p style="top:210.9pt;left:56.3pt;font-size:12.0pt">plays his cards one after another until finished.</p> +<p style="top:238.6pt;left:56.3pt;font-size:14.4pt"><b>B. Late Season</b></p> +<p style="top:258.3pt;left:56.3pt;font-size:12.0pt"><b>B.1 Deal Cards.</b> Same as Early Season.</p> +<p style="top:282.3pt;left:56.3pt;font-size:12.0pt"><b>B.2 Action Phases.</b> Same as Early Season.</p> +<p style="top:306.3pt;left:56.3pt;font-size:12.0pt"><b>B.3 Indians & Leaders Go Home.</b> Any Indian units NOT in </p> +<p style="top:321.3pt;left:56.3pt;font-size:12.0pt">friendly fortification spaces Go Home [10.4]. Also, any leaders </p> +<p style="top:336.3pt;left:56.3pt;font-size:12.0pt">in wilderness or mountain without troops or fortifications are </p> +<p style="top:351.3pt;left:56.3pt;font-size:12.0pt">placed in the nearest friendly fortification.</p> +<p style="top:375.3pt;left:56.3pt;font-size:12.0pt"><b>B.4 Remove Raided Markers.</b> Award half a victory point for </p> +<p style="top:390.3pt;left:56.3pt;font-size:12.0pt">each “Raided” marker on the map to the side that placed it, </p> +<p style="top:405.3pt;left:56.3pt;font-size:12.0pt">rounding totals up [10.3.1 and 13.2.2], then remove all Raided </p> +<p style="top:420.3pt;left:56.3pt;font-size:12.0pt">markers from the map.</p> +<p style="top:444.3pt;left:56.3pt;font-size:12.0pt"><b>B.5 Winter Attrition.</b> Units in stacks meeting certain conditions </p> +<p style="top:459.3pt;left:56.3pt;font-size:12.0pt">lose steps [11.0].</p> +<p style="top:483.3pt;left:56.3pt;font-size:12.0pt"><b>B.6 Victory Check.</b> Check to see if the game has ended because </p> +<p style="top:498.3pt;left:56.3pt;font-size:12.0pt">victory conditions were met [13.1] or the last year of the scenario </p> +<p style="top:513.3pt;left:56.3pt;font-size:12.0pt">has been played. Otherwise, begin another year.</p> +<p style="top:554.4pt;left:56.3pt;font-size:19.3pt"><b>5.0 STRATEGY CARDS</b></p> +<p style="top:581.9pt;left:56.3pt;font-size:14.4pt"><b>5.1 General</b></p> +<p style="top:601.6pt;left:56.3pt;font-size:12.0pt">The cards are the “engine” that drives a game of <i>WILDERNESS </i></p> +<p style="top:616.6pt;left:56.3pt;font-size:12.0pt"><i>WAR</i>. The players initiate movement, combat, construction, and </p> +<p style="top:631.6pt;left:56.3pt;font-size:12.0pt">a variety of special events through the play of cards.</p> +<p style="top:655.6pt;left:56.3pt;font-size:12.0pt"><b>5.11 </b>All cards are usable by both players for activation of leaders </p> +<p style="top:670.6pt;left:56.3pt;font-size:12.0pt">and units or for construction.</p> +<p style="top:694.6pt;left:56.3pt;font-size:12.0pt"><b>5.12 </b>Red symbol cards are usable as Events only by the British, </p> +<p style="top:709.6pt;left:56.3pt;font-size:12.0pt">while blue cards are Events used by the French. A card with a red </p> +<p style="top:724.6pt;left:56.3pt;font-size:12.0pt">and blue symbol is usable as an Event by either player.</p> +<p style="top:748.6pt;left:56.3pt;font-size:12.0pt"><b>5.13 </b>Events with brown backgrounds around their name are play-</p> +<p style="top:763.6pt;left:56.3pt;font-size:12.0pt">able as response cards during the middle of an Action Phase.</p> +<p style="top:791.4pt;left:56.3pt;font-size:14.4pt"><b>5.2 Card Deck</b></p> +<p style="top:811.0pt;left:56.3pt;font-size:12.0pt"><b>5.21 </b>Both players are dealt cards from a single, facedown draw </p> +<p style="top:826.0pt;left:56.3pt;font-size:12.0pt">pile. The scenario instructions state how many cards players </p> +<p style="top:841.0pt;left:56.3pt;font-size:12.0pt">receive.</p> +<p style="top:865.0pt;left:56.3pt;font-size:12.0pt"><b>5.22</b> As cards are played, they are placed into a faceup discard </p> +<p style="top:880.0pt;left:56.3pt;font-size:12.0pt">pile. Certain Events allow a player to draw a card from the discard </p> +<p style="top:895.0pt;left:56.3pt;font-size:12.0pt">pile into his hand.</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt"><b>5.23</b> If a card which says “REMOVE” is played AS AN EVENT </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">(only), it is removed from the game rather than added to the </p> +<p style="top:96.9pt;left:393.8pt;font-size:12.0pt">discard pile.</p> +<p style="top:120.9pt;left:393.8pt;font-size:12.0pt"><b>5.24</b> Players may inspect the number of cards left in the draw </p> +<p style="top:135.9pt;left:393.8pt;font-size:12.0pt">pile, the number of cards in players’ hands, and which cards have </p> +<p style="top:150.9pt;left:393.8pt;font-size:12.0pt">been discarded or removed from play.</p> +<p style="top:174.9pt;left:393.8pt;font-size:12.0pt"><b>5.25</b> If the draw pile runs out when more </p> +<p style="top:189.9pt;left:393.8pt;font-size:12.0pt">cards are needed for the deal, or at the end of </p> +<p style="top:204.9pt;left:393.8pt;font-size:12.0pt">any season in which the Surrender! card has </p> +<p style="top:219.9pt;left:393.8pt;font-size:12.0pt">been played—whether or not for the Event </p> +<p style="top:234.9pt;left:393.8pt;font-size:12.0pt">(and even if a player was forced to discard </p> +<p style="top:249.9pt;left:393.8pt;font-size:12.0pt">it)—then reshuffle the discard pile and any </p> +<p style="top:264.9pt;left:393.8pt;font-size:12.0pt">remaining undealt cards together.</p> +<p style="top:288.9pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: Upon playing the </i><i>S</i><i>urrender</i><i>!</i><i> card, place it face </i></p> +<p style="top:303.9pt;left:393.8pt;font-size:12.0pt"><i>up on the draw pile to serve as a reminder that the deck needs </i></p> +<p style="top:318.9pt;left:393.8pt;font-size:12.0pt"><i>to be reshuffled.</i></p> +<p style="top:342.9pt;left:393.8pt;font-size:12.0pt"><b>~ CLARIFICATION:</b> If Surrender! hasn’t been played, </p> +<p style="top:357.9pt;left:393.8pt;font-size:12.0pt">and there aren’t enough cards in the Draw Pile to refresh both </p> +<p style="top:372.9pt;left:393.8pt;font-size:12.0pt">player’s hands, deal out the remaining cards in the Draw pile. </p> +<p style="top:387.9pt;left:393.8pt;font-size:12.0pt">Then reshuffle the Discard Pile and deal enough cards to fill </p> +<p style="top:402.9pt;left:393.8pt;font-size:12.0pt">both hands.</p> +<p style="top:426.9pt;left:393.8pt;font-size:12.0pt"><b>5.26 Card Options.</b> During each Action Phase, the active player </p> +<p style="top:441.9pt;left:393.8pt;font-size:12.0pt">plays a card and chooses one use—EITHER “activating” lead-</p> +<p style="top:456.9pt;left:393.8pt;font-size:12.0pt">ers and/or units [5.3], OR carrying out construction of forts or </p> +<p style="top:471.9pt;left:393.8pt;font-size:12.0pt">stockades [5.4], OR causing the card’s Event to occur [5.5].</p> +<p style="top:559.5pt;left:427.5pt;font-size:10.8pt">Activation Value (#)</p> +<p style="top:574.5pt;left:485.0pt;font-size:10.8pt">of Card</p> +<p style="top:622.5pt;left:426.3pt;font-size:10.8pt">Event Color Symbol</p> +<p style="top:636.1pt;left:405.0pt;font-size:9.6pt"><i>This card has a red and blue </i></p> +<p style="top:648.5pt;left:411.3pt;font-size:9.6pt"><i>symbol and is usable as an </i></p> +<p style="top:661.0pt;left:428.8pt;font-size:9.6pt"><i>Event by either player.</i></p> +<p style="top:813.1pt;left:451.3pt;font-size:10.8pt">Response Card</p> +<p style="top:828.0pt;left:445.0pt;font-size:10.8pt">Brown Coloring</p> +<p style="top:876.0pt;left:470.0pt;font-size:10.8pt">Event Text</p> +</div> +<div id="page5" style="width:765pt;height:990pt;background-image:url('rulebook05.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:702.5pt;font-size:12.0pt"></p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.8pt;left:56.3pt;font-size:14.4pt"><b>5.3 Activation</b></p> +<p style="top:86.5pt;left:56.3pt;font-size:12.0pt"><b>5.31 </b>Either side can use any card (regardless of colored symbol) </p> +<p style="top:101.5pt;left:56.3pt;font-size:12.0pt">to activate leaders or units. Only activated leaders or units may </p> +<p style="top:116.5pt;left:56.3pt;font-size:12.0pt">move, initiate combat, carry out sieges, or Raid. An individual </p> +<p style="top:131.5pt;left:56.3pt;font-size:12.0pt">unit or leader may only be activated once per Action Phase.</p> +<p style="top:155.5pt;left:56.3pt;font-size:12.0pt"><b>5.32</b> Each card can be used to activate:</p> +<p style="top:176.1pt;left:56.3pt;font-size:12.0pt">• Individual Auxiliary units and/or leaders moving alone totaling </p> +<p style="top:191.1pt;left:67.5pt;font-size:12.0pt">up to the card’s number value. Indian units each count as only </p> +<p style="top:206.1pt;left:67.5pt;font-size:12.0pt">HALF a unit toward this total, OR</p> +<p style="top:223.8pt;left:56.3pt;font-size:12.0pt">• One Drilled Troops unit, regardless of the card’s number value, </p> +<p style="top:238.8pt;left:67.5pt;font-size:12.0pt">OR</p> +<p style="top:256.5pt;left:56.3pt;font-size:12.0pt">• One force [5.3.4] under a leader with an Initiative rating equal </p> +<p style="top:271.5pt;left:67.5pt;font-size:12.0pt">to or lower than the number value of the card.</p> +<p style="top:295.5pt;left:56.3pt;font-size:12.0pt"><i>EXAMPLES: The French player could use a 3-value card to </i></p> +<p style="top:310.5pt;left:56.3pt;font-size:12.0pt"><i>activate two Indian units plus one Coureurs unit plus any one </i></p> +<p style="top:325.5pt;left:56.3pt;font-size:12.0pt"><i>leader moving alone. A force led by a “1” leader could be acti-</i></p> +<p style="top:340.5pt;left:56.3pt;font-size:12.0pt"><i>vated with any value card. A force led by a “2” leader may only </i></p> +<p style="top:355.5pt;left:56.3pt;font-size:12.0pt"><i>be activated with a “2” or “3” card; and by a “3” leader only </i></p> +<p style="top:370.5pt;left:56.3pt;font-size:12.0pt"><i>activates with a “3” card.</i></p> +<p style="top:394.5pt;left:56.3pt;font-size:12.0pt"><b>5.33 Activating Individually. </b>Units and leaders activating alone </p> +<p style="top:409.5pt;left:56.3pt;font-size:12.0pt">can be anywhere on the map. When several units are activated </p> +<p style="top:424.5pt;left:56.3pt;font-size:12.0pt">individually, the player designates all that will be activated (we </p> +<p style="top:439.5pt;left:56.3pt;font-size:12.0pt">suggest tilting the counters), then the player completes the move-</p> +<p style="top:454.5pt;left:56.3pt;font-size:12.0pt">ment, combat, and Raiding for each before beginning with the </p> +<p style="top:469.5pt;left:56.3pt;font-size:12.0pt">next. Movement order need not be predesignated.</p> +<p style="top:493.5pt;left:56.3pt;font-size:12.0pt"><b>5.34 Activating a Force.</b> A leader may “command” (activate as </p> +<p style="top:508.5pt;left:56.3pt;font-size:12.0pt">a force to move together) units stacked with him up to his Com-</p> +<p style="top:523.5pt;left:56.3pt;font-size:12.0pt">mand rating, PLUS any subordinate leaders, ALONG WITH </p> +<p style="top:538.5pt;left:56.3pt;font-size:12.0pt">units up to the Command ratings of each of those subordinate </p> +<p style="top:553.5pt;left:56.3pt;font-size:12.0pt">leaders. Any leader in a space may be chosen to command, but </p> +<p style="top:568.5pt;left:56.3pt;font-size:12.0pt">only leaders with the same or lower Command rating may be </p> +<p style="top:583.5pt;left:56.3pt;font-size:12.0pt">subordinate.</p> +<p style="top:607.5pt;left:56.3pt;font-size:12.0pt"><b>Definition:</b> A “force” is any group of units and leaders subor-</p> +<p style="top:622.5pt;left:56.3pt;font-size:12.0pt">dinate to a particular leader (a leader MUST be present). Force </p> +<p style="top:637.5pt;left:56.3pt;font-size:12.0pt">activation limits must be observed for Movement [6.0], Intercept </p> +<p style="top:652.5pt;left:56.3pt;font-size:12.0pt">[6.7], and Avoid Battle [6.8]. <b>~</b> Such limits do not affect Battles </p> +<p style="top:667.5pt;left:56.3pt;font-size:12.0pt">[7.0], Sieges [8.2], Assaults [9.0] or Raids [10.0].</p> +<p style="top:691.5pt;left:56.3pt;font-size:12.0pt"><i>EXAMPLE: A force under Murray (1-5-0) that includes Webb (3-</i></p> +<p style="top:706.5pt;left:56.3pt;font-size:12.0pt"><i>5-0) and Bradstreet (1-4-1) as subordinates could move with up </i></p> +<p style="top:721.5pt;left:56.3pt;font-size:12.0pt"><i>to 14 units, all activated together with either a 1, 2 or 3 card.</i></p> +<p style="top:745.5pt;left:56.3pt;font-size:12.0pt"><i>PLAY NOTE: The </i><i>C</i><i>ampaign</i><i> event activates two leaders and their </i></p> +<p style="top:760.5pt;left:56.3pt;font-size:12.0pt"><i>forces, if any (the leaders do not need to have units to activate).</i></p> +<p style="top:784.5pt;left:56.3pt;font-size:12.0pt"><b>5.35 Co-Existence.</b> Commanding and subordinate leaders and </p> +<p style="top:799.5pt;left:56.3pt;font-size:12.0pt">their force composition need only be defined for the duration of </p> +<p style="top:814.5pt;left:56.3pt;font-size:12.0pt">an activation, or at the instant of defending in a Battle, Avoiding </p> +<p style="top:829.5pt;left:56.3pt;font-size:12.0pt">Battle [6.8], Intercepting [6.7], and so on. Otherwise, numerous </p> +<p style="top:844.5pt;left:56.3pt;font-size:12.0pt">leaders and units can coexist in a space without defining subor-</p> +<p style="top:859.5pt;left:56.3pt;font-size:12.0pt">dinates or forces.</p> +<p style="top:883.5pt;left:56.3pt;font-size:12.0pt"><b>5.36 Sequence of Actions. </b>Each active force or individually-</p> +<p style="top:898.5pt;left:56.3pt;font-size:12.0pt">activated unit or leader conducts any of the following actions </p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt">that apply in the following order:</p> +<p style="top:87.5pt;left:393.8pt;font-size:12.0pt">• Movement [6.0]</p> +<p style="top:105.3pt;left:393.8pt;font-size:12.0pt">• Battle [7.0]</p> +<p style="top:122.9pt;left:393.8pt;font-size:12.0pt">• Raid [10.0]</p> +<p style="top:146.9pt;left:393.8pt;font-size:12.0pt">Alternatively, an activated force that does not move may Siege </p> +<p style="top:161.9pt;left:393.8pt;font-size:12.0pt">[8.2] and/or Assault [9.0] a fort or fortress.</p> +<p style="top:185.9pt;left:393.8pt;font-size:12.0pt"><b><i>~ Important:</i></b> A unit or leader may not be activated if it previ-</p> +<p style="top:200.9pt;left:393.8pt;font-size:12.0pt">ously participated in combat (per 8.251) or assault (per 9.12) in </p> +<p style="top:215.9pt;left:393.8pt;font-size:12.0pt">the current Action Phase.</p> +<p style="top:243.6pt;left:393.8pt;font-size:14.4pt"><b>5.4 Construction</b></p> +<p style="top:263.3pt;left:393.8pt;font-size:12.0pt">A player may play any card to build EITHER stockades OR </p> +<p style="top:278.3pt;left:393.8pt;font-size:12.0pt">forts (not both).</p> +<p style="top:302.3pt;left:393.8pt;font-size:12.0pt"><b><i>Exception: </i></b>A player may NOT carry out construction with two </p> +<p style="top:317.3pt;left:393.8pt;font-size:12.0pt">card plays in a row, even after beginning a new season.</p> +<p style="top:341.3pt;left:393.8pt;font-size:12.0pt"><b>5.41 Stockades.</b> Place stockade markers (one per </p> +<p style="top:356.3pt;left:393.8pt;font-size:12.0pt">space) totaling up to the number value of the card. </p> +<p style="top:371.3pt;left:393.8pt;font-size:12.0pt">Stockades may be placed in any spaces occupied by </p> +<p style="top:386.3pt;left:393.8pt;font-size:12.0pt">friendly supplied [12.0] Drilled Troops units, or in </p> +<p style="top:401.3pt;left:393.8pt;font-size:12.0pt">any cultivated spaces that were originally friendly to the placing </p> +<p style="top:416.3pt;left:393.8pt;font-size:12.0pt">player (no friendly units need be present). They may not be placed </p> +<p style="top:431.3pt;left:393.8pt;font-size:12.0pt">in spaces containing enemy units or fortifications.</p> +<p style="top:455.3pt;left:393.8pt;font-size:12.0pt"><b>5.42 Forts. </b>Construct forts in spaces occupied by </p> +<p style="top:470.3pt;left:393.8pt;font-size:12.0pt">friendly supplied [12.0] Drilled Troops units. Forts </p> +<p style="top:485.3pt;left:393.8pt;font-size:12.0pt">Under Construction counters (pickaxe symbol) may </p> +<p style="top:500.3pt;left:393.8pt;font-size:12.0pt">be placed, and previously-placed Pickaxes may be </p> +<p style="top:515.3pt;left:393.8pt;font-size:12.0pt">flipped to their completed side, up to the value of the card be-</p> +<p style="top:530.3pt;left:393.8pt;font-size:12.0pt">ing used.</p> +<p style="top:554.3pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: A player could use a 3-value card to flip one Fort </i></p> +<p style="top:569.3pt;left:393.8pt;font-size:12.0pt"><i>Under Construction marker to become a completed fort and to </i></p> +<p style="top:584.3pt;left:393.8pt;font-size:12.0pt"><i>place two new Pickaxe markers on other spaces. He could NOT </i></p> +<p style="top:599.3pt;left:393.8pt;font-size:12.0pt"><i>place both stockade and fort markers with the same card, nor </i></p> +<p style="top:614.3pt;left:393.8pt;font-size:12.0pt"><i>could he use a 2 or 3 card to place a Fort Under Construction </i></p> +<p style="top:629.3pt;left:393.8pt;font-size:12.0pt"><i>marker and complete it in the same Action Phase.</i></p> +<p style="top:653.3pt;left:393.8pt;font-size:12.0pt"><b>5.43 One Per Space. </b>No space may have more than a single </p> +<p style="top:668.3pt;left:393.8pt;font-size:12.0pt">completed fortification. Construction may not occur in a siege </p> +<p style="top:683.3pt;left:393.8pt;font-size:12.0pt">space. Stockades and forts may not be built in fortress spaces. </p> +<p style="top:698.3pt;left:393.8pt;font-size:12.0pt">Stockades may not be built in spaces with completed forts. If a </p> +<p style="top:713.3pt;left:393.8pt;font-size:12.0pt">fort is completed in a space with a stockade, remove the stockade. </p> +<p style="top:728.3pt;left:393.8pt;font-size:12.0pt">Fortresses may never be built or removed.</p> +<p style="top:752.3pt;left:393.8pt;font-size:12.0pt"><b>5.44 Forts Under Construction.</b> These provide no </p> +<p style="top:767.3pt;left:393.8pt;font-size:12.0pt">benefits to the owner, nor any hindrance nor Victory </p> +<p style="top:782.3pt;left:393.8pt;font-size:12.0pt">Points to the enemy—in effect, they do not exist </p> +<p style="top:797.3pt;left:393.8pt;font-size:12.0pt">until completed.</p> +<p style="top:821.3pt;left:393.8pt;font-size:12.0pt"><b>5.45 Enemy Destruction/Capture.</b> A stockade is Destroyed </p> +<p style="top:836.3pt;left:393.8pt;font-size:12.0pt">(removed) if enemy Drilled Troops units win a Battle in the </p> +<p style="top:851.3pt;left:393.8pt;font-size:12.0pt">space. The stockade is Captured intact (flipped over to the new </p> +<p style="top:866.3pt;left:393.8pt;font-size:12.0pt">owning side) if enemy Drilled Troops units enter an otherwise </p> +<p style="top:881.3pt;left:393.8pt;font-size:12.0pt">unoccupied stockade space. In either case award 1 VP. A Fort </p> +<p style="top:896.3pt;left:393.8pt;font-size:12.0pt">Under Construction is removed whenever a space is solely oc-</p> +<p style="top:911.3pt;left:393.8pt;font-size:12.0pt">cupied by enemy Drilled Troops units. See Sieges [8.2] for how </p> +</div> +<div id="page6" style="width:765pt;height:990pt;background-image:url('rulebook06.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt"></p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt">fortresses and completed forts are captured. Stockades also can </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">be destroyed in Raids [10.31].</p> +<p style="top:105.9pt;left:56.3pt;font-size:12.0pt"><b>5.46 Demolition. </b>At any time during his OWN Action Phase and </p> +<p style="top:120.9pt;left:56.3pt;font-size:12.0pt">at no activation cost, a player may demolish (remove) any of his </p> +<p style="top:135.9pt;left:56.3pt;font-size:12.0pt">own UNBESIEGED forts or stockades anywhere on the map. </p> +<p style="top:150.9pt;left:56.3pt;font-size:12.0pt">Stockades and Forts Under Construction may be demolished </p> +<p style="top:165.9pt;left:56.3pt;font-size:12.0pt">without VP penalty, but demolishing a fort costs 1 VP.</p> +<p style="top:193.6pt;left:56.3pt;font-size:14.4pt"><b>5.5 Events</b></p> +<p style="top:213.3pt;left:56.3pt;font-size:12.0pt"><b>5.51</b> If a card is played as an Event, follow the instructions on </p> +<p style="top:228.3pt;left:56.3pt;font-size:12.0pt">the card. Markers are provided for use on the Year track as ap-</p> +<p style="top:243.3pt;left:56.3pt;font-size:12.0pt">propriate reminders of the effects of the following Events:</p> +<p style="top:267.3pt;left:56.3pt;font-size:12.0pt">• Diplomatic Revolution</p> +<p style="top:285.0pt;left:56.3pt;font-size:12.0pt">• William Pitt</p> +<p style="top:302.6pt;left:56.3pt;font-size:12.0pt">• Louisbourg Squadrons/No Amphib</p> +<p style="top:320.4pt;left:56.3pt;font-size:12.0pt">• Louisbourg Squadrons/No French Naval</p> +<p style="top:338.1pt;left:56.3pt;font-size:12.0pt">• Quiberon</p> +<p style="top:355.8pt;left:56.3pt;font-size:12.0pt">• British/French Blockhouses</p> +<p style="top:373.5pt;left:56.3pt;font-size:12.0pt">• Cherokees/Cherokee Uprising</p> +<p style="top:397.5pt;left:56.3pt;font-size:12.0pt"><b>5.52 Reinforcements and Replacements.</b> When an Event calls </p> +<p style="top:412.5pt;left:56.3pt;font-size:12.0pt">for the placement of units, they must come from counters which </p> +<p style="top:427.5pt;left:56.3pt;font-size:12.0pt">are not currently in play. The counters provided in the game are </p> +<p style="top:442.5pt;left:56.3pt;font-size:12.0pt">a limit on the entry of units.</p> +<p style="top:466.5pt;left:56.3pt;font-size:12.0pt"><i>PLAY NOTE: Due to the nature of the reinforcement Events and </i></p> +<p style="top:481.5pt;left:56.3pt;font-size:12.0pt"><i>the counter mix, eliminated Regulars and Coureurs units are </i></p> +<p style="top:496.5pt;left:56.3pt;font-size:12.0pt"><i>removed permanently from the game, while Provincials, Light </i></p> +<p style="top:511.5pt;left:56.3pt;font-size:12.0pt"><i>Infantry, Militia, Indians and Rangers units may re-enter the </i></p> +<p style="top:526.5pt;left:56.3pt;font-size:12.0pt"><i>game by play of the appropriate card.</i></p> +<p style="top:550.5pt;left:56.3pt;font-size:12.0pt"><b>5.521 </b>Units always enter at full strength.</p> +<p style="top:574.5pt;left:56.3pt;font-size:12.0pt"><b>5.522</b> Units may NEVER enter the game at a space occupied by </p> +<p style="top:589.5pt;left:56.3pt;font-size:12.0pt">enemy units or fortifications, including besieged spaces [8.2]. If </p> +<p style="top:604.5pt;left:56.3pt;font-size:12.0pt">no suitable entry space is available when an Event is played, the </p> +<p style="top:619.5pt;left:56.3pt;font-size:12.0pt">reinforcements are not received.</p> +<p style="top:643.5pt;left:56.3pt;font-size:12.0pt"><b>5.523</b> Certain Events allow reduced-strength units to be restored </p> +<p style="top:658.5pt;left:56.3pt;font-size:12.0pt">(flipped back) to their full-strength sides. Units may NOT be </p> +<p style="top:673.5pt;left:56.3pt;font-size:12.0pt">restored from reduced strength to full strength while Besieged </p> +<p style="top:688.5pt;left:56.3pt;font-size:12.0pt">[8.22] or if they are Out-of-Supply Drilled Troops [12.3].</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt"><b>5.53 Indian Alliances.</b> Cards 23 through </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">30 may be played as Events to secure </p> +<p style="top:96.9pt;left:393.8pt;font-size:12.0pt">Indian allies, either entering them as </p> +<p style="top:111.9pt;left:393.8pt;font-size:12.0pt">new units or restoring reduced units </p> +<p style="top:126.9pt;left:393.8pt;font-size:12.0pt">already on the map. </p> +<p style="top:150.9pt;left:393.8pt;font-size:12.0pt"><b>5.531</b> Indian unit counters, settlements </p> +<p style="top:165.9pt;left:393.8pt;font-size:12.0pt">on the map, and related Event cards are </p> +<p style="top:180.9pt;left:393.8pt;font-size:12.0pt">color-coded for ease of play: </p> +<p style="top:201.5pt;left:393.8pt;font-size:12.0pt"><b>• Northern Indians</b> (pro-French, blue </p> +<p style="top:216.5pt;left:405.0pt;font-size:12.0pt">stripe): Abenaki, Algonquin, Caugh-</p> +<p style="top:231.5pt;left:405.0pt;font-size:12.0pt">nawaga and Mississauga.</p> +<p style="top:249.3pt;left:393.8pt;font-size:12.0pt"><b>• Western Indians</b> (pro-French, orange stripe): Delaware, </p> +<p style="top:264.3pt;left:405.0pt;font-size:12.0pt">Mingo and Shawnee.</p> +<p style="top:281.9pt;left:393.8pt;font-size:12.0pt"><b>• Pays d’en Haut Indians</b> (pro-French, half orange and half </p> +<p style="top:296.9pt;left:405.0pt;font-size:12.0pt">blue stripe): Huron, Ojibwa, Ottawa and Potawatomi. These </p> +<p style="top:311.9pt;left:405.0pt;font-size:12.0pt">can be placed with either the Northern or Western Alliance </p> +<p style="top:326.9pt;left:405.0pt;font-size:12.0pt">Events.</p> +<p style="top:344.6pt;left:393.8pt;font-size:12.0pt"><b>• Iroquois</b> (neutral, gray stripes): Seneca, Cayuga, Onondaga, </p> +<p style="top:359.6pt;left:405.0pt;font-size:12.0pt">Tuscarora and Oneida.</p> +<p style="top:377.3pt;left:393.8pt;font-size:12.0pt"><b>• Mohawks</b> (pro-British, red stripes).</p> +<p style="top:395.0pt;left:393.8pt;font-size:12.0pt"><b>• Cherokee</b> (pro-British, green stripes).</p> +<p style="top:419.0pt;left:393.8pt;font-size:12.0pt"><b>5.532</b> Players should mark settle-</p> +<p style="top:434.0pt;left:393.8pt;font-size:12.0pt">ments with Allied markers while the </p> +<p style="top:449.0pt;left:393.8pt;font-size:12.0pt">corresponding Indian units are on the </p> +<p style="top:464.0pt;left:393.8pt;font-size:12.0pt">map, as reminders of where units are to </p> +<p style="top:479.0pt;left:393.8pt;font-size:12.0pt">“Go Home” and of allied settlements’ </p> +<p style="top:494.0pt;left:393.8pt;font-size:12.0pt">vulnerability to enemy Raids. If all Indian units from a settlement </p> +<p style="top:509.0pt;left:393.8pt;font-size:12.0pt">are eliminated, immediately remove the Allied marker—that </p> +<p style="top:524.0pt;left:393.8pt;font-size:12.0pt">settlement is no longer a Raid target.</p> +<p style="top:548.0pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: This means that if a would-be Raider eliminates </i></p> +<p style="top:563.0pt;left:393.8pt;font-size:12.0pt"><i>the last step of Indians from a wilderness settlement in a Battle </i></p> +<p style="top:578.0pt;left:393.8pt;font-size:12.0pt"><i>at that settlement, no Raid occurs.</i></p> +<p style="top:598.6pt;left:393.8pt;font-size:12.0pt"><b><i>Important:</i></b> Settlements—allied or not—are no hindrance to </p> +<p style="top:613.6pt;left:393.8pt;font-size:12.0pt">enemy movement.</p> +<p style="top:637.6pt;left:393.8pt;font-size:12.0pt"><b>5.533</b> The game has (gray) counters to represent Iroquois tribes </p> +<p style="top:652.6pt;left:393.8pt;font-size:12.0pt">allied to either the French or the British. An Iroquois unit may </p> +<p style="top:667.6pt;left:393.8pt;font-size:12.0pt">not be entered if the corresponding enemy Iroquois counter of </p> +<p style="top:682.6pt;left:393.8pt;font-size:12.0pt">the same name is already on the map.</p> +<p style="top:706.6pt;left:393.8pt;font-size:12.0pt"><b>5.534</b> The only British leader who can command Mohawk or </p> +<p style="top:721.6pt;left:393.8pt;font-size:12.0pt">Iroquois units is Johnson, and he commands any number of </p> +<p style="top:736.6pt;left:393.8pt;font-size:12.0pt">them for free (they do not count against his command rating). </p> +<p style="top:751.6pt;left:393.8pt;font-size:12.0pt">French leaders command Indians normally and British leaders </p> +<p style="top:766.6pt;left:393.8pt;font-size:12.0pt">command Cherokee normally. (Any Indians may be activated </p> +<p style="top:781.6pt;left:393.8pt;font-size:12.0pt">individually.)</p> +<p style="top:805.6pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: Johnson (1-3-1) could command a force of three </i></p> +<p style="top:820.6pt;left:393.8pt;font-size:12.0pt"><i>Regulars units (his Command rating), both Mohawk units and </i></p> +<p style="top:835.6pt;left:393.8pt;font-size:12.0pt"><i>all five British Iroquois units.</i></p> +<p style="top:859.6pt;left:393.8pt;font-size:12.0pt"><i>HISTORICAL NOTE: William Johnson, Superintendent of </i></p> +<p style="top:874.6pt;left:393.8pt;font-size:12.0pt"><i>Northern Indian Affairs and “Colonel of the Six Nations,” was </i></p> +<p style="top:889.6pt;left:393.8pt;font-size:12.0pt"><i>Britain’s principal diplomatic link to the Iroquois, especially </i></p> +<p style="top:904.6pt;left:393.8pt;font-size:12.0pt"><i>the Mohawk.</i></p> +</div> +<div id="page7" style="width:765pt;height:990pt;background-image:url('rulebook07.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:702.5pt;font-size:12.0pt"></p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b>5.54 British Colonial Politics. </b>The </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">Colonial Politics event moves the </p> +<p style="top:96.9pt;left:56.3pt;font-size:12.0pt">position of the marker on the Provincial </p> +<p style="top:111.9pt;left:56.3pt;font-size:12.0pt">Assemblies Track—which restricts the </p> +<p style="top:126.9pt;left:56.3pt;font-size:12.0pt">number of British Provincial units that </p> +<p style="top:141.9pt;left:56.3pt;font-size:12.0pt">may be in play, by Department. When </p> +<p style="top:156.9pt;left:56.3pt;font-size:12.0pt">the French play Colonial Politics, the </p> +<p style="top:171.9pt;left:56.3pt;font-size:12.0pt">British player must immediately select </p> +<p style="top:186.9pt;left:56.3pt;font-size:12.0pt">Provincial units in excess of the limits </p> +<p style="top:201.9pt;left:56.3pt;font-size:12.0pt">stated on the Provincial Assemblies </p> +<p style="top:216.9pt;left:56.3pt;font-size:12.0pt">Track and eliminate them.</p> +<p style="top:240.9pt;left:56.3pt;font-size:12.0pt"><b><i>Exception:</i></b> In the unlikely occurrence that more than the allowed </p> +<p style="top:255.9pt;left:56.3pt;font-size:12.0pt">number of Provincial units are besieged [8.2], they are exempt </p> +<p style="top:270.9pt;left:56.3pt;font-size:12.0pt">from this restriction until the next French play of Colonial </p> +<p style="top:285.9pt;left:56.3pt;font-size:12.0pt">Politics.</p> +<p style="top:309.9pt;left:56.3pt;font-size:12.0pt"><b>5.55 British Leader Reinforcements:</b> When a British Event calls </p> +<p style="top:324.9pt;left:56.3pt;font-size:12.0pt">for leader placement, the British player draws the appropriate </p> +<p style="top:339.9pt;left:56.3pt;font-size:12.0pt">number of leaders randomly from a pool, then chooses where </p> +<p style="top:354.9pt;left:56.3pt;font-size:12.0pt">they enter. The British may NOT have more than two leaders </p> +<p style="top:369.9pt;left:56.3pt;font-size:12.0pt">with Command ratings of “7” in play. Whenever a third is chosen </p> +<p style="top:384.9pt;left:56.3pt;font-size:12.0pt">from the pool, the British player must immediately choose and </p> +<p style="top:399.9pt;left:56.3pt;font-size:12.0pt">remove from the game one of the other two already on the map. </p> +<p style="top:414.9pt;left:56.3pt;font-size:12.0pt">If both on-map “7” leaders are besieged, return the third to the </p> +<p style="top:429.9pt;left:56.3pt;font-size:12.0pt">pool (without substitution).</p> +<p style="top:453.9pt;left:56.3pt;font-size:12.0pt"><i>HISTORICAL NOTE: The British suffered command disruptions </i></p> +<p style="top:468.9pt;left:56.3pt;font-size:12.0pt"><i>until a satisfactory commander-in-chief for North America was </i></p> +<p style="top:483.9pt;left:56.3pt;font-size:12.0pt"><i>found. </i></p> +<p style="top:507.9pt;left:56.3pt;font-size:12.0pt"><b>5.56 Response Events.</b> Events with a BROWN background </p> +<p style="top:522.9pt;left:56.3pt;font-size:12.0pt">around the name (only) may be played during friendly or enemy </p> +<p style="top:537.9pt;left:56.3pt;font-size:12.0pt">movement or other unit activity. Their play does not replace the </p> +<p style="top:552.9pt;left:56.3pt;font-size:12.0pt">normal card play during the Action Phase.</p> +<p style="top:576.9pt;left:56.3pt;font-size:12.0pt"><i>EXAMPLE: An active player could play the </i><i>S</i><i>urrender</i><i>!</i><i> event im-</i></p> +<p style="top:591.9pt;left:56.3pt;font-size:12.0pt"><i>mediately upon fulfilling the requirements for making a siege roll, </i></p> +<p style="top:606.9pt;left:56.3pt;font-size:12.0pt"><i>thereby removing the need for a successful Siege and Assault. </i></p> +<p style="top:648.0pt;left:56.3pt;font-size:19.3pt"><b>6.0 MOVEMENT</b></p> +<p style="top:675.5pt;left:56.3pt;font-size:14.4pt"><b>6.1 General</b></p> +<p style="top:695.3pt;left:56.3pt;font-size:12.0pt">Active forces, individual units, or individual leaders move in </p> +<p style="top:710.3pt;left:56.3pt;font-size:12.0pt">one of three ways, which may not be combined during the same </p> +<p style="top:725.3pt;left:56.3pt;font-size:12.0pt">activation: </p> +<p style="top:745.9pt;left:56.3pt;font-size:12.0pt">• Land movement is along any land (brown) or river/lake (blue) </p> +<p style="top:760.9pt;left:67.5pt;font-size:12.0pt">connections.</p> +<p style="top:778.5pt;left:56.3pt;font-size:12.0pt">• Boat movement is faster, but is mostly restricted to river/lake </p> +<p style="top:793.5pt;left:67.5pt;font-size:12.0pt">connections.</p> +<p style="top:811.3pt;left:56.3pt;font-size:12.0pt">• Naval movement is from port to port.</p> +<p style="top:835.3pt;left:56.3pt;font-size:12.0pt">A force may NOT “pick up” additional units or leaders as it </p> +<p style="top:850.3pt;left:56.3pt;font-size:12.0pt">moves, but MAY drop off subordinate units or leaders, which </p> +<p style="top:865.3pt;left:56.3pt;font-size:12.0pt">move no further that Action Phase.</p> +<p style="top:66.8pt;left:393.8pt;font-size:14.4pt"><b>6.2 Land Movement</b></p> +<p style="top:86.5pt;left:393.8pt;font-size:12.0pt">Land movement is conducted by entering adjacent spaces up to </p> +<p style="top:101.5pt;left:393.8pt;font-size:12.0pt">the movement allowance of the moving unit/force, along any </p> +<p style="top:116.5pt;left:393.8pt;font-size:12.0pt">combination of land AND/OR river/lake connections.</p> +<p style="top:140.5pt;left:393.8pt;font-size:12.0pt">• Drilled Troops that pass through a wilderness space stop in </p> +<p style="top:155.5pt;left:405.0pt;font-size:12.0pt">the NEXT space—UNLESS moving with Auxiliaries.</p> +<p style="top:173.1pt;left:393.8pt;font-size:12.0pt">• Auxiliaries that pass through an enemy cultivated space stop </p> +<p style="top:188.1pt;left:405.0pt;font-size:12.0pt">in the NEXT space—UNLESS moving with Drilled Troops.</p> +<p style="top:205.9pt;left:393.8pt;font-size:12.0pt">• All units/leaders must stop upon entering a mountain space.</p> +<p style="top:229.9pt;left:393.8pt;font-size:12.0pt"><b><i>Exception: </i></b>Spaces that have friendly fortifications do not count </p> +<p style="top:244.9pt;left:393.8pt;font-size:12.0pt">for the above three restrictions. For example, a Regulars unit </p> +<p style="top:259.9pt;left:393.8pt;font-size:12.0pt">may pass through four wilderness and mountain spaces if each </p> +<p style="top:274.9pt;left:393.8pt;font-size:12.0pt">space has a friendly stockade or fort.</p> +<p style="top:298.9pt;left:393.8pt;font-size:12.0pt"><i>HISTORICAL NOTE: Auxiliaries help Drilled Troops find their </i></p> +<p style="top:313.9pt;left:393.8pt;font-size:12.0pt"><i>way in the wilderness. Auxiliaries without Drilled Troops move </i></p> +<p style="top:328.9pt;left:393.8pt;font-size:12.0pt"><i>more cautiously amidst hostile populations.</i></p> +<p style="top:352.9pt;left:393.8pt;font-size:12.0pt"><b>6.21</b> Leaders moving alone have a movement allowance of 6.</p> +<p style="top:376.9pt;left:393.8pt;font-size:12.0pt"><b>6.22 </b>A force moves at the rate of its slowest unit. If slower units </p> +<p style="top:391.9pt;left:393.8pt;font-size:12.0pt">are dropped off, faster units may continue moving up to their </p> +<p style="top:406.9pt;left:393.8pt;font-size:12.0pt">higher movement rate.</p> +<p style="top:430.9pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: French play of a </i><i>F</i><i>oul</i><i> W</i><i>eather</i><i> event precedes any </i></p> +<p style="top:445.9pt;left:393.8pt;font-size:12.0pt"><i>British play of </i><i>G</i><i>eorge</i><i> C</i><i>roghan</i><i>.</i></p> +<p style="top:473.5pt;left:393.8pt;font-size:14.4pt"><b>6.3 Boat Movement</b></p> +<p style="top:493.3pt;left:393.8pt;font-size:12.0pt">Boat Movement is conducted by moving up to nine spaces (re-</p> +<p style="top:508.3pt;left:393.8pt;font-size:12.0pt">gardless of terrain) using only river/lake connections.</p> +<p style="top:532.3pt;left:393.8pt;font-size:12.0pt"><b><i>Exception:</i></b> A force or unit moving by boat may pass over ONE </p> +<p style="top:547.3pt;left:393.8pt;font-size:12.0pt">land connection during its activation if each end is either an </p> +<p style="top:562.3pt;left:393.8pt;font-size:12.0pt">originally-friendly cultivated space or a friendly fortification </p> +<p style="top:577.3pt;left:393.8pt;font-size:12.0pt">(even if besieged, though the force or unit would have to stop </p> +<p style="top:592.3pt;left:393.8pt;font-size:12.0pt">upon entering it).</p> +<p style="top:616.3pt;left:393.8pt;font-size:12.0pt"><i>HISTORICAL NOTE: Much of the movement of men and supplies </i></p> +<p style="top:631.3pt;left:393.8pt;font-size:12.0pt"><i>in the war was via bateau (a flat-bottomed boat holding 20 men) </i></p> +<p style="top:646.3pt;left:393.8pt;font-size:12.0pt"><i>or canoe. At several stretches between bodies of water, goods </i></p> +<p style="top:661.3pt;left:393.8pt;font-size:12.0pt"><i>and often the boats themselves had to be hauled along portage </i></p> +<p style="top:676.3pt;left:393.8pt;font-size:12.0pt"><i>roads or paths—called “carrying places” or “carries”—such as </i></p> +<p style="top:691.3pt;left:393.8pt;font-size:12.0pt"><i>the 14-mile carry between the Hudson River and Lake George, </i></p> +<p style="top:706.3pt;left:393.8pt;font-size:12.0pt"><i>which by 1757 was protected by British forts at either end.</i></p> +<p style="top:734.0pt;left:393.8pt;font-size:14.4pt"><b>6.4 Naval Movement</b></p> +<p style="top:753.6pt;left:393.8pt;font-size:12.0pt">Naval Movement is conducted by moving directly from one </p> +<p style="top:768.6pt;left:393.8pt;font-size:12.0pt">friendly-controlled port to another. The French may naval move </p> +<p style="top:783.6pt;left:393.8pt;font-size:12.0pt">only between Québec and Louisbourg.</p> +<p style="top:807.6pt;left:393.8pt;font-size:12.0pt"><b>6.41 </b>A FORCE may only naval move if activated with a 3-value </p> +<p style="top:822.6pt;left:393.8pt;font-size:12.0pt">card. (All 3-value cards are marked with an anchor to show that </p> +<p style="top:837.6pt;left:393.8pt;font-size:12.0pt">they enable an entire force to naval move.) </p> +<p style="top:861.6pt;left:393.8pt;font-size:12.0pt"><b>6.42</b> Units or leaders activated INDIVIDUALLY may naval </p> +<p style="top:876.6pt;left:393.8pt;font-size:12.0pt">move with any card.</p> +</div> +<div id="page8" style="width:765pt;height:990pt;background-image:url('rulebook08.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt"></p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b>6.43 British Amphibious Landings.</b> </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">The British may use a special kind of </p> +<p style="top:96.9pt;left:56.3pt;font-size:12.0pt">naval movement only along the “Am-</p> +<p style="top:111.9pt;left:56.3pt;font-size:12.0pt">phibious” arrows on the map.</p> +<p style="top:135.9pt;left:56.3pt;font-size:12.0pt"><b>6.431</b> To make an Amphibious move, </p> +<p style="top:150.9pt;left:56.3pt;font-size:12.0pt">in addition to the card used to activate </p> +<p style="top:165.9pt;left:56.3pt;font-size:12.0pt">movement, the British player must play </p> +<p style="top:180.9pt;left:56.3pt;font-size:12.0pt">an Amphibious Landing card (which has </p> +<p style="top:195.9pt;left:56.3pt;font-size:12.0pt">an Event name on a brown background). </p> +<p style="top:210.9pt;left:56.3pt;font-size:12.0pt">The British must control the port of </p> +<p style="top:225.9pt;left:56.3pt;font-size:12.0pt">departure, but not the destination space. Place an </p> +<p style="top:240.9pt;left:56.3pt;font-size:12.0pt">“Amphib” marker in the destination space. If that </p> +<p style="top:255.9pt;left:56.3pt;font-size:12.0pt">space ever becomes solely occupied by French </p> +<p style="top:270.9pt;left:56.3pt;font-size:12.0pt">units that include Drilled Troops <b>~</b> or an unbesieged </p> +<p style="top:285.9pt;left:56.3pt;font-size:12.0pt">French fortification, remove the Amphib marker.</p> +<p style="top:309.9pt;left:56.3pt;font-size:12.0pt"><i>PLAY NOTE: Thus, the Amphibious arrows mean that the British </i></p> +<p style="top:324.9pt;left:56.3pt;font-size:12.0pt"><i>can launch Amphibious Landings from Halifax (only) against </i></p> +<p style="top:339.9pt;left:56.3pt;font-size:12.0pt"><i>Louisbourg, or from Louisbourg (once the fortress is captured) </i></p> +<p style="top:354.9pt;left:56.3pt;font-size:12.0pt"><i>to Baie-St-Paul, Île d’Orléans or Rivière-Ouelle. The arrows do </i></p> +<p style="top:369.9pt;left:56.3pt;font-size:12.0pt"><i>not affect normal naval movement.</i></p> +<p style="top:393.9pt;left:56.3pt;font-size:12.0pt"><b><i>Important:</i></b> If the French player wishes to block a British naval </p> +<p style="top:408.9pt;left:56.3pt;font-size:12.0pt">movement with a Foul Weather event, he plays it AFTER the </p> +<p style="top:423.9pt;left:56.3pt;font-size:12.0pt">British player plays a card for activation but BEFORE play of </p> +<p style="top:438.9pt;left:56.3pt;font-size:12.0pt">Amphibious Landing.</p> +<p style="top:462.9pt;left:56.3pt;font-size:12.0pt"><b>6.432 </b>An “Amphib” marker has the following effects:</p> +<p style="top:483.5pt;left:56.3pt;font-size:12.0pt">• It allows normal British naval movement (not Amphibious </p> +<p style="top:498.5pt;left:67.5pt;font-size:12.0pt">Landings) between the Amphib space and any British-con-</p> +<p style="top:513.5pt;left:67.5pt;font-size:12.0pt">trolled port—even if a Siege is underway in the Amphib </p> +<p style="top:528.5pt;left:67.5pt;font-size:12.0pt">space.</p> +<p style="top:546.3pt;left:56.3pt;font-size:12.0pt">• It maintains British control of Louisbourg (no British unit need </p> +<p style="top:561.3pt;left:67.5pt;font-size:12.0pt">be present).</p> +<p style="top:578.9pt;left:56.3pt;font-size:12.0pt">• It allows British retreat from the Amphib space directly to any </p> +<p style="top:593.9pt;left:67.5pt;font-size:12.0pt">British-controlled port.</p> +<p style="top:611.6pt;left:56.3pt;font-size:12.0pt">• It allows British placement of reinforcements as if the space </p> +<p style="top:626.6pt;left:67.5pt;font-size:12.0pt">were a port.</p> +<p style="top:644.3pt;left:56.3pt;font-size:12.0pt"> <b>~ Clarification: </b>Reinforcements CANNOT be placed on an </p> +<p style="top:659.3pt;left:67.5pt;font-size:12.0pt">Amphib Marker in a besieged space [8.22].</p> +<p style="top:677.0pt;left:56.3pt;font-size:12.0pt">• <b>~</b> It allows British Avoid Battle from the Amphib space di-</p> +<p style="top:692.0pt;left:67.5pt;font-size:12.0pt">rectly to any British controlled port, not just an adjacent space </p> +<p style="top:707.0pt;left:67.5pt;font-size:12.0pt">[6.811].</p> +<p style="top:734.8pt;left:56.3pt;font-size:14.4pt"><b>6.5 Moving Into Enemy-Occupied Spaces</b></p> +<p style="top:754.4pt;left:56.3pt;font-size:12.0pt"><b>6.51</b> A unit or force using any kind of movement to enter a space </p> +<p style="top:769.4pt;left:56.3pt;font-size:12.0pt">occupied by unbesieged enemy units or fortifications must stop </p> +<p style="top:784.4pt;left:56.3pt;font-size:12.0pt">and take the appropriate action as listed below:</p> +<p style="top:805.0pt;left:56.3pt;font-size:12.0pt">• If the space has enemy units, the moving unit or force must at-</p> +<p style="top:820.0pt;left:67.5pt;font-size:12.0pt">tack (the enemy units defend). Attackers may continue moving </p> +<p style="top:835.0pt;left:67.5pt;font-size:12.0pt">after an Overrun Battle [7.82], or if all defenders Avoid Battle </p> +<p style="top:850.0pt;left:67.5pt;font-size:12.0pt">[6.82].</p> +<p style="top:867.8pt;left:56.3pt;font-size:12.0pt">• If the space has an enemy fort or fortress while no </p> +<p style="top:882.8pt;left:67.5pt;font-size:12.0pt">enemy units defend outside [8.1], place a “Siege </p> +<p style="top:897.8pt;left:67.5pt;font-size:12.0pt">0” marker on the fortification.</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt">• If the space has an unoccupied enemy stockade and the moving </p> +<p style="top:81.9pt;left:405.0pt;font-size:12.0pt">unit or force includes Drilled Troops, the stockade is captured </p> +<p style="top:96.9pt;left:405.0pt;font-size:12.0pt">intact (flip the stockade marker, award 1 VP).</p> +<p style="top:114.6pt;left:393.8pt;font-size:12.0pt">• If the space has an unoccupied enemy stockade and the moving </p> +<p style="top:129.6pt;left:405.0pt;font-size:12.0pt">unit or force includes Auxiliaries without Drilled Troops, then </p> +<p style="top:144.6pt;left:405.0pt;font-size:12.0pt">the Auxiliaries must Raid [10.0].</p> +<p style="top:168.6pt;left:393.8pt;font-size:12.0pt"><b>6.52</b> Only a unit or force that includes Drilled Troops may enter </p> +<p style="top:183.6pt;left:393.8pt;font-size:12.0pt">an unbesieged enemy fort or fortress space.</p> +<p style="top:207.6pt;left:393.8pt;font-size:12.0pt"><b>6.53</b> Leaders moving alone cannot enter an enemy-occupied </p> +<p style="top:222.6pt;left:393.8pt;font-size:12.0pt">space. If a leader is ever without friendly units or fortifications </p> +<p style="top:237.6pt;left:393.8pt;font-size:12.0pt">in an enemy-occupied space, he must retreat or be eliminated </p> +<p style="top:252.6pt;left:393.8pt;font-size:12.0pt">[7.92].</p> +<p style="top:276.6pt;left:393.8pt;font-size:12.0pt"><b>6.54</b> Leaders alone, Forts Under Construction, and settlements </p> +<p style="top:291.6pt;left:393.8pt;font-size:12.0pt">are no hindrance to movement.</p> +<p style="top:319.3pt;left:393.8pt;font-size:14.4pt"><b>6.6 Infiltration</b></p> +<p style="top:339.0pt;left:393.8pt;font-size:12.0pt"><b>~</b> A lone Auxiliary unit (either activated individually or com-</p> +<p style="top:354.0pt;left:393.8pt;font-size:12.0pt">manded by a leader and moving without any other units) may </p> +<p style="top:369.0pt;left:393.8pt;font-size:12.0pt">move by land or boat THROUGH one or more spaces occupied </p> +<p style="top:384.0pt;left:393.8pt;font-size:12.0pt">by enemy units or unbesieged enemy fortifications.</p> +<p style="top:408.0pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: Infiltration is the only way that Auxiliaries mov</i><i>-</i></p> +<p style="top:423.0pt;left:393.8pt;font-size:12.0pt"><i>ing without Drilled Troops may enter unbesieged enemy fort or </i></p> +<p style="top:438.0pt;left:393.8pt;font-size:12.0pt"><i>fortress spaces.</i></p> +<p style="top:793.4pt;left:402.5pt;font-size:12.0pt"><i>Example: Virginia units are in Woodstock and Augusta, and </i></p> +<p style="top:808.4pt;left:402.5pt;font-size:12.0pt"><i>a Shawnee unit is in Allegheny South. The Shawnee moves </i></p> +<p style="top:823.4pt;left:402.5pt;font-size:12.0pt"><i>into Woodstock, attempting to Infiltrate to Culpeper. The </i></p> +<p style="top:838.4pt;left:402.5pt;font-size:12.0pt"><i>Virginia unit in Woodstock attempts to Intercept the Shawnee </i></p> +<p style="top:853.4pt;left:402.5pt;font-size:12.0pt"><i>in Woodstock and fails on a roll of 2. The Shawnee enters </i></p> +<p style="top:868.4pt;left:402.5pt;font-size:12.0pt"><i>Culpeper, where the Virginia unit in Augusta may attempt </i></p> +<p style="top:883.4pt;left:402.5pt;font-size:12.0pt"><i>Interception, but the unit in Woodstock may not because the </i></p> +<p style="top:898.4pt;left:402.5pt;font-size:12.0pt"><i>Shawnee is moving from the Woodstock space.</i></p> +</div> +<div id="page9" style="width:765pt;height:990pt;background-image:url('rulebook09.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:702.5pt;font-size:12.0pt"></p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b>~ 6.61</b> A unit that attempts to Infiltrate must have sufficient </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">movement allowance (or remainder of the nine spaces by boat), </p> +<p style="top:96.9pt;left:56.3pt;font-size:12.0pt">assuming successful Infiltration, to reach a space that it may enter </p> +<p style="top:111.9pt;left:56.3pt;font-size:12.0pt">without using Infiltration.</p> +<p style="top:135.9pt;left:56.3pt;font-size:12.0pt"><b>6.62</b> Regardless of terrain and unit types, an Infiltrating unit is </p> +<p style="top:150.9pt;left:56.3pt;font-size:12.0pt">subject to Interception [6.7] by enemy units within the same </p> +<p style="top:165.9pt;left:56.3pt;font-size:12.0pt">space.</p> +<p style="top:189.9pt;left:56.3pt;font-size:12.0pt"><b>6.63</b> An Infiltrating unit (along with any accompanying leaders) </p> +<p style="top:204.9pt;left:56.3pt;font-size:12.0pt">is eliminated if it is forced back (either by retreat from Battle or </p> +<p style="top:219.9pt;left:56.3pt;font-size:12.0pt">by the Lake Schooner event) into an enemy-occupied space.</p> +<p style="top:243.9pt;left:56.3pt;font-size:12.0pt"><b>6.64</b> An Infiltrating unit may end its movement or keep moving </p> +<p style="top:258.9pt;left:56.3pt;font-size:12.0pt">(and may conduct additional Infiltrations). If it ends movement </p> +<p style="top:273.9pt;left:56.3pt;font-size:12.0pt">in an enemy-occupied space, it causes a battle [6.51].</p> +<p style="top:301.6pt;left:56.3pt;font-size:14.4pt"><b>6.7 Interception</b></p> +<p style="top:321.3pt;left:56.3pt;font-size:12.0pt"><b>6.71 General. </b>Units may attempt to Intercept enemy units that are </p> +<p style="top:336.3pt;left:56.3pt;font-size:12.0pt">using land, boat, or naval movement (not Retreating, Intercepting, </p> +<p style="top:351.3pt;left:56.3pt;font-size:12.0pt">or Avoiding Battle) to enter spaces adjacent to them. Units being </p> +<p style="top:366.3pt;left:56.3pt;font-size:12.0pt">Infiltrated also may try to Intercept within their space. For each </p> +<p style="top:381.3pt;left:56.3pt;font-size:12.0pt">Interception attempt, first designate which leaders and units will </p> +<p style="top:396.3pt;left:56.3pt;font-size:12.0pt">make the attempt. Then roll one die and add the Tactics rating </p> +<p style="top:411.3pt;left:56.3pt;font-size:12.0pt">of the Intercepting commander, if any, to the roll. Interception </p> +<p style="top:426.3pt;left:56.3pt;font-size:12.0pt">succeeds on a modified die roll of 4 or higher.</p> +<p style="top:450.3pt;left:56.3pt;font-size:12.0pt">• <b>~</b> If successful, place the Intercepting force or unit into the </p> +<p style="top:465.3pt;left:67.5pt;font-size:12.0pt">space with the Intercepted enemy—who must immediately </p> +<p style="top:480.3pt;left:67.5pt;font-size:12.0pt">attack in a Battle (i.e., the activated, moving unit or force </p> +<p style="top:495.3pt;left:67.5pt;font-size:12.0pt">will be the attacker, the Intercepting unit or force will be the </p> +<p style="top:510.3pt;left:67.5pt;font-size:12.0pt">defender.) All defenders not inside a fort or fortress must </p> +<p style="top:525.3pt;left:67.5pt;font-size:12.0pt">participate [7.1].</p> +<p style="top:543.0pt;left:56.3pt;font-size:12.0pt">• If the Interception attempt fails, the moving units may continue </p> +<p style="top:558.0pt;left:67.5pt;font-size:12.0pt">normally.</p> +<p style="top:582.0pt;left:56.3pt;font-size:12.0pt"><b>6.711</b> If units Intercept into a space where their side has an unoc-</p> +<p style="top:597.0pt;left:56.3pt;font-size:12.0pt">cupied stockade, the stockade is not captured but remains in place </p> +<p style="top:612.0pt;left:56.3pt;font-size:12.0pt">and benefits them in the ensuing Battle [an exception to 6.51].</p> +<p style="top:636.0pt;left:56.3pt;font-size:12.0pt"><b>6.712</b> If an Auxiliary unit is Intercepted while attempting to In-</p> +<p style="top:651.0pt;left:56.3pt;font-size:12.0pt">filtrate an enemy fort or fortess space, it attacks the Intercepting </p> +<p style="top:666.0pt;left:56.3pt;font-size:12.0pt">units in a normal Battle outside the fortification, but the Infiltrator </p> +<p style="top:681.0pt;left:56.3pt;font-size:12.0pt">(only) must retreat—regardless who wins.</p> +<p style="top:705.0pt;left:56.3pt;font-size:12.0pt"><b>~ Clarification:</b> First, attempt Interception. Then, units that </p> +<p style="top:720.0pt;left:56.3pt;font-size:12.0pt">started in the fort/fortress space may retreat inside (Intercepting </p> +<p style="top:735.0pt;left:56.3pt;font-size:12.0pt">units must fight).</p> +<p style="top:759.0pt;left:56.3pt;font-size:12.0pt"><b>6.72</b> <b>Who May Interecept.</b> For each space a moving enemy </p> +<p style="top:774.0pt;left:56.3pt;font-size:12.0pt">force or unit enters, you may attempt Interception with any ONE </p> +<p style="top:789.0pt;left:56.3pt;font-size:12.0pt">unbesieged force or individual unit that is adjacent or in the same </p> +<p style="top:804.0pt;left:56.3pt;font-size:12.0pt">space. Leaders may not Intercept alone. An intercepting force </p> +<p style="top:819.0pt;left:56.3pt;font-size:12.0pt">need not include all units in a space, and it may not exceed the </p> +<p style="top:834.0pt;left:56.3pt;font-size:12.0pt">force activation limits of the commanding leader and any sub-</p> +<p style="top:849.0pt;left:56.3pt;font-size:12.0pt">ordinate leaders [5.34].</p> +<p style="top:873.0pt;left:56.3pt;font-size:12.0pt"><b>6.721</b> A lone Auxiliary unit (with or without leaders) entering </p> +<p style="top:888.0pt;left:56.3pt;font-size:12.0pt">a wilderness or mountain space may be Intercepted ONLY by a </p> +<p style="top:903.0pt;left:56.3pt;font-size:12.0pt">lone enemy Auxiliary unit (with or without leaders).</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt"><b><i>Exception:</i></b> This restriction does NOT apply to Interception </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">against Infiltrators within the same space [6.62].</p> +<p style="top:105.9pt;left:393.8pt;font-size:12.0pt"><b>6.722</b> Units entering a space already occupied by their side’s </p> +<p style="top:120.9pt;left:393.8pt;font-size:12.0pt">unbesieged units (not leaders alone) or fortifications may NOT </p> +<p style="top:135.9pt;left:393.8pt;font-size:12.0pt">be Intercepted.</p> +<p style="top:159.9pt;left:393.8pt;font-size:12.0pt"><b>6.723</b> Leaders moving alone can NOT be Intercepted.</p> +<p style="top:183.9pt;left:393.8pt;font-size:12.0pt"><b>~ 6.724</b> Units may not Intercept an enemy leaving their own </p> +<p style="top:198.9pt;left:393.8pt;font-size:12.0pt">space. </p> +<p style="top:222.9pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: If Interception against a unit attempting to Infiltrate </i></p> +<p style="top:237.9pt;left:393.8pt;font-size:12.0pt"><i>[6.62] fails, or if no attempt is made, any Infiltrated units may </i></p> +<p style="top:252.9pt;left:393.8pt;font-size:12.0pt"><i>not attempt Interception against the Infiltrating unit in the next </i></p> +<p style="top:267.9pt;left:393.8pt;font-size:12.0pt"><i>space it enters. If all besieging units leave a space, the formerly </i></p> +<p style="top:282.9pt;left:393.8pt;font-size:12.0pt"><i>besieged units may not Intercept in the first space entered.</i></p> +<p style="top:721.9pt;left:402.5pt;font-size:12.0pt"><i>EXAMPLE: Ossipee and Concord each contain two British </i></p> +<p style="top:736.9pt;left:402.5pt;font-size:12.0pt"><i>Provincial units and Ossipee also contains a Ranger. A French </i></p> +<p style="top:751.9pt;left:402.5pt;font-size:12.0pt"><i>Coureurs unit is in White Mountains North and intends to </i></p> +<p style="top:766.9pt;left:402.5pt;font-size:12.0pt"><i>move to Casco Bay, then Portsmouth, then Gloucester in </i></p> +<p style="top:781.9pt;left:402.5pt;font-size:12.0pt"><i>order to Raid. Only the Rangers can attempt to Intercept the </i></p> +<p style="top:796.9pt;left:402.5pt;font-size:12.0pt"><i>Coureurs in Casco Bay, which is wilderness, succeeding on a </i></p> +<p style="top:811.9pt;left:402.5pt;font-size:12.0pt"><i>roll of 4-6. If they fail and the Coureurs enter Portsmouth—a </i></p> +<p style="top:826.9pt;left:402.5pt;font-size:12.0pt"><i>cultivated space—one (only) of the two Provincials in Con-</i></p> +<p style="top:841.9pt;left:402.5pt;font-size:12.0pt"><i>cord could attempt to Intercept the Coureurs in Portsmouth. </i></p> +<p style="top:856.9pt;left:402.5pt;font-size:12.0pt"><i>If Concord also contained the leader Bradstreet, he and </i></p> +<p style="top:871.9pt;left:402.5pt;font-size:12.0pt"><i>both Provincials could attempt to Intercept into Portsmouth </i></p> +<p style="top:886.9pt;left:402.5pt;font-size:12.0pt"><i>together, succeeding (with a +1 for Bradstreet) on a 3 or </i></p> +<p style="top:901.9pt;left:402.5pt;font-size:12.0pt"><i>higher.</i></p> +</div> +<div id="page10" style="width:765pt;height:990pt;background-image:url('rulebook10.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt">10</p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.8pt;left:56.3pt;font-size:14.4pt"><b>6.8 Avoiding Battle</b></p> +<p style="top:86.5pt;left:56.3pt;font-size:12.0pt">Any ONE unbesieged force or individual unit in a space about </p> +<p style="top:101.5pt;left:56.3pt;font-size:12.0pt">to be attacked may attempt instead to Avoid Battle. An Avoid-</p> +<p style="top:116.5pt;left:56.3pt;font-size:12.0pt">ing force need not include all units in a space, and it may not </p> +<p style="top:131.5pt;left:56.3pt;font-size:12.0pt">exceed the force activation limits of the commanding leader and </p> +<p style="top:146.5pt;left:56.3pt;font-size:12.0pt">any subordinate leaders [5.34]. Roll a die and add the Tactics </p> +<p style="top:161.5pt;left:56.3pt;font-size:12.0pt">rating of the Avoiding commander, if any. On a modified roll </p> +<p style="top:176.5pt;left:56.3pt;font-size:12.0pt">of 4 or higher, the Avoiding force or unit is placed in a single </p> +<p style="top:191.5pt;left:56.3pt;font-size:12.0pt">adjacent space.</p> +<p style="top:212.1pt;left:56.3pt;font-size:12.0pt"><b><i>Exception:</i></b> In wilderness or mountain spaces, an Auxiliary unit </p> +<p style="top:227.1pt;left:56.3pt;font-size:12.0pt">or a force whose units include only Auxiliaries may automatically </p> +<p style="top:242.1pt;left:56.3pt;font-size:12.0pt">Avoid attackers who have no auxiliaries.</p> +<p style="top:266.1pt;left:56.3pt;font-size:12.0pt"><b>6.81 </b>The adjacent space to which the avoiding units move may </p> +<p style="top:281.1pt;left:56.3pt;font-size:12.0pt">not be the one from which the attacker entered, nor may it contain </p> +<p style="top:296.1pt;left:56.3pt;font-size:12.0pt">unbesieged enemy fortifications or units.</p> +<p style="top:320.1pt;left:56.3pt;font-size:12.0pt"><b>~ 6.811</b> British units in an Amphib space may Avoid Battle di-</p> +<p style="top:335.1pt;left:56.3pt;font-size:12.0pt">rectly to any British-controlled port [6.432].</p> +<p style="top:359.1pt;left:56.3pt;font-size:12.0pt"><b>6.82 </b>If all defending units successfully Avoid, the active force </p> +<p style="top:374.1pt;left:56.3pt;font-size:12.0pt">or unit may continue moving. If the active force/unit again </p> +<p style="top:389.1pt;left:56.3pt;font-size:12.0pt">moves into the defenders’ space, they may again attempt to </p> +<p style="top:404.1pt;left:56.3pt;font-size:12.0pt">Avoid Battle.</p> +<p style="top:428.1pt;left:56.3pt;font-size:12.0pt"><b><i>Exception:</i></b> If the space has an enemy fortification, the active units </p> +<p style="top:443.1pt;left:56.3pt;font-size:12.0pt">must stop. If it is a fort or fortress, place a “Siege 0” marker. If </p> +<p style="top:458.1pt;left:56.3pt;font-size:12.0pt">it is a Stockade, Drilled Troops capture it—flip it and award 1 </p> +<p style="top:473.1pt;left:56.3pt;font-size:12.0pt">VP—while Auxiliaries without Drilled Troops must Raid.</p> +<p style="top:497.1pt;left:56.3pt;font-size:12.0pt"><b>6.83</b> A force or unit can Avoid out of a fort or fortress space </p> +<p style="top:512.1pt;left:56.3pt;font-size:12.0pt">while other units stay inside [8.1]. But if Avoidance fails, the </p> +<p style="top:527.1pt;left:56.3pt;font-size:12.0pt">Avoiding group must defend in a Battle while the group inside </p> +<p style="top:542.1pt;left:56.3pt;font-size:12.0pt">the fortification remains inside.</p> +<p style="top:566.1pt;left:56.3pt;font-size:12.0pt"><b>~ Clarification:</b> Declaration of “inside” or “outside” comes </p> +<p style="top:581.1pt;left:56.3pt;font-size:12.0pt">before “Avoid Battle” die roll is made.</p> +<p style="top:605.1pt;left:56.3pt;font-size:12.0pt"><b>6.84</b> Intercepted and Intercepting units are not allowed to Avoid </p> +<p style="top:620.1pt;left:56.3pt;font-size:12.0pt">Battle. Intercepting units which fail their Interception attempt </p> +<p style="top:635.1pt;left:56.3pt;font-size:12.0pt">also may not Avoid Battle if later attacked during the same </p> +<p style="top:650.1pt;left:56.3pt;font-size:12.0pt">enemy move.</p> +<p style="top:674.1pt;left:56.3pt;font-size:12.0pt"><b>6.85</b> A player may not Avoid Battle from a space with some units </p> +<p style="top:689.1pt;left:56.3pt;font-size:12.0pt">and attempt to Intercept into it with others (whether successful </p> +<p style="top:704.1pt;left:56.3pt;font-size:12.0pt">or not) during the same enemy move—he must chose one or </p> +<p style="top:719.1pt;left:56.3pt;font-size:12.0pt">the other.</p> +<p style="top:760.3pt;left:56.3pt;font-size:19.3pt"><b>7.0 BATTLES</b></p> +<p style="top:787.8pt;left:56.3pt;font-size:14.4pt"><b>7.1 General</b></p> +<p style="top:807.4pt;left:56.3pt;font-size:12.0pt">A Battle occurs when an active force or unit (“the attackers”) </p> +<p style="top:822.4pt;left:56.3pt;font-size:12.0pt">moves into a space containing enemy units (“defenders”). With </p> +<p style="top:837.4pt;left:56.3pt;font-size:12.0pt">the exception of units and/or leaders inside a fort or fortress [8.1], </p> +<p style="top:852.4pt;left:56.3pt;font-size:12.0pt">Battle in such a space is mandatory and all other units present </p> +<p style="top:867.4pt;left:56.3pt;font-size:12.0pt">must participate.</p> +<p style="top:891.4pt;left:56.3pt;font-size:12.0pt"><b><i>Important:</i></b> “Battles” are distinct from “Assaults,” which are </p> +<p style="top:906.4pt;left:56.3pt;font-size:12.0pt">combat between besieging and besieged units [9.0].</p> +<p style="top:66.8pt;left:393.8pt;font-size:14.4pt"><b>7.2 Resolving Battles</b></p> +<p style="top:86.5pt;left:393.8pt;font-size:12.0pt">Battles are resolved with the following procedure:</p> +<p style="top:110.5pt;left:393.8pt;font-size:12.0pt"><b>A.</b> Determine if any Militia will participate [7.3].</p> +<p style="top:134.5pt;left:393.8pt;font-size:12.0pt"><b>B. </b>The attacker and then the defender, if they wish, play one or </p> +<p style="top:149.5pt;left:393.8pt;font-size:12.0pt">more Events to influence the combat.</p> +<p style="top:173.5pt;left:393.8pt;font-size:12.0pt"><b>C.</b> Each side totals its combat factors to determine their column </p> +<p style="top:188.5pt;left:393.8pt;font-size:12.0pt">on the Combat Results Table (CRT), applies die roll modifiers </p> +<p style="top:203.5pt;left:393.8pt;font-size:12.0pt">(DRMs) or other modifications [7.5], and rolls a die.</p> +<p style="top:227.5pt;left:393.8pt;font-size:12.0pt"><b>D.</b> Unit step and leader losses, if any, are inflicted according to </p> +<p style="top:242.5pt;left:393.8pt;font-size:12.0pt">the results read from the CRT.</p> +<p style="top:266.5pt;left:393.8pt;font-size:12.0pt"><b>E.</b> A winner is determined [7.8] and VPs awarded.</p> +<p style="top:290.5pt;left:393.8pt;font-size:12.0pt"><b>F. </b>Militia return to their box and the loser retreats.</p> +<p style="top:318.1pt;left:393.8pt;font-size:14.4pt"><b>7.3 Militia</b></p> +<p style="top:337.9pt;left:393.8pt;font-size:12.0pt">When any Battle is to occur in an originally-friendly CULTI-</p> +<p style="top:352.9pt;left:393.8pt;font-size:12.0pt">VATED space (including outside a fort or fortress), any or all </p> +<p style="top:367.9pt;left:393.8pt;font-size:12.0pt">Militia units in the box corresponding to that Department may </p> +<p style="top:382.9pt;left:393.8pt;font-size:12.0pt">participate. The owning player simply places them in the Battle </p> +<p style="top:397.9pt;left:393.8pt;font-size:12.0pt">space. Because Louisbourg is not part of any Department, Militia </p> +<p style="top:412.9pt;left:393.8pt;font-size:12.0pt">may never deploy there.</p> +<p style="top:433.5pt;left:393.8pt;font-size:12.0pt"><b><i>Exception: </i></b>Militia may not deploy on the map for Battle if the </p> +<p style="top:448.5pt;left:393.8pt;font-size:12.0pt">enemy has placed any “Raided” markers within that Department </p> +<p style="top:463.5pt;left:393.8pt;font-size:12.0pt">that year (but, see 10.2).</p> +<p style="top:491.1pt;left:393.8pt;font-size:14.4pt"><b>7.4 Events Influencing the Combat</b></p> +<p style="top:510.9pt;left:393.8pt;font-size:12.0pt">The attacker must play all Event cards he wishes to use for that </p> +<p style="top:525.9pt;left:393.8pt;font-size:12.0pt">Battle before the defender does.</p> +<p style="top:546.5pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: After the attacker’s option to play cards, the defender </i></p> +<p style="top:561.5pt;left:393.8pt;font-size:12.0pt"><i>plays a Fieldworks card and places a Fieldworks marker. The </i></p> +<p style="top:576.5pt;left:393.8pt;font-size:12.0pt"><i>attacker is also holding a Fieldworks card, but may not play it </i></p> +<p style="top:591.5pt;left:393.8pt;font-size:12.0pt"><i>to remove the marker for this Battle, because the attacker always </i></p> +<p style="top:606.5pt;left:393.8pt;font-size:12.0pt"><i>plays all his cards first.</i></p> +<p style="top:634.3pt;left:393.8pt;font-size:14.4pt"><b>7.5 DRMs and Column Shifts</b></p> +<p style="top:653.9pt;left:393.8pt;font-size:12.0pt">The Combat Results Table (CRT) summarizes the following die </p> +<p style="top:668.9pt;left:393.8pt;font-size:12.0pt">roll modifiers (DRMs) and other modificatons for leaders, unit </p> +<p style="top:683.9pt;left:393.8pt;font-size:12.0pt">types in certain terrain, stockades, and Event cards.</p> +<p style="top:707.9pt;left:393.8pt;font-size:12.0pt"><b>~ 7.51</b> For Battles, Sieges [8.231], Assaults [9.0], and Raids </p> +<p style="top:722.9pt;left:393.8pt;font-size:12.0pt">[10.0], the active side adds the activated leader’s Tactics Rating, </p> +<p style="top:737.9pt;left:393.8pt;font-size:12.0pt">and the non-active side uses the Tactics rating of any one leader </p> +<p style="top:752.9pt;left:393.8pt;font-size:12.0pt">with the highest Command rating in the space. For Intercepting </p> +<p style="top:767.9pt;left:393.8pt;font-size:12.0pt">[6.7] or Avoiding Battle [6.8], use the commander of the force </p> +<p style="top:782.9pt;left:393.8pt;font-size:12.0pt">making the attempt. For “dropped off” Raids [10.13], use any </p> +<p style="top:797.9pt;left:393.8pt;font-size:12.0pt">leader in the space that could command the force. Force activa-</p> +<p style="top:812.9pt;left:393.8pt;font-size:12.0pt">tion limits [5.34] do not apply to combat.</p> +<p style="top:836.9pt;left:393.8pt;font-size:12.0pt"><b>7.52</b> If only one side in a Battle (not Assault) in wilderness or </p> +<p style="top:851.9pt;left:393.8pt;font-size:12.0pt">mountain terrain has Auxiliaries or Light Infantry, the other side </p> +<p style="top:866.9pt;left:393.8pt;font-size:12.0pt">suffers a –1 DRM.</p> +<p style="top:890.9pt;left:393.8pt;font-size:12.0pt"><b>7.53</b> If only one side in a Battle (not Assault) in cultivated terrain </p> +<p style="top:905.9pt;left:393.8pt;font-size:12.0pt">has Regulars, the other side suffers a –1.</p> +</div> +<div id="page11" style="width:765pt;height:990pt;background-image:url('rulebook11.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:697.5pt;font-size:12.0pt">11</p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b>7.54</b> If attacking in an Amphibious Landing and/or </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">against defenders in a stockade space, the attacker </p> +<p style="top:96.9pt;left:56.3pt;font-size:12.0pt">suffers a –1 for each that applies.</p> +<p style="top:120.9pt;left:56.3pt;font-size:12.0pt"><b>7.55</b> If attacking defenders under a Fieldworks </p> +<p style="top:135.9pt;left:56.3pt;font-size:12.0pt">marker (regardless of when the marker was placed </p> +<p style="top:150.9pt;left:56.3pt;font-size:12.0pt">or what type of units are defending), the attacker </p> +<p style="top:165.9pt;left:56.3pt;font-size:12.0pt">shifts one column to the left. <b>~</b> One Fieldworks </p> +<p style="top:180.9pt;left:56.3pt;font-size:12.0pt">marker per space.</p> +<p style="top:204.9pt;left:56.3pt;font-size:12.0pt"><b>7.56</b> If only one side in a Battle (not Assault) in wilderness </p> +<p style="top:219.9pt;left:56.3pt;font-size:12.0pt">or mountain played an Ambush! event, its combat strength is </p> +<p style="top:234.9pt;left:56.3pt;font-size:12.0pt">doubled (before any column shift) and it fires first. The other side </p> +<p style="top:249.9pt;left:56.3pt;font-size:12.0pt">takes losses first, then fires with its surviving combat strength.</p> +<p style="top:277.6pt;left:56.3pt;font-size:14.4pt"><b>7.6 Step Losses</b></p> +<p style="top:297.3pt;left:56.3pt;font-size:12.0pt">Each side’s fire on the CRT inflicts a number of step losses. </p> +<p style="top:312.3pt;left:56.3pt;font-size:12.0pt">Unless an Ambush! event has been played, results are simultane-</p> +<p style="top:327.3pt;left:56.3pt;font-size:12.0pt">ous. However, the attacker must assign his step losses (flip and </p> +<p style="top:342.3pt;left:56.3pt;font-size:12.0pt">eliminate units) before the defender assigns his.</p> +<p style="top:366.3pt;left:56.3pt;font-size:12.0pt"><b>7.61</b> All units at full strength have two “steps.” A full strength </p> +<p style="top:381.3pt;left:56.3pt;font-size:12.0pt">unit that loses one step flips over. A reduced strength unit (already </p> +<p style="top:396.3pt;left:56.3pt;font-size:12.0pt">“flipped”) that loses one step is eliminated. When eliminated, </p> +<p style="top:411.3pt;left:56.3pt;font-size:12.0pt">the Regulars and Coureurs units are removed permanently from </p> +<p style="top:426.3pt;left:56.3pt;font-size:12.0pt">the game. However, eliminated Provincials, Light Infantry, </p> +<p style="top:441.3pt;left:56.3pt;font-size:12.0pt">Indians, Militia and Rangers may re-enter the game by play of </p> +<p style="top:456.3pt;left:56.3pt;font-size:12.0pt">the appropriate card.</p> +<p style="top:480.3pt;left:56.3pt;font-size:12.0pt"><b>~ 7.62</b> The owner chooses which specific units take losses, but </p> +<p style="top:495.3pt;left:56.3pt;font-size:12.0pt">at least half (rounded up) of the step losses must be fulfilled </p> +<p style="top:510.3pt;left:56.3pt;font-size:12.0pt">from a Drilled Troops unit, if available. This takes precedence </p> +<p style="top:525.3pt;left:56.3pt;font-size:12.0pt">over 7.63.</p> +<p style="top:545.9pt;left:56.3pt;font-size:12.0pt"><b><i>~</i></b><i> EXAMPLE: If five losses are suffered in a Battle, at least three </i></p> +<p style="top:560.9pt;left:56.3pt;font-size:12.0pt"><i>of the steps lost must be from Drilled Troops units if there are at </i></p> +<p style="top:575.9pt;left:56.3pt;font-size:12.0pt"><i>least three steps of Drilled Troops units in the stack. </i></p> +<p style="top:599.9pt;left:56.3pt;font-size:12.0pt"><b>~ 7.63</b> Except as required to meet the Drilled Troops loss re-</p> +<p style="top:614.9pt;left:56.3pt;font-size:12.0pt">quirement above, a player may not assign overall losses from a </p> +<p style="top:629.9pt;left:56.3pt;font-size:12.0pt">battle such that some units are eliminated while others remain </p> +<p style="top:644.9pt;left:56.3pt;font-size:12.0pt">at full strength.</p> +<p style="top:665.5pt;left:56.3pt;font-size:12.0pt"><b><i>~</i></b><i> EXAMPLE: Three Indian units and one Light Infantry unit (at </i></p> +<p style="top:680.5pt;left:56.3pt;font-size:12.0pt"><i>full strength) suffer a 3-step loss in a Battle. The Light Infantry </i></p> +<p style="top:695.5pt;left:56.3pt;font-size:12.0pt"><i>is eliminated and one step loss comes from any Indian unit (7.62 </i></p> +<p style="top:710.5pt;left:56.3pt;font-size:12.0pt"><i>takes precedence over 7.63).</i></p> +<p style="top:734.5pt;left:56.3pt;font-size:12.0pt"><b>7.64</b> Leaders are never removed due to step losses. If all units </p> +<p style="top:749.5pt;left:56.3pt;font-size:12.0pt">are eliminated in a Battle, any leaders retreat [7.9].</p> +<p style="top:777.3pt;left:56.3pt;font-size:14.4pt"><b>7.7 Leader Losses</b></p> +<p style="top:796.9pt;left:56.3pt;font-size:12.0pt">Either side’s leaders may be killed (removed from the game). If </p> +<p style="top:811.9pt;left:56.3pt;font-size:12.0pt">you roll a natural “1” or “6” (before DRMs) AND cause at least </p> +<p style="top:826.9pt;left:56.3pt;font-size:12.0pt">one step loss, the opposing player must roll a die for EACH of </p> +<p style="top:841.9pt;left:56.3pt;font-size:12.0pt">his leaders involved in the Battle. A roll of “1” for any leader </p> +<p style="top:856.9pt;left:56.3pt;font-size:12.0pt">kills him.</p> +<p style="top:66.8pt;left:393.8pt;font-size:14.4pt"><b>7.8 Winner/Loser</b></p> +<p style="top:86.5pt;left:393.8pt;font-size:12.0pt">If only one side has surviving units, it wins. Otherwise, the side </p> +<p style="top:101.5pt;left:393.8pt;font-size:12.0pt">that caused the higher number of step losses wins. The defender </p> +<p style="top:116.5pt;left:393.8pt;font-size:12.0pt">wins a tie. <b>~</b> The side that caused most step losses on the CRT </p> +<p style="top:131.5pt;left:393.8pt;font-size:12.0pt">wins if both eliminated. Defenders still win ties.</p> +<p style="top:155.5pt;left:393.8pt;font-size:12.0pt"><b>7.81</b> The winner of the Battle is awarded 1 VP if the losing side </p> +<p style="top:170.5pt;left:393.8pt;font-size:12.0pt">included at least one Regular unit or more than four units of </p> +<p style="top:185.5pt;left:393.8pt;font-size:12.0pt">any kind.</p> +<p style="top:209.5pt;left:393.8pt;font-size:12.0pt"><b>7.82 Overrun.</b> If there are no defending fortifications and the </p> +<p style="top:224.5pt;left:393.8pt;font-size:12.0pt">attacker eliminated all enemy units without suffering any step </p> +<p style="top:239.5pt;left:393.8pt;font-size:12.0pt">losses himself, he may continue moving as if the space had been </p> +<p style="top:254.5pt;left:393.8pt;font-size:12.0pt">unoccupied.</p> +<p style="top:282.1pt;left:393.8pt;font-size:14.4pt"><b>7.9 Retreat</b></p> +<p style="top:301.9pt;left:393.8pt;font-size:12.0pt"><b>7.91 </b>In step F of the Battle, return any surviving Militia to their </p> +<p style="top:316.9pt;left:393.8pt;font-size:12.0pt">box (reduced units remain reduced). Then retreat the losing lead-</p> +<p style="top:331.9pt;left:393.8pt;font-size:12.0pt">ers and units to one or more spaces adjacent to the Battle space </p> +<p style="top:346.9pt;left:393.8pt;font-size:12.0pt">(defenders may split up).</p> +<p style="top:370.9pt;left:393.8pt;font-size:12.0pt"><b><i>Exceptions:</i></b> Units defending outside a fort or fortress may retreat </p> +<p style="top:385.9pt;left:393.8pt;font-size:12.0pt">inside [8.1]. British retreating from an “Amphib” space may be </p> +<p style="top:400.9pt;left:393.8pt;font-size:12.0pt">placed in any British-controlled ports [6.432] within the usual </p> +<p style="top:415.9pt;left:393.8pt;font-size:12.0pt">requirements [7.92].</p> +<p style="top:439.9pt;left:393.8pt;font-size:12.0pt"><b>7.92</b> Any retreating units or leaders that cannot meet the follow-</p> +<p style="top:454.9pt;left:393.8pt;font-size:12.0pt">ing requirements are eliminated:</p> +<p style="top:475.5pt;left:393.8pt;font-size:12.0pt">• The French may never retreat via naval movement (and thus </p> +<p style="top:490.5pt;left:405.0pt;font-size:12.0pt">may not retreat from Louisbourg). The British may do so from </p> +<p style="top:505.5pt;left:405.0pt;font-size:12.0pt">an “Amphib” space [6.432].</p> +<p style="top:523.1pt;left:393.8pt;font-size:12.0pt">• Losers may not retreat to a space with unbesieged enemy units </p> +<p style="top:538.1pt;left:405.0pt;font-size:12.0pt">or fortifications.</p> +<p style="top:555.9pt;left:393.8pt;font-size:12.0pt">• Defenders may not retreat into the space from which the enemy </p> +<p style="top:570.9pt;left:405.0pt;font-size:12.0pt">entered.</p> +<p style="top:588.6pt;left:393.8pt;font-size:12.0pt">• Attackers must retreat back into the space from which they </p> +<p style="top:603.6pt;left:405.0pt;font-size:12.0pt">entered.</p> +<p style="top:621.3pt;left:393.8pt;font-size:12.0pt">• Drilled Troops must retreat to either a cultivated space or a </p> +<p style="top:636.3pt;left:405.0pt;font-size:12.0pt">friendly fortification.</p> +<p style="top:660.3pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: This means that it can be very risky, for example, </i></p> +<p style="top:675.3pt;left:393.8pt;font-size:12.0pt"><i>to move with Drilled Troops in the midst of wilderness without </i></p> +<p style="top:690.3pt;left:393.8pt;font-size:12.0pt"><i>securing a line of retreat via stockades or forts.</i></p> +<p style="top:714.3pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: A defending stack containing a Drilled Troops unit, </i></p> +<p style="top:729.3pt;left:393.8pt;font-size:12.0pt"><i>an Auxiliary unit and a leader is forced to retreat. The defenders </i></p> +<p style="top:744.3pt;left:393.8pt;font-size:12.0pt"><i>have several options. All could retreat together to a cultivated </i></p> +<p style="top:759.3pt;left:393.8pt;font-size:12.0pt"><i>or fortification space. The Drilled Troops could retreat to such a </i></p> +<p style="top:774.3pt;left:393.8pt;font-size:12.0pt"><i>space, while the Auxiliaries retreat to a wilderness or mountain </i></p> +<p style="top:789.3pt;left:393.8pt;font-size:12.0pt"><i>space, and the leader could accompany either unit or retreat </i></p> +<p style="top:804.3pt;left:393.8pt;font-size:12.0pt"><i>into a third space alone.</i></p> +<p style="top:828.3pt;left:393.8pt;font-size:12.0pt"><b>~</b> NOTE: See 6.53 for leaders alone in a space.</p> +</div> +<div id="page12" style="width:765pt;height:990pt;background-image:url('rulebook12.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt">12</p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:68.3pt;left:56.3pt;font-size:19.3pt"><b>8.0 FORTS, FORTRESSES AND </b></p> +<p style="top:95.3pt;left:56.3pt;font-size:19.3pt"><b>SIEGES</b></p> +<p style="top:122.8pt;left:56.3pt;font-size:14.4pt"><b>8.1 Battles Outside Forts or Fortresses</b></p> +<p style="top:142.5pt;left:56.3pt;font-size:12.0pt">When units move into a space with both enemy units and an </p> +<p style="top:157.5pt;left:56.3pt;font-size:12.0pt">unbesieged enemy fort or fortress, the defending player must </p> +<p style="top:172.5pt;left:56.3pt;font-size:12.0pt">decide which units and leaders will defend inside and which </p> +<p style="top:187.5pt;left:56.3pt;font-size:12.0pt">outside. Players may designate units “inside” by placing them </p> +<p style="top:202.5pt;left:56.3pt;font-size:12.0pt">under the fort marker or on the fortress symbol directly. Defend-</p> +<p style="top:217.5pt;left:56.3pt;font-size:12.0pt">ers at a stockade may NOT similarly avoid an attack by going </p> +<p style="top:232.5pt;left:56.3pt;font-size:12.0pt">“inside”—instead a Battle results normally with the attacker </p> +<p style="top:247.5pt;left:56.3pt;font-size:12.0pt">suffering a –1 DRM for the stockade.</p> +<p style="top:271.5pt;left:56.3pt;font-size:12.0pt"><b>~ Clarification:</b> If Infiltrating a fort or fortress space [6.6], the </p> +<p style="top:286.5pt;left:56.3pt;font-size:12.0pt">inactive side first attempts any Interception [6.7]. Then, units that </p> +<p style="top:301.5pt;left:56.3pt;font-size:12.0pt">started in the fort/fortress space may retreat inside (Intercepting </p> +<p style="top:316.5pt;left:56.3pt;font-size:12.0pt">units must fight).</p> +<p style="top:340.5pt;left:56.3pt;font-size:12.0pt"><b>~ Clarification:</b> Declaration of “inside” or “outside” comes </p> +<p style="top:355.5pt;left:56.3pt;font-size:12.0pt">before “Avoid Battle” die roll is made.</p> +<p style="top:379.5pt;left:56.3pt;font-size:12.0pt"><b>8.11</b> No more than four units and any number of leaders may </p> +<p style="top:394.5pt;left:56.3pt;font-size:12.0pt">defend inside a fort. Any number may be inside a fortress.</p> +<p style="top:418.5pt;left:56.3pt;font-size:12.0pt"><b>8.12</b> If any units defend outside, they fight a Battle without help </p> +<p style="top:433.5pt;left:56.3pt;font-size:12.0pt">from the fortification or any units or leaders inside it.</p> +<p style="top:457.5pt;left:56.3pt;font-size:12.0pt"><b>8.13</b> If the defenders lose a Battle outside a fort or fortress, they </p> +<p style="top:472.5pt;left:56.3pt;font-size:12.0pt">retreat either into adjacent spaces normally, or some or all may </p> +<p style="top:487.5pt;left:56.3pt;font-size:12.0pt">retreat inside the fortification (up to four units if a fort).</p> +<p style="top:515.1pt;left:56.3pt;font-size:14.4pt"><b>8.2 Sieges</b></p> +<p style="top:534.9pt;left:56.3pt;font-size:12.0pt"><b>8.21 </b>If friendly units are in a space with an enemy fort or fortress </p> +<p style="top:549.9pt;left:56.3pt;font-size:12.0pt">(not stockade) but no enemy units are outside the fortification, </p> +<p style="top:564.9pt;left:56.3pt;font-size:12.0pt">then the fort or fortress is besieged. Place a “Siege 0” marker </p> +<p style="top:579.9pt;left:56.3pt;font-size:12.0pt">on the space. Any space with a siege marker (0, 1, or 2) on it is </p> +<p style="top:594.9pt;left:56.3pt;font-size:12.0pt">“besieged” (a “siege” space), and any units or leaders inside the </p> +<p style="top:609.9pt;left:56.3pt;font-size:12.0pt">fort or fortress are “besieged” units or leaders.</p> +<p style="top:633.9pt;left:56.3pt;font-size:12.0pt"><i>EXAMPLES: Placement of a Siege 0 marker would occur: a) im-</i></p> +<p style="top:648.9pt;left:56.3pt;font-size:12.0pt"><i>mediately after defenders lose a Battle outside a friendly fort or </i></p> +<p style="top:663.9pt;left:56.3pt;font-size:12.0pt"><i>fortress, or b) if all units choose to defend inside, or c) if enemy </i></p> +<p style="top:678.9pt;left:56.3pt;font-size:12.0pt"><i>units move into an otherwise unoccupied fort or fortress space.</i></p> +<p style="top:702.9pt;left:56.3pt;font-size:12.0pt">REMINDERS: Only a unit or force that includes Drilled Troops </p> +<p style="top:717.9pt;left:56.3pt;font-size:12.0pt">may enter an enemy fort or fortress space that is not already </p> +<p style="top:732.9pt;left:56.3pt;font-size:12.0pt">besieged [6.51]. Stockades, though included in the term “forti-</p> +<p style="top:747.9pt;left:56.3pt;font-size:12.0pt">fications,” can never be besieged. They provide a DRM in Battle </p> +<p style="top:762.9pt;left:56.3pt;font-size:12.0pt">but are eliminated if the defenders lose the Battle [6.5].</p> +<p style="top:786.9pt;left:56.3pt;font-size:12.0pt"><b>~ 8.22 Siege Spaces.</b> A besieged fortress (or fortress/port) space </p> +<p style="top:801.9pt;left:56.3pt;font-size:12.0pt">is controlled by neither side for the purposes of naval movement, </p> +<p style="top:816.9pt;left:56.3pt;font-size:12.0pt">reinforcements, victory, or requirements for the play of an Event </p> +<p style="top:831.9pt;left:56.3pt;font-size:12.0pt">[Exception: 13.12]. Reinforcements may never be placed in a </p> +<p style="top:846.9pt;left:56.3pt;font-size:12.0pt">siege space, although units outside can be restored to full strength. </p> +<p style="top:861.9pt;left:56.3pt;font-size:12.0pt">Units and leaders which are INSIDE a fortification under Siege </p> +<p style="top:876.9pt;left:56.3pt;font-size:12.0pt">cannot be removed nor restored to full strength by an Event. If </p> +<p style="top:891.9pt;left:56.3pt;font-size:12.0pt">subsequently the Siege is lifted, they can be restored or removed </p> +<p style="top:906.9pt;left:56.3pt;font-size:12.0pt">only by newly-played Events.</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt"><b><i>Exception:</i></b> Besieged units CAN lose steps and be removed by </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">the Small Pox event.</p> +<p style="top:105.9pt;left:393.8pt;font-size:12.0pt"><b>8.23 Resolving a Siege.</b> To capture a fort or fortress, besiegers </p> +<p style="top:120.9pt;left:393.8pt;font-size:12.0pt">must first increase the “siege level” by rolling on the Siege Table. </p> +<p style="top:135.9pt;left:393.8pt;font-size:12.0pt">The siege level begins at “0” and can be increased to either “1” </p> +<p style="top:150.9pt;left:393.8pt;font-size:12.0pt">or “2.”</p> +<p style="top:174.9pt;left:393.8pt;font-size:12.0pt"><b>8.231 </b>To increase the siege level, the besieging stack must begin </p> +<p style="top:189.9pt;left:393.8pt;font-size:12.0pt">an Action Phase in the besieged space (there would already be a </p> +<p style="top:204.9pt;left:393.8pt;font-size:12.0pt">siege marker) and must include supplied [12.0] Drilled Troops </p> +<p style="top:219.9pt;left:393.8pt;font-size:12.0pt">and at least one leader. The besieging player then activates a </p> +<p style="top:234.9pt;left:393.8pt;font-size:12.0pt">leader with the highest command rating in the space (regardless </p> +<p style="top:249.9pt;left:393.8pt;font-size:12.0pt">of how many units or subordinate leaders are present). There is no </p> +<p style="top:264.9pt;left:393.8pt;font-size:12.0pt">movement. Either player may play the Coehorns event. Then the </p> +<p style="top:279.9pt;left:393.8pt;font-size:12.0pt">Active player rolls a die and checks the Siege Table, applying all </p> +<p style="top:294.9pt;left:393.8pt;font-size:12.0pt">applicable modifiers and adjusting the siege marker as indicated. </p> +<p style="top:309.9pt;left:393.8pt;font-size:12.0pt">Possible DRMs (also summarized on the Siege Table):</p> +<p style="top:330.5pt;left:393.8pt;font-size:12.0pt">• Add the Tactics rating of the besieger’s commanding leader.</p> +<p style="top:348.3pt;left:393.8pt;font-size:12.0pt">• Subtract the Tactics rating of the defender’s commanding </p> +<p style="top:363.3pt;left:405.0pt;font-size:12.0pt">leader.</p> +<p style="top:380.9pt;left:393.8pt;font-size:12.0pt">• If the besieger played the Coehorns event, add two; if the </p> +<p style="top:395.9pt;left:405.0pt;font-size:12.0pt">defender played the Event, subtract two.</p> +<p style="top:413.6pt;left:393.8pt;font-size:12.0pt">• If the Siege is at Louisbourg, subtract one.</p> +<p style="top:437.6pt;left:393.8pt;font-size:12.0pt"><b>~ Clarification: </b>To roll on the Siege Table, a FORCE (not an </p> +<p style="top:452.6pt;left:393.8pt;font-size:12.0pt">individual leader or unit) must be activated, though force limits </p> +<p style="top:467.6pt;left:393.8pt;font-size:12.0pt">can be ignored. For example, if Loudoun is the highest ranking </p> +<p style="top:482.6pt;left:393.8pt;font-size:12.0pt">leader in a siege space, a “3” card would need to be played to </p> +<p style="top:497.6pt;left:393.8pt;font-size:12.0pt">roll on the Siege Table.</p> +<p style="top:521.6pt;left:393.8pt;font-size:12.0pt"><b>~ Clarification: </b>Surrender! may be played after Coehorns. A </p> +<p style="top:536.6pt;left:393.8pt;font-size:12.0pt">siege roll may enable Surrender! even if the fortification’s siege </p> +<p style="top:551.6pt;left:393.8pt;font-size:12.0pt">level [8.24] has been reached. Surrender! does not prevent the </p> +<p style="top:566.6pt;left:393.8pt;font-size:12.0pt">effects of Massacre!.</p> +<p style="top:590.6pt;left:393.8pt;font-size:12.0pt"><b>8.232</b> If a besieged space ever becomes vacant of besieging units, </p> +<p style="top:605.6pt;left:393.8pt;font-size:12.0pt">remove the siege marker.</p> +<p style="top:629.6pt;left:393.8pt;font-size:12.0pt"><b>8.24 Assault Possible.</b> If the required siege level has been </p> +<p style="top:644.6pt;left:393.8pt;font-size:12.0pt">reached (“1” for forts, “2” for fortresses), the active force may </p> +<p style="top:659.6pt;left:393.8pt;font-size:12.0pt">IMMEDIATELY Assault [9.0] in that Action Phase. Assault is </p> +<p style="top:674.6pt;left:393.8pt;font-size:12.0pt">not mandatory after siege, but, once declared, must proceed even </p> +<p style="top:689.6pt;left:393.8pt;font-size:12.0pt">if the defender waits until then to play Coehorns. Unoccupied </p> +<p style="top:704.6pt;left:393.8pt;font-size:12.0pt">forts or fortresses still must be Assaulted.</p> +<p style="top:728.6pt;left:393.8pt;font-size:12.0pt"><b><i>Exception: </i></b>A captured, originally-enemy fortress that the captor </p> +<p style="top:743.6pt;left:393.8pt;font-size:12.0pt">leaves unoccupied immediately reverts to enemy control, award-</p> +<p style="top:758.6pt;left:393.8pt;font-size:12.0pt">ing the owner 3 VPs.</p> +<p style="top:782.6pt;left:393.8pt;font-size:12.0pt"><b>8.25 Breaking the Siege.</b> Besieged leaders and units may be </p> +<p style="top:797.6pt;left:393.8pt;font-size:12.0pt">activated normally. They may not leave the space, but may attack </p> +<p style="top:812.6pt;left:393.8pt;font-size:12.0pt">the besieging stack in a Battle outside the fortification. Militia </p> +<p style="top:827.6pt;left:393.8pt;font-size:12.0pt">may participate.</p> +<p style="top:851.6pt;left:393.8pt;font-size:12.0pt"><b>8.251</b> If units move into a space in which the enemy is conducting </p> +<p style="top:866.6pt;left:393.8pt;font-size:12.0pt">a siege, friendly units inside the fort or fortress MAY participate </p> +<p style="top:881.6pt;left:393.8pt;font-size:12.0pt">in the subsequent Battle even though they were not activated.</p> +</div> +<div id="page13" style="width:765pt;height:990pt;background-image:url('rulebook13.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:696.3pt;font-size:12.0pt">13</p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.9pt;left:56.3pt;font-size:12.0pt"><b>8.252</b> If the besieged units lose the Battle, they retreat back inside </p> +<p style="top:81.9pt;left:56.3pt;font-size:12.0pt">and remain under siege. Units that entered from an adjacent space </p> +<p style="top:96.9pt;left:56.3pt;font-size:12.0pt">may not retreat inside.</p> +<p style="top:138.0pt;left:56.3pt;font-size:19.3pt"><b>9.0 ASSAULTS</b></p> +<p style="top:165.5pt;left:56.3pt;font-size:14.4pt"><b>9.1 General</b></p> +<p style="top:185.3pt;left:56.3pt;font-size:12.0pt">Combat to capture a fort or fortress is called “Assault.” To As-</p> +<p style="top:200.3pt;left:56.3pt;font-size:12.0pt">sault, an active stack may not have moved and the fort or fortress </p> +<p style="top:215.3pt;left:56.3pt;font-size:12.0pt">must have reached the required siege level (1 for a fort, 2 for a </p> +<p style="top:230.3pt;left:56.3pt;font-size:12.0pt">fortress).</p> +<p style="top:254.3pt;left:56.3pt;font-size:12.0pt"><b>~ 9.11</b> An Assault may occur immediately after the siege level </p> +<p style="top:269.3pt;left:56.3pt;font-size:12.0pt">is reached (1 for a fort, 2 for a fortress). If the siege level was </p> +<p style="top:284.3pt;left:56.3pt;font-size:12.0pt">reached in a previous Action Phase, the besieging force (it must </p> +<p style="top:299.3pt;left:56.3pt;font-size:12.0pt">include a leader) may be activated to Assault without rolling on </p> +<p style="top:314.3pt;left:56.3pt;font-size:12.0pt">the Siege Table.</p> +<p style="top:338.3pt;left:56.3pt;font-size:12.0pt"><b>~ 9.12</b> As in all combat, force activation limits are ignored (all </p> +<p style="top:353.3pt;left:56.3pt;font-size:12.0pt">units and leaders participate). If one force activated by a Cam-</p> +<p style="top:367.5pt;left:56.3pt;font-size:12.0pt">paign event enters a space where the second activated force is </p> +<p style="top:383.3pt;left:56.3pt;font-size:12.0pt">besieging, both may be combined for a subsequent Assault, even </p> +<p style="top:398.3pt;left:56.3pt;font-size:12.0pt">though the force that moved would no longer be activated.</p> +<p style="top:422.3pt;left:56.3pt;font-size:12.0pt"><b>9.13 </b>These DRMs and column shifts are applicable to an Assault </p> +<p style="top:437.3pt;left:56.3pt;font-size:12.0pt">(also summarized on the CRT):</p> +<p style="top:457.9pt;left:56.3pt;font-size:12.0pt">• Both sides add the Tactics rating of their commander (high-</p> +<p style="top:472.9pt;left:67.5pt;font-size:12.0pt">est-rated leader)</p> +<p style="top:490.5pt;left:56.3pt;font-size:12.0pt">• Add two to the side that played the Coehorns event that phase </p> +<p style="top:505.5pt;left:67.5pt;font-size:12.0pt">(including a play to influence a siege roll).</p> +<p style="top:523.3pt;left:56.3pt;font-size:12.0pt">• The attacker automatically suffers a one column shift to the </p> +<p style="top:538.3pt;left:67.5pt;font-size:12.0pt">left.</p> +<p style="top:562.3pt;left:56.3pt;font-size:12.0pt"><b>9.14</b> An Assault works just like a Battle, with the following </p> +<p style="top:577.3pt;left:56.3pt;font-size:12.0pt">differences:</p> +<p style="top:597.9pt;left:56.3pt;font-size:12.0pt">• No Militia take part.</p> +<p style="top:615.6pt;left:56.3pt;font-size:12.0pt">• Steps must first be lost by both sides from involved Drilled </p> +<p style="top:630.6pt;left:67.5pt;font-size:12.0pt">Troops (even if some Drilled Troop units would be eliminated </p> +<p style="top:645.6pt;left:67.5pt;font-size:12.0pt">before non-Drilled Troop units are reduced.)</p> +<p style="top:663.3pt;left:56.3pt;font-size:12.0pt">• No retreat occurs.</p> +<p style="top:681.0pt;left:56.3pt;font-size:12.0pt">• No VPs are awarded for the combat itself (but are awarded for </p> +<p style="top:696.0pt;left:67.5pt;font-size:12.0pt">capture of the fort or fortress [9.22].)</p> +<p style="top:723.6pt;left:56.3pt;font-size:14.4pt"><b>9.2 Winner/Loser</b></p> +<p style="top:743.4pt;left:56.3pt;font-size:12.0pt">The Attacker must cause a HIGHER enemy step loss result to </p> +<p style="top:758.4pt;left:56.3pt;font-size:12.0pt">win an Assault, otherwise the Defender wins. Eliminating all </p> +<p style="top:773.4pt;left:56.3pt;font-size:12.0pt">defending units is NOT sufficient to win: unoccupied forts and </p> +<p style="top:788.4pt;left:56.3pt;font-size:12.0pt">fortresses continued to defend themselves on the 0 column of </p> +<p style="top:803.4pt;left:56.3pt;font-size:12.0pt">the CRT.</p> +<p style="top:827.4pt;left:56.3pt;font-size:12.0pt"><b>9.21</b> If the defender wins, the Siege continues.</p> +<p style="top:851.4pt;left:56.3pt;font-size:12.0pt"><b>9.22</b> If the attacker wins, a fortress is captured intact. A fort is </p> +<p style="top:866.4pt;left:56.3pt;font-size:12.0pt">replaced with a Fort Under Construciton marker of the attacker’s </p> +<p style="top:881.4pt;left:56.3pt;font-size:12.0pt">nationality (to represent damage to the captured fort). Units and </p> +<p style="top:896.4pt;left:56.3pt;font-size:12.0pt">leaders defending inside are eliminated. Remove the siege marker </p> +<p style="top:911.4pt;left:56.3pt;font-size:12.0pt">and award 2 VPs for a fort and 3 VPs for a fortress.</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt">REMINDER: You must occupy the captured enemy fortress </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">with at least one friendly unit or Amphib marker to maintain </p> +<p style="top:96.9pt;left:393.8pt;font-size:12.0pt">control.</p> +<p style="top:138.0pt;left:393.8pt;font-size:19.3pt"><b>10.0 RAIDS</b></p> +<p style="top:161.9pt;left:393.8pt;font-size:12.0pt">Successful Raids earn VPs, destroy stockades, </p> +<p style="top:176.9pt;left:393.8pt;font-size:12.0pt">eliminate Indian units, and block some Militia </p> +<p style="top:191.9pt;left:393.8pt;font-size:12.0pt">deployments. A “failed” Raid in the game does not </p> +<p style="top:206.9pt;left:393.8pt;font-size:12.0pt">mean that no damage was done—only that it had </p> +<p style="top:221.9pt;left:393.8pt;font-size:12.0pt">no particular political or military impact.</p> +<p style="top:249.5pt;left:393.8pt;font-size:14.4pt"><b>10.1 Targets</b></p> +<p style="top:269.3pt;left:393.8pt;font-size:12.0pt">Any active Auxiliaries not stacked with Drilled </p> +<p style="top:284.3pt;left:393.8pt;font-size:12.0pt">Troops and ending their activation in any of the </p> +<p style="top:299.3pt;left:393.8pt;font-size:12.0pt">following spaces MUST Raid (roll on the Raid </p> +<p style="top:314.3pt;left:393.8pt;font-size:12.0pt">Table):</p> +<p style="top:338.3pt;left:393.8pt;font-size:12.0pt">• An originally enemy cultivated space, OR</p> +<p style="top:355.9pt;left:393.8pt;font-size:12.0pt">• An enemy stockade, OR</p> +<p style="top:373.6pt;left:393.8pt;font-size:12.0pt">• A settlement with corresponding enemy Indian unit(s) CUR-</p> +<p style="top:388.6pt;left:405.0pt;font-size:12.0pt">RENTLY on the map (an enemy “allied” settlement).</p> +<p style="top:409.3pt;left:393.8pt;font-size:12.0pt"><b>~ Clarification:</b> All leaders and auxiliaries in a space Raid </p> +<p style="top:424.3pt;left:393.8pt;font-size:12.0pt">together with one roll.</p> +<p style="top:448.3pt;left:393.8pt;font-size:12.0pt"><b>10.11</b> Spaces with forts, fortresses, friendly stockades or friendly </p> +<p style="top:463.3pt;left:393.8pt;font-size:12.0pt">Drilled Troops may not be Raided.</p> +<p style="top:487.3pt;left:393.8pt;font-size:12.0pt"><b>10.12</b> Active units still Raid after fighting a Battle [5.36].</p> +<p style="top:507.9pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: An Auxiliary unit may move into an enemy-occupied </i></p> +<p style="top:522.9pt;left:393.8pt;font-size:12.0pt"><i>stockade space and—if the enemy units lose the resulting Battle </i></p> +<p style="top:537.9pt;left:393.8pt;font-size:12.0pt"><i>and thus retreat—the Auxiliary must Raid the now unoccupied </i></p> +<p style="top:552.9pt;left:393.8pt;font-size:12.0pt"><i>stockade.</i></p> +<p style="top:576.9pt;left:393.8pt;font-size:12.0pt"><b>~ 10.13</b> A force may “drop off” Auxiliary units and subordinate </p> +<p style="top:591.9pt;left:393.8pt;font-size:12.0pt">leaders in any spaces through which it passes. The dropped-off </p> +<p style="top:606.9pt;left:393.8pt;font-size:12.0pt">Auxiliary units Raid, using the highest Command leader with </p> +<p style="top:621.9pt;left:393.8pt;font-size:12.0pt">them, after the force that dropped them off has resolved any </p> +<p style="top:636.9pt;left:393.8pt;font-size:12.0pt">Battle.</p> +<p style="top:664.6pt;left:393.8pt;font-size:14.4pt"><b>10.2 Militia Deployment Against Raids</b></p> +<p style="top:684.3pt;left:393.8pt;font-size:12.0pt">If a Raid is against a stockade in an enemy CULTIVATED </p> +<p style="top:699.3pt;left:393.8pt;font-size:12.0pt">space, the enemy player MAY place ONE Militia unit from that </p> +<p style="top:714.3pt;left:393.8pt;font-size:12.0pt">Department’s Militia Box into the space. He may do so regard-</p> +<p style="top:729.3pt;left:393.8pt;font-size:12.0pt">less of whether or not Raided markers are present already in that </p> +<p style="top:744.3pt;left:393.8pt;font-size:12.0pt">Department (i.e., the 7.3 exception does not block this kind of </p> +<p style="top:759.3pt;left:393.8pt;font-size:12.0pt">Militia deployment).</p> +<p style="top:779.9pt;left:393.8pt;font-size:12.0pt"><b><i>~ Exception: </i></b>Militia may not deploy if the Raiding unit(s) already </p> +<p style="top:794.9pt;left:393.8pt;font-size:12.0pt">fought a Battle in the stockade space that Action Phase.</p> +<p style="top:818.9pt;left:393.8pt;font-size:12.0pt"><b>10.21</b> If a Militia unit deploys, the Raiding unit(s) must imme-</p> +<p style="top:833.9pt;left:393.8pt;font-size:12.0pt">diately attack it (in the stockade) in a Battle. After the Battle, </p> +<p style="top:848.9pt;left:393.8pt;font-size:12.0pt">surviving Militia returns to its Box.</p> +<p style="top:872.9pt;left:393.8pt;font-size:12.0pt"><b>10.22</b> If the Raiders win, they carry out the Raid normally.</p> +<p style="top:896.9pt;left:393.8pt;font-size:12.0pt"><b>10.23</b> If they lose, they retreat normally (they do not Go </p> +<p style="top:911.9pt;left:393.8pt;font-size:12.0pt">Home.)</p> +</div> +<div id="page14" style="width:765pt;height:990pt;background-image:url('rulebook14.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt">14</p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:66.8pt;left:56.3pt;font-size:14.4pt"><b>10.3 Resolving a Raid</b></p> +<p style="top:86.5pt;left:56.3pt;font-size:12.0pt">First, the defending player may play the Blockhouses event. </p> +<p style="top:101.5pt;left:56.3pt;font-size:12.0pt">Then the Raiding player rolls a die on the Raid Table. Use either </p> +<p style="top:116.5pt;left:56.3pt;font-size:12.0pt">the “Stockade/Settlement” or “Cultivated” column, depending </p> +<p style="top:131.5pt;left:56.3pt;font-size:12.0pt">on the space being Raided (for a stockade or currently enemy-</p> +<p style="top:146.5pt;left:56.3pt;font-size:12.0pt">allied settlement in cultivated terrain, use the Stockade/Settle-</p> +<p style="top:161.5pt;left:56.3pt;font-size:12.0pt">ment column), and apply any DRMs (also summarized on the </p> +<p style="top:176.5pt;left:56.3pt;font-size:12.0pt">Raid Table):</p> +<p style="top:200.5pt;left:56.3pt;font-size:12.0pt">• Add the commanding leader’s Tactics rating.</p> +<p style="top:218.1pt;left:56.3pt;font-size:12.0pt">• Add one if any Raiding units are Rangers.</p> +<p style="top:235.9pt;left:56.3pt;font-size:12.0pt">• Subtract one if the Raid is within an enemy Department whose </p> +<p style="top:250.9pt;left:67.5pt;font-size:12.0pt">Militia Box has two or more Militia units in it (reduced or </p> +<p style="top:265.9pt;left:67.5pt;font-size:12.0pt">full).</p> +<p style="top:289.9pt;left:56.3pt;font-size:12.0pt"><i>EXAMPLE: If two or more Militia units (even if reduced or if </i></p> +<p style="top:304.9pt;left:56.3pt;font-size:12.0pt"><i>participated in a Battle) are in a Department’s Militia Box, apply </i></p> +<p style="top:319.9pt;left:56.3pt;font-size:12.0pt"><i>a –1 against Raids within their Department. The Militia modify </i></p> +<p style="top:334.9pt;left:56.3pt;font-size:12.0pt"><i>the Raid from their holding box without deploying to the map.</i></p> +<p style="top:358.9pt;left:56.3pt;font-size:12.0pt"><b>10.31</b> Raids result in either Success or Failure and </p> +<p style="top:373.9pt;left:56.3pt;font-size:12.0pt">can result in step losses (owner’s choice) or leader </p> +<p style="top:388.9pt;left:56.3pt;font-size:12.0pt">losses for the Raiders. If successful:</p> +<p style="top:409.5pt;left:56.3pt;font-size:12.0pt">• Place a Raided marker,</p> +<p style="top:427.1pt;left:56.3pt;font-size:12.0pt">• Eliminate any stockade in the space, </p> +<p style="top:444.9pt;left:56.3pt;font-size:12.0pt">• Eliminate all unbesieged Indian units, wherever on the map, </p> +<p style="top:459.9pt;left:67.5pt;font-size:12.0pt">belonging to the tribe whose settlement has been successfully </p> +<p style="top:474.9pt;left:67.5pt;font-size:12.0pt">Raided, and</p> +<p style="top:492.6pt;left:56.3pt;font-size:12.0pt">• Score half a VP during the Remove Raided Markers phase </p> +<p style="top:507.6pt;left:67.5pt;font-size:12.0pt">(total rounded up).</p> +<p style="top:531.6pt;left:56.3pt;font-size:12.0pt"><b>10.32</b> If a natural “1” is rolled on any Raid—or a natural “6” </p> +<p style="top:546.6pt;left:56.3pt;font-size:12.0pt">is rolled on a Raid against a stockade or enemy-allied settle-</p> +<p style="top:561.6pt;left:56.3pt;font-size:12.0pt">ment—roll another die for each leader involved. A roll of “1” </p> +<p style="top:576.6pt;left:56.3pt;font-size:12.0pt">kills that leader.</p> +<p style="top:600.6pt;left:56.3pt;font-size:12.0pt"><b>10.33 Previously-Raided Spaces.</b> For additional VPs, you may </p> +<p style="top:615.6pt;left:56.3pt;font-size:12.0pt">add Raided markers to spaces that already have them ONLY </p> +<p style="top:630.6pt;left:56.3pt;font-size:12.0pt">for successfully Raiding stockades or currently enemy-allied </p> +<p style="top:645.6pt;left:56.3pt;font-size:12.0pt">settlements—NOT to an empty cultivated space that already </p> +<p style="top:660.6pt;left:56.3pt;font-size:12.0pt">has a Raided marker. Auxiliaries ending a move alone in an </p> +<p style="top:675.6pt;left:56.3pt;font-size:12.0pt">empty cultivated space with a Raided marker still must roll on </p> +<p style="top:690.6pt;left:56.3pt;font-size:12.0pt">the Raid Table and then Go Home—even though Success will </p> +<p style="top:705.6pt;left:56.3pt;font-size:12.0pt">have no effect.</p> +<p style="top:733.3pt;left:56.3pt;font-size:14.4pt"><b>10.4 Going Home</b></p> +<p style="top:753.0pt;left:56.3pt;font-size:12.0pt">Regardless of the outcome of a Raid, all surviving Raiders im-</p> +<p style="top:768.0pt;left:56.3pt;font-size:12.0pt">mediately redeploy. Indians must redeploy if they are not in a </p> +<p style="top:783.0pt;left:56.3pt;font-size:12.0pt">fortification during the Indians & Leaders Go Home Phase at the </p> +<p style="top:798.0pt;left:56.3pt;font-size:12.0pt">end of each year (4.0 B.3).</p> +<p style="top:822.0pt;left:56.3pt;font-size:12.0pt"><b>10.41 Indians.</b> Pick up and place the Indian unit in its home </p> +<p style="top:837.0pt;left:56.3pt;font-size:12.0pt">settlement space.</p> +<p style="top:861.0pt;left:56.3pt;font-size:12.0pt"><b>10.411</b> If its settlement is occupied by the enemy, the Raiding </p> +<p style="top:876.0pt;left:56.3pt;font-size:12.0pt">unit is eliminated. </p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt"><b>10.412</b> If the unit is Cherokee, it is eliminated. <b><i>Exception:</i></b> See </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">10.422.</p> +<p style="top:105.9pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: A non-Cherokee Indian unit that has Gone Home </i></p> +<p style="top:120.9pt;left:393.8pt;font-size:12.0pt"><i>to its Settlement is still available for activation in a later Action </i></p> +<p style="top:135.9pt;left:393.8pt;font-size:12.0pt"><i>Phase.</i></p> +<p style="top:159.9pt;left:393.8pt;font-size:12.0pt"><b>10.413</b> An Indian unit that Goes Home may be accompanied by </p> +<p style="top:174.9pt;left:393.8pt;font-size:12.0pt">any leaders or <i>Coureurs des bois</i> units stacked with it.</p> +<p style="top:198.9pt;left:393.8pt;font-size:12.0pt"><b>10.42</b> <b>Non-Indians:</b> <i>Coureurs des bois,</i> Rangers, and leaders are </p> +<p style="top:213.9pt;left:393.8pt;font-size:12.0pt">immediately placed in the closest friendly, unbesieged fortifica-</p> +<p style="top:228.9pt;left:393.8pt;font-size:12.0pt">tion (owner’s choice).</p> +<p style="top:252.9pt;left:393.8pt;font-size:12.0pt"><b>10.421</b> “Closest” is determined by counting connected spaces, </p> +<p style="top:267.9pt;left:393.8pt;font-size:12.0pt">regardless of intervening enemy presence or terrain.</p> +<p style="top:291.9pt;left:393.8pt;font-size:12.0pt"><b>10.422 </b>Any Indians stacked with a leader may accompany him </p> +<p style="top:306.9pt;left:393.8pt;font-size:12.0pt">to the closest fortification.</p> +<p style="top:330.9pt;left:393.8pt;font-size:12.0pt"><i>DESIGN NOTE: This means that Raiding Cherokee are elimi-</i></p> +<p style="top:345.9pt;left:393.8pt;font-size:12.0pt"><i>nated unless Raiding with a British leader, because “Going </i></p> +<p style="top:360.9pt;left:393.8pt;font-size:12.0pt"><i>Home” means they go off the map.</i></p> +<p style="top:402.0pt;left:393.8pt;font-size:19.3pt"><b>11.0 ATTRITION</b></p> +<p style="top:425.9pt;left:393.8pt;font-size:12.0pt"><i>Eighteenth Century armies had to submit to the cycle of the </i></p> +<p style="top:440.9pt;left:393.8pt;font-size:12.0pt"><i>seasons, assembling for campaigns in the spring and dispersing </i></p> +<p style="top:455.9pt;left:393.8pt;font-size:12.0pt"><i>for shelter before the onset of winter—particularly in the wilder-</i></p> +<p style="top:470.9pt;left:393.8pt;font-size:12.0pt"><i>ness. Players must do the same with their troops if they are to </i></p> +<p style="top:485.9pt;left:393.8pt;font-size:12.0pt"><i>avoid winter losses.</i></p> +<p style="top:513.5pt;left:393.8pt;font-size:14.4pt"><b>11.1 Who Suffers Attrition</b></p> +<p style="top:533.3pt;left:393.8pt;font-size:12.0pt">During each Winter Attrition Phase, Drilled Troops may suffer </p> +<p style="top:548.3pt;left:393.8pt;font-size:12.0pt">step losses. All besieged Drilled Troops are subject to Attrition, </p> +<p style="top:563.3pt;left:393.8pt;font-size:12.0pt">as are any that do NOT occupy one of the following spaces:</p> +<p style="top:583.9pt;left:393.8pt;font-size:12.0pt">• An originally-friendly cultivated space, OR</p> +<p style="top:601.5pt;left:393.8pt;font-size:12.0pt">• An unbesieged fort or stockade space with no more than four </p> +<p style="top:616.5pt;left:405.0pt;font-size:12.0pt">friendly units of any kind (leaders do not count), OR</p> +<p style="top:634.3pt;left:393.8pt;font-size:12.0pt">• An unbesieged fortress.</p> +<p style="top:662.0pt;left:393.8pt;font-size:14.4pt"><b>11.2 Attrition Losses</b></p> +<p style="top:681.6pt;left:393.8pt;font-size:12.0pt">Apply the following losses to each affected stack:</p> +<p style="top:702.3pt;left:393.8pt;font-size:12.0pt">• <b>~</b> First, eliminate half (rounded up) of the reduced Drilled </p> +<p style="top:717.3pt;left:405.0pt;font-size:12.0pt">Troops units (owner’s choice).</p> +<p style="top:735.0pt;left:393.8pt;font-size:12.0pt">• Second, reduce EVERY full-strength Drilled Troops unit.</p> +<p style="top:759.0pt;left:393.8pt;font-size:12.0pt"><b><i>Exception:</i></b> The last friendly step in a space (i.e., a lone, reduced </p> +<p style="top:774.0pt;left:393.8pt;font-size:12.0pt">unit) is never removed by Attrition.</p> +<p style="top:798.0pt;left:393.8pt;font-size:12.0pt"><i>EXAMPLE: A stack of three reduced and two full-strength Drilled </i></p> +<p style="top:813.0pt;left:393.8pt;font-size:12.0pt"><i>Troops units is at a fort in wilderness during Winter Attrition. </i></p> +<p style="top:828.0pt;left:393.8pt;font-size:12.0pt"><i>The owner would eliminate two of the reduced units and then </i></p> +<p style="top:843.0pt;left:393.8pt;font-size:12.0pt"><i>flip both full-strength units to their reduced side.</i></p> +</div> +<div id="page15" style="width:765pt;height:990pt;background-image:url('rulebook15.png')"> +<p style="top:32.8pt;left:56.3pt;font-size:12.0pt"><b>Game of the French & Indian War</b></p> +<p style="top:30.6pt;left:696.3pt;font-size:12.0pt">15</p> +<p style="top:934.4pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:68.3pt;left:56.3pt;font-size:19.3pt"><b>12.0 SUPPLY</b></p> +<p style="top:95.8pt;left:56.3pt;font-size:14.4pt"><b>12.1 General </b></p> +<p style="top:115.5pt;left:56.3pt;font-size:12.0pt">Drilled Troops units (only) must trace a supply line to an origi-</p> +<p style="top:130.5pt;left:56.3pt;font-size:12.0pt">nally-friendly fortress to be fully effective. British units also can </p> +<p style="top:145.5pt;left:56.3pt;font-size:12.0pt">trace to a captured port or to an Amphib space. The supply source </p> +<p style="top:160.5pt;left:56.3pt;font-size:12.0pt">must be friendly-controlled and unbesieged.</p> +<p style="top:188.1pt;left:56.3pt;font-size:14.4pt"><b>12.2 The Supply Line</b></p> +<p style="top:207.9pt;left:56.3pt;font-size:12.0pt">The supply line consists of an unbroken chain of spaces, none of </p> +<p style="top:222.9pt;left:56.3pt;font-size:12.0pt">which is occupied by unbesieged enemy fortifications or units. </p> +<p style="top:237.9pt;left:56.3pt;font-size:12.0pt">An enemy fort or fortress that is under siege does NOT block </p> +<p style="top:252.9pt;left:56.3pt;font-size:12.0pt">supply. </p> +<p style="top:276.9pt;left:56.3pt;font-size:12.0pt"><b>12.21</b> Each space, except the space being supplied, must have at </p> +<p style="top:291.9pt;left:56.3pt;font-size:12.0pt">least one of the following characteristics:</p> +<p style="top:315.9pt;left:56.3pt;font-size:12.0pt">• Water-connected to each adjacent space in the chain (including </p> +<p style="top:330.9pt;left:67.5pt;font-size:12.0pt">the supplied space, if adjacent), OR</p> +<p style="top:348.6pt;left:56.3pt;font-size:12.0pt">• Cultivated, OR</p> +<p style="top:366.3pt;left:56.3pt;font-size:12.0pt">• Friendly fortification, OR</p> +<p style="top:384.0pt;left:56.3pt;font-size:12.0pt">• Amphib.</p> +<p style="top:408.0pt;left:56.3pt;font-size:12.0pt"><b><i>Important:</i></b> Units in a wilderness or mountain space need not </p> +<p style="top:423.0pt;left:56.3pt;font-size:12.0pt">have a fortification to be in supply, as long as the next space in </p> +<p style="top:438.0pt;left:56.3pt;font-size:12.0pt">the supply line is one of the above.</p> +<p style="top:462.0pt;left:56.3pt;font-size:12.0pt"><i>EXAMPLE: A Regular unit in a wilderness space could trace </i></p> +<p style="top:477.0pt;left:56.3pt;font-size:12.0pt"><i>supply to an adjacent friendly stockade, from there via a river </i></p> +<p style="top:492.0pt;left:56.3pt;font-size:12.0pt"><i>connection to an empty wilderness space, from there via lake-</i></p> +<p style="top:507.0pt;left:56.3pt;font-size:12.0pt"><i>shore to another stockade, from there to a mountain space with </i></p> +<p style="top:522.0pt;left:56.3pt;font-size:12.0pt"><i>a friendly fort, from there to a cultivated space, and from there </i></p> +<p style="top:537.0pt;left:56.3pt;font-size:12.0pt"><i>to a friendly fortress.</i></p> +<p style="top:564.6pt;left:56.3pt;font-size:14.4pt"><b>12.3 Out-of-Supply Effects</b></p> +<p style="top:584.4pt;left:56.3pt;font-size:12.0pt">Drilled Troops units that cannot trace a supply line have their </p> +<p style="top:599.4pt;left:56.3pt;font-size:12.0pt">activities restricted. They:</p> +<p style="top:620.0pt;left:56.3pt;font-size:12.0pt">• May not build forts or stockades.</p> +<p style="top:637.8pt;left:56.3pt;font-size:12.0pt">• May not roll on the Siege Table (or use the Surrender! </p> +<p style="top:652.8pt;left:67.5pt;font-size:12.0pt">event).</p> +<p style="top:670.4pt;left:56.3pt;font-size:12.0pt">• May not be restored to full strength.</p> +<p style="top:694.4pt;left:56.3pt;font-size:12.0pt"><b><i>Important:</i></b> A space is “supplied” the instant a supply line is </p> +<p style="top:709.4pt;left:56.3pt;font-size:12.0pt">established. Therefore, a player could use a 2-value card to place </p> +<p style="top:724.4pt;left:56.3pt;font-size:12.0pt">a stockade that creates a supply line to a second space and im-</p> +<p style="top:739.4pt;left:56.3pt;font-size:12.0pt">mediately place a second stockade there.</p> +<p style="top:763.4pt;left:56.3pt;font-size:12.0pt"><i>PLAY NOTE: If besiegers become out of supply, the siege level is </i></p> +<p style="top:778.4pt;left:56.3pt;font-size:12.0pt"><i>unaffected—though rolls on the Siege Table are prevented until </i></p> +<p style="top:793.4pt;left:56.3pt;font-size:12.0pt"><i>the besiegers again have a supply line.</i></p> +<p style="top:68.3pt;left:393.8pt;font-size:19.3pt"><b>13.0 VICTORY</b></p> +<p style="top:95.8pt;left:393.8pt;font-size:14.4pt"><b>13.1 How to Win</b></p> +<p style="top:115.5pt;left:393.8pt;font-size:12.0pt"><b>13.11 Sudden Death.</b> Check during each Victory Check Phase </p> +<p style="top:130.5pt;left:393.8pt;font-size:12.0pt">(4.0 B.6) to see if any of these conditions prevail:</p> +<p style="top:148.1pt;left:393.8pt;font-size:12.0pt">• If the British control [2.0] all fortresses plus solely occupy </p> +<p style="top:163.1pt;left:405.0pt;font-size:12.0pt">Niagara and Ohio Forks, they win regardless of VPs.</p> +<p style="top:180.9pt;left:393.8pt;font-size:12.0pt">• If either side has 11 or more VPs, it wins.</p> +<p style="top:198.6pt;left:393.8pt;font-size:12.0pt">• After 1759, the French win if they have at least as many VPs </p> +<p style="top:213.6pt;left:405.0pt;font-size:12.0pt">as the box on the VP Track marked with that year (8 in 1760; </p> +<p style="top:228.6pt;left:405.0pt;font-size:12.0pt">5 in 1761).</p> +<p style="top:252.6pt;left:393.8pt;font-size:12.0pt"><b>13.12 Scenarios ending in 1759.</b> If none of the above has oc-</p> +<p style="top:267.6pt;left:393.8pt;font-size:12.0pt">curred by the end of 1759, the British win if they control all </p> +<p style="top:282.6pt;left:393.8pt;font-size:12.0pt">originally-British fortresses plus two of the following four spaces: </p> +<p style="top:297.6pt;left:393.8pt;font-size:12.0pt">Québec, Montreal, Niagara, Ohio Forks</p> +<p style="top:318.3pt;left:393.8pt;font-size:12.0pt">Otherwise, whichever side has at least 1 VP wins.</p> +<p style="top:338.9pt;left:393.8pt;font-size:12.0pt"><b>~ </b>For purposes of the above conditions only [as an excep-</p> +<p style="top:353.9pt;left:393.8pt;font-size:12.0pt">tion to 8.22], the British control a besieged originally-British </p> +<p style="top:368.9pt;left:393.8pt;font-size:12.0pt">fortress UNLESS the besieging force qualifies to roll on the </p> +<p style="top:383.9pt;left:393.8pt;font-size:12.0pt">Siege Table [8.231].</p> +<p style="top:407.9pt;left:393.8pt;font-size:12.0pt"><b>13.13 Scenarios ending in 1762.</b> The French win at the end of </p> +<p style="top:422.9pt;left:393.8pt;font-size:12.0pt">1762 if they have at least one VP. The British win if they have </p> +<p style="top:437.9pt;left:393.8pt;font-size:12.0pt">at least 5 VP.</p> +<p style="top:461.9pt;left:393.8pt;font-size:12.0pt"><b>13.14</b> Any other result is a draw. <b><i>Exception:</i></b> In a tournament, a </p> +<p style="top:476.9pt;left:393.8pt;font-size:12.0pt">draw is considered a French win.</p> +<p style="top:504.5pt;left:393.8pt;font-size:14.4pt"><b>13.2 Victory Points</b></p> +<p style="top:524.3pt;left:393.8pt;font-size:12.0pt"><b>13.21</b> Victory Points (VPs) are awarded during the course of the </p> +<p style="top:539.3pt;left:393.8pt;font-size:12.0pt">game as specified in the Victory Point Table. When the British </p> +<p style="top:554.3pt;left:393.8pt;font-size:12.0pt">or French side gains VPs, move the VP marker that many spaces </p> +<p style="top:569.3pt;left:393.8pt;font-size:12.0pt">toward its respective end of the VP Track. To mark a score greater </p> +<p style="top:584.3pt;left:393.8pt;font-size:12.0pt">than 10, flip the marker to the “+10” side.</p> +<p style="top:608.3pt;left:393.8pt;font-size:12.0pt"><b>13.22 </b>During the Remove Raided Markers phase (4.0 B.4), award </p> +<p style="top:623.3pt;left:393.8pt;font-size:12.0pt">half a VP for each “Raided” marker on the map to the side that </p> +<p style="top:638.3pt;left:393.8pt;font-size:12.0pt">placed it, rounding up the totals for each side. (In other words, </p> +<p style="top:653.3pt;left:393.8pt;font-size:12.0pt">you get 1 VP for every ODD successful Raid you conducted.)</p> +<p style="top:677.3pt;left:393.8pt;font-size:12.0pt"><b>13.23 </b>Whenever Niagara or Ohio Forks changes hands (becomes </p> +<p style="top:692.3pt;left:393.8pt;font-size:12.0pt">solely occupied by units and/or fortifications of the other side), </p> +<p style="top:707.3pt;left:393.8pt;font-size:12.0pt">the capturing side receives 1 VP (in addition to any VPs for </p> +<p style="top:722.3pt;left:393.8pt;font-size:12.0pt">capturing fortifications or winning Battles).</p> +<p style="top:749.9pt;left:393.8pt;font-size:14.4pt"><b>13.3 Bidding</b></p> +<p style="top:769.6pt;left:393.8pt;font-size:12.0pt">In tournaments, or if players both want to play the same side, </p> +<p style="top:784.6pt;left:393.8pt;font-size:12.0pt">each player should write down a bid of at least 0 VPs. The higher </p> +<p style="top:799.6pt;left:393.8pt;font-size:12.0pt">bidder plays the favored side. The other player begins with the </p> +<p style="top:814.6pt;left:393.8pt;font-size:12.0pt">number of VPs bid by the opponent added to the scenario-defined </p> +<p style="top:829.6pt;left:393.8pt;font-size:12.0pt">start level. If both players bid the same, roll a die to randomly </p> +<p style="top:844.6pt;left:393.8pt;font-size:12.0pt">determine sides (the loser still adds the bid VPs).</p> +<p style="top:868.6pt;left:393.8pt;font-size:12.0pt"><i>PLAY NOTE: Tournament-level players in the Annus Mirabilis </i></p> +<p style="top:883.6pt;left:393.8pt;font-size:12.0pt"><i>scenario over time have tended to bid 1 or 2 points to play the </i></p> +<p style="top:898.6pt;left:393.8pt;font-size:12.0pt"><i>French.</i></p> +</div> +<div id="page16" style="width:765pt;height:990pt;background-image:url('rulebook16.png')"> +<p style="top:32.9pt;left:593.8pt;font-size:12.0pt"><b>Wilderness War</b></p> +<p style="top:30.6pt;left:56.3pt;font-size:12.0pt">16</p> +<p style="top:933.3pt;left:330.0pt;font-size:9.6pt"><i>© 2010 GMT Games, LLC</i></p> +<p style="top:876.9pt;left:331.3pt;font-size:12.0pt"><b>GMT Games, LLC</b></p> +<p style="top:891.9pt;left:278.8pt;font-size:12.0pt">P.O. Box 1308, Hanford, CA 93232-1308</p> +<p style="top:906.9pt;left:323.8pt;font-size:12.0pt">www.GMTGames.com</p> +<p style="top:68.3pt;left:56.3pt;font-size:19.3pt"><b>14.0 OPTIONAL RULES</b></p> +<p style="top:92.1pt;left:56.3pt;font-size:12.0pt"><i>The following modifications appeal to some players, particu</i><i>-</i></p> +<p style="top:107.1pt;left:56.3pt;font-size:12.0pt"><i>larly for the longer scenarios; use any of them only if both sides </i></p> +<p style="top:122.1pt;left:56.3pt;font-size:12.0pt"><i>agree.</i></p> +<p style="top:146.1pt;left:56.3pt;font-size:12.0pt"><b>14.1</b> If one of the cards #67 William Pitt or #69 Diplomatic </p> +<p style="top:161.1pt;left:56.3pt;font-size:12.0pt">Revolution has been played as an event and the other is in the </p> +<p style="top:176.1pt;left:56.3pt;font-size:12.0pt">discard pile, the side that could play the unplayed event automati-</p> +<p style="top:191.1pt;left:56.3pt;font-size:12.0pt">cally receives that card as part of its next deal [5.21]. </p> +<p style="top:215.1pt;left:56.3pt;font-size:12.0pt"><i>HISTORICAL NOTE: European diplomacy linked the escalation </i></p> +<p style="top:230.1pt;left:56.3pt;font-size:12.0pt"><i>of British and French war efforts. </i></p> +<p style="top:254.1pt;left:56.3pt;font-size:12.0pt"><b>14.2 </b>An enemy raid marker placed within a Department [10.31] </p> +<p style="top:269.1pt;left:56.3pt;font-size:12.0pt">immediately causes a step loss to one militia unit in that Depart-</p> +<p style="top:284.1pt;left:56.3pt;font-size:12.0pt">ment (owner’s choice).</p> +<p style="top:308.1pt;left:56.3pt;font-size:12.0pt"><i>HISTORICAL NOTE: The population that supported militias </i></p> +<p style="top:323.1pt;left:56.3pt;font-size:12.0pt"><i>would flee from hard hit frontiers. </i></p> +<p style="top:347.1pt;left:56.3pt;font-size:12.0pt"><b>14.3</b> Whenever a side plays a British Regulars or French Regu-</p> +<p style="top:362.6pt;left:56.3pt;font-size:12.0pt">lars event (#55-59, 64 or 68) in 1755 or 1756, it suffers –1 VP </p> +<p style="top:377.1pt;left:56.3pt;font-size:12.0pt">[13.0 Victory Point Table]. </p> +<p style="top:401.1pt;left:56.3pt;font-size:12.0pt"><i>HISTORICAL NOTE: The political cost of committing European </i></p> +<p style="top:416.1pt;left:56.3pt;font-size:12.0pt"><i>units to the New World was greater before general war was </i></p> +<p style="top:431.1pt;left:56.3pt;font-size:12.0pt"><i>underway. </i></p> +<p style="top:455.1pt;left:56.3pt;font-size:12.0pt"><b>14.4</b> Either the sieging or besieged side may play event #6, Sur-</p> +<p style="top:471.9pt;left:56.3pt;font-size:12.0pt">render! (requirements and effects are the same). </p> +<p style="top:494.1pt;left:56.3pt;font-size:12.0pt"><i>HISTORICAL NOTE: A local commander might grant an enemy </i></p> +<p style="top:509.1pt;left:56.3pt;font-size:12.0pt"><i>more generous terms than distant superiors desired.</i></p> +<p style="top:533.1pt;left:56.3pt;font-size:12.0pt"><b>14.5</b> Either side may play event #66, Acadians Expelled (the </p> +<p style="top:548.1pt;left:56.3pt;font-size:12.0pt">effects are the same). </p> +<p style="top:572.1pt;left:56.3pt;font-size:12.0pt"><i>HISTORICAL NOTE: Pro-French guerrilla activity in Acadia </i></p> +<p style="top:587.1pt;left:56.3pt;font-size:12.0pt"><i>helped inspire British deportation of the French-speaking </i></p> +<p style="top:602.1pt;left:56.3pt;font-size:12.0pt"><i>populace. </i></p> +<p style="top:626.1pt;left:56.3pt;font-size:12.0pt"><b>14.6</b> Each turn after 1756, immediately after dealing and ex-</p> +<p style="top:641.1pt;left:56.3pt;font-size:12.0pt">amining cards, the British player may randomly discard a card </p> +<p style="top:262.4pt;left:410.0pt;font-size:19.3pt"><b>Credits</b></p> +<p style="top:286.1pt;left:410.0pt;font-size:12.0pt"><i>Designer: </i><b>Volko Ruhnke</b></p> +<p style="top:310.1pt;left:410.0pt;font-size:12.0pt"><i>Developer: </i><b>Rob Winslow</b></p> +<p style="top:334.1pt;left:410.0pt;font-size:12.0pt"><i>Art Director: </i><b>Rodger B. MacGowan</b></p> +<p style="top:358.1pt;left:410.0pt;font-size:12.0pt"><i>Map, Card and Counter Artist: </i><b>Mark Simonitch</b></p> +<p style="top:382.1pt;left:410.0pt;font-size:12.0pt"><i>1st Edition Project Editor: </i><b>Stuart K. Tucker</b></p> +<p style="top:406.1pt;left:410.0pt;font-size:12.0pt"><i>Layout: </i><b>Mark Simonitch</b></p> +<p style="top:430.1pt;left:410.0pt;font-size:12.0pt"><i>Box Cover Artist: </i><b>Rodger B. MacGowan</b></p> +<p style="top:454.1pt;left:410.0pt;font-size:12.0pt"><i>Playtesters: </i><b>Steven Bucey, Ananda Gupta, Chris Hall, </b></p> +<p style="top:469.1pt;left:427.5pt;font-size:12.0pt"><b>Ric Manns, John Nebauer, Mark Novara </b>and<b> Jim </b></p> +<p style="top:484.1pt;left:427.5pt;font-size:12.0pt"><b>Watkins</b></p> +<p style="top:508.1pt;left:410.0pt;font-size:12.0pt"><i>Production Coordination: </i> <b>Tony Curtis</b></p> +<p style="top:532.1pt;left:410.0pt;font-size:12.0pt"><i>Producers: </i>Tony Curtis, Rodger MacGowan, Andy Lewis, </p> +<p style="top:548.6pt;left:411.3pt;font-size:12.0pt">Gene Billingsley and Mark Simonitch</p> +<p style="top:572.6pt;left:411.3pt;font-size:12.0pt">Special thanks go to John Foley for his assistance with the </p> +<p style="top:587.6pt;left:411.3pt;font-size:12.0pt">examples of play. Finally, thanks are due to all the others, </p> +<p style="top:602.6pt;left:411.3pt;font-size:12.0pt">too numerous to list, who sat down with Volko or Rob to </p> +<p style="top:617.6pt;left:411.3pt;font-size:12.0pt">test the game during development.</p> +<p style="top:66.9pt;left:393.8pt;font-size:12.0pt">to add any one British Regulars or Highlanders card in the </p> +<p style="top:81.9pt;left:393.8pt;font-size:12.0pt">discard pile to his hand. If Surrender! is discarded, reshuffle </p> +<p style="top:96.9pt;left:393.8pt;font-size:12.0pt">normally [5.25].</p> +<p style="top:120.9pt;left:393.8pt;font-size:12.0pt"><b>14.7 Alternative Bidding.</b> Each player rolls a die. The one with </p> +<p style="top:135.9pt;left:393.8pt;font-size:12.0pt">the higher roll must bid by stating the VPs he would give up to </p> +<p style="top:150.9pt;left:393.8pt;font-size:12.0pt">play a chosen side. The other player then may either raise the bid </p> +<p style="top:165.9pt;left:393.8pt;font-size:12.0pt">to play that side or accept it to play the other. Alternate until a bid </p> +<p style="top:180.9pt;left:393.8pt;font-size:12.0pt">is accepted. Bids may be any whole number of VPs, including </p> +<p style="top:195.9pt;left:393.8pt;font-size:12.0pt">zero. [Replaces 13.3]</p> +</div> +</body> +</html> |