From ddc19e88de08f3d604b630559dd041c989b2353e Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Tue, 6 Jul 2021 18:01:07 +0200 Subject: Import Wilderness War assets. --- info/rulebook.html | 1469 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1469 insertions(+) create mode 100644 info/rulebook.html (limited to 'info/rulebook.html') 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 @@ + + + +Wilderness War - Rulebook + + + + +
+

© 2010 GMT Games, LLC

+

1.0 Introduction

+

2.0 The Game Map

+

3.0 The Playing Pieces

+

3.1 Units

+

3.2 Leaders

+

3.3 Markers

+

4.0 Sequence of Play

+

5.0 Strategy Cards

+

5.1 General

+

5.2 Card Deck

+

5.3 Activation

+

5.4 Construction

+

5.5 Events

+

6.0 Movement

+

6.1 General

+

6.2 Land Movement

+

6.3 Boat Movement

+

6.4 Naval Movement

+

6.5 Moving Into Enemy-Occupied Spaces

+

6.6 Infiltration

+

6.7 Interception

+

6.8 Avoid Battle

+

7.0 Battles

+

7.1 General

+

7.2 Resolving Battles

+

7.3 Militia

+

7.4 Events Influencing the Combat

+

7.5 DRMs & Column Shifts

+

7.6 Step Losses

+

7.7 Leader Losses

+

7.8 Winner/Loser

+

7.9 Retreat

+

8.0 Forts, Fortresses and Sieges

+

8.1 Battles Outside Forts or Fortresses

+

8.2 Sieges

+

9.0 Assaults

+

9.1 General

+

9.2 Winner/Loser

+

10.0 Raids

+

10.1 Targets

+

10.2 Militia Deployment Against Raids

+

10.3 Resolving a Raid

+

10.4 Going Home

+

11.0 Attrition

+

11.1 Who Suffers Attrition

+

11.2 Attrition Losses

+

12.0 Supply

+

12.1 General

+

12.2 The Supply Line

+

12.3 Out-of-Supply Effects

+

13.0 Victory

+

13.1 How to Win

+

13.2 Victory Points

+

13.3 Bidding

+

14.0 Optional Rules

+

Credits

+

Wilderness War

+

TABLE OF CONTENTS

+

Strategic Game of the French & Indian War

+

Designed by Volko Ruhnke

+

3rd Edition

+

R U L E B O O K

+

©2006 Rodger B. MacGowan

+
+
+

Wilderness War

+



+

© 2010 GMT Games, LLC

+

1.0 INTRODUCTION

+

WILDERNESS WAR is a two-player game based on the French

+

and Indian War—the climactic struggle between Britain and

+

France for control of North America. One player is the British

+

and the other is the French.

+

3RD EDITION RULES: This rulebook folds the “Advanced

+

Rules” of previous editions into its main body and includes Op-

+

tional Rules previously available only on line. Other minor edits

+

and clarifications made for the 2nd or 3rd editions are indicated

+

with a ~ symbol. No other rules have been changed.

+

WILDERNESS WAR includes:

+

• One 22” x 34” mounted map

+

• Two counter sheets

+

• 24 leader stands

+

• Two player reference cards

+

• 70 strategy cards

+

• Two six-sided dice

+

• One playbook

+

• This rulebook

+

If there are any components damaged or missing, please contact

+

us at:

+

GMT Games

+

P.O. Box 1308

+

Hanford, CA 93232-1308

+

If you have any questions about the rules, we’ll be glad to answer

+

them if you send them to the address above with a self-addressed,

+

stamped envelope. For faster response, we’re on the Internet at

+

www.gmtgames.com and on WILDERNESS WAR discussion

+

forums at www.consimworld.com and www.boardgamegeek.

+

com—or send email to rwinslow@gmtgames.com or vruhnke@

+

gmtgames.com.

+

2.0 THE GAME MAP

+

Cultivated Spaces and Departments: All cultivated spaces,

+

except the holding boxes of Louisbourg and Halifax, are in

+

one of three Departments. The spaces within the St. Lawrence

+

Department, plus Louisbourg, are “originally controlled” by

+

and “originally friendly” to the French. The spaces within the

+

Northern and Southern Departments, plus Halifax, are “originally

+

controlled” by and “originally friendly” to the British. A space

+

that is “originally friendly” to one side is “originally enemy” to

+

the other.

+

Fortifications: “Fortifications” include fortresses, completed

+

forts and stockades. Fortresses are marked on the map and cannot

+

be built or destroyed; forts and stockades have markers. Forts

+

under construction (pickaxe counters) do not count as fortifica-

+

tions until completed.

+

Fortresses: Friendly control of a fortress (or fortress/port) space

+

requires that it be unbesieged, free of enemy units, and—if origi-

+

nally enemy-occupied by at least one friendly unit or “Amphib”

+

marker.

+

HISTORICAL NOTE: Hostile population centers had to be

+

garrisoned.

+

Settlements: Indian settlement spaces are marked with colored

+

borders that correspond to Indian unit counters and Event card

+

symbols. There is one settlement for each tribe except the

+

Cherokee, whose settlement is off the map.

+

Connections: Spaces are connected by either water (river or lake

+

shore) or land-only connections. Either connection can be used

+

to move from space to space, retreat, and so on.

+

Important: Water connections are assumed to have land

+

connections as well and can be used for either land or boat

+

movement.

+

Arrows: The arrows leaving Halifax and Louisbourg are for

+

British Amphibious Landings only. All four arrows leaving Pays

+

d’en Haut (the upper Great Lakes) can be used for either land or

+

boat movement, but only in the direction marked. Spaces with

+

arrows between them are NOT “adjacent” for retreat or any

+

purpose not listed here.

+

Holding Boxes: Most leaders have holding boxes, where units

+

and other leaders stacked in the same space may be placed for

+

ease of play.

+

Stacking: The only stacking limit is that no more than four units

+

may be INSIDE a fort when an enemy enters a space with a fort.

+

Stacking affects various game aspects such as Attrition, Small

+

Pox, and whether a Battle results in a victory point award. Players

+

may always inspect the contents of enemy unit stacks.

+

3.0 THE PLAYING PIECES

+

3.1 Units

+

There are three main types—Drilled Troops, Auxiliaries, and

+

Militia—each with special abilities and restrictions. In general,

+

Drilled Troops (square counters) are best in concentrated opera-

+

tions against fortifications. Militia (also square) defend cultivated

+

areas (the square spaces on the map). Auxiliaries (round counters)

+

are best in dispersed operations in the wilderness (the round

+

spaces on the map).

+

Units are rated for combat strength and movement. All units

+

have two steps—full strength on the front, reduced strength on

+

the back (boxed in white).

+

Full Strength

+

Reduced Strength

+

Strength

+

Reduced Strength

+

+

+

Movement Allowance

+

Unit Type (shape: square = drilled troops)

+

Unit I.D.

+
+
+

Game of the French & Indian War

+



+

© 2010 GMT Games, LLC

+

3.11 Drilled Troops include:

+

Regulars—Professionally trained infantry, mostly

+

from Europe, accompanied by artillery, engineers,

+

and so forth (all 4-4 and 3-4 units plus the French

+

1-4 Marine Detachments).

+

Provincials—Regiments raised by British colonies

+

in emulation of European Regulars.

+

Light Infantry—Professionally trained British

+

troops selected, equipped, and conditioned for

+

flanking and advance guard duty. They emphasize

+

marksmanship and use of terrain but commonly

+

operate as an extension of an European army

+

rather than in the more independent style of North American

+

irregulars.

+

3.12 Militias include:

+

British Colonial and French Canadian Mili-

+

tia—Local inhabitants organized temporarily for

+

frontier or territorial defence and given minimal

+

training and equipment.

+

3.13 Auxiliaries include:

+

Indians—North American Indian warriors al-

+

lied to the European combatants for their tribe’s

+

strategic advantage, out of personal loyalty or

+

antagonism, or for plunder. They excelled at wil-

+

derness fighting, but were hesitant to participate

+

in prolonged campaigns.

+

Coureurs des bois—”Runners of the Woods,”

+

French irregulars recruited from trappers and

+

other French Canadian frontiersmen, and adept

+

at Indian-style wilderness fighting.

+

Rangers—The British equivalent of Coureurs

+

des bois, recruited most famously by Robert

+

Rogers of New Hampshire.

+

3.2 Leaders

+

Leaders are used to command units. Leaders are rated for:

+

• Initiative—how easy it is to Activate them (1 = easiest).

+

• Command—how many units they can command for move-

+

ment (the force activation limit). This rating also serves to

+

denote rank—subordinate leaders must have the same or lower

+

Command rating as the leader to which they are subordinate

+

[5.3.4].

+

• Tactics—their talent for combat, siege, and raiding.

+

~ PLAY NOTE: This edition of the game includes

+

both stand-up and square pieces for each leader.

+

We recommend using the stand-up pieces for com-

+

manders of forces [5.34] and the square pieces for

+

subordinates or leaders without units.

+

3.3 Markers

+

Markers are included for fortifications, Indian alliances, raided

+

spaces, game record tracks, and the effects of various Events.

+

Their use is explained in the applicable rules or on Event

+

cards.

+

4.0 SEQUENCE OF PLAY

+

See the scenarios in the PLAYBOOK for game length and setup

+

information. WILDERNESS WAR is played in a series of hands of

+

cards, each of which constitutes a season. Two hands (represent-

+

ing an “Early Season” and a “Late Season”) plus some year-end

+

activity constitute a year. Play follows this order:

+

A. Early Season

+

A.1 Deal Cards. Deal each player cards as specified in the sce-

+

nario set up. Events during the game can change the number of

+

cards players receive.

+

A.2 Action Phases. Beginning with the French, players alternate

+

taking Action Phases. Each Action Phase consists of playing a

+

card to activate leaders and units, build fortifications, or intro-

+

duce an Event. Continue until both players have played all their

+

cards.

+

Commands Iroquois/Mohawk for free

+

British Commander-in-Chief Band

+

+

(maximum of 2 on map)

+

Scenario Limit

+

British

+

French

+

Initiative

+

Command

+

+

Tactics

+

Optional

+

square leader

+
+
+

Wilderness War

+



+

© 2010 GMT Games, LLC

+

Exception: When a player has one card left, he may announce that

+

he will pass and hold his card. The held card, if applicable, may

+

be played as an Event during an enemy Action Phase [5.5.6] or

+

held until the following season. If held until the following season,

+

the player must play ALL his cards that season. (Place a “Card

+

Held” marker on the Year track as a reminder.) ~ A player’s held

+

card counts against next turn’s hand size.

+

If a player has expended all his cards—or held his last card—

+

while his opponent has two or more remaining, the opponent

+

plays his cards one after another until finished.

+

B. Late Season

+

B.1 Deal Cards. Same as Early Season.

+

B.2 Action Phases. Same as Early Season.

+

B.3 Indians & Leaders Go Home. Any Indian units NOT in

+

friendly fortification spaces Go Home [10.4]. Also, any leaders

+

in wilderness or mountain without troops or fortifications are

+

placed in the nearest friendly fortification.

+

B.4 Remove Raided Markers. Award half a victory point for

+

each “Raided” marker on the map to the side that placed it,

+

rounding totals up [10.3.1 and 13.2.2], then remove all Raided

+

markers from the map.

+

B.5 Winter Attrition. Units in stacks meeting certain conditions

+

lose steps [11.0].

+

B.6 Victory Check. Check to see if the game has ended because

+

victory conditions were met [13.1] or the last year of the scenario

+

has been played. Otherwise, begin another year.

+

5.0 STRATEGY CARDS

+

5.1 General

+

The cards are the “engine” that drives a game of WILDERNESS

+

WAR. The players initiate movement, combat, construction, and

+

a variety of special events through the play of cards.

+

5.11 All cards are usable by both players for activation of leaders

+

and units or for construction.

+

5.12 Red symbol cards are usable as Events only by the British,

+

while blue cards are Events used by the French. A card with a red

+

and blue symbol is usable as an Event by either player.

+

5.13 Events with brown backgrounds around their name are play-

+

able as response cards during the middle of an Action Phase.

+

5.2 Card Deck

+

5.21 Both players are dealt cards from a single, facedown draw

+

pile. The scenario instructions state how many cards players

+

receive.

+

5.22 As cards are played, they are placed into a faceup discard

+

pile. Certain Events allow a player to draw a card from the discard

+

pile into his hand.

+

5.23 If a card which says “REMOVE” is played AS AN EVENT

+

(only), it is removed from the game rather than added to the

+

discard pile.

+

5.24 Players may inspect the number of cards left in the draw

+

pile, the number of cards in players’ hands, and which cards have

+

been discarded or removed from play.

+

5.25 If the draw pile runs out when more

+

cards are needed for the deal, or at the end of

+

any season in which the Surrender! card has

+

been played—whether or not for the Event

+

(and even if a player was forced to discard

+

it)—then reshuffle the discard pile and any

+

remaining undealt cards together.

+

PLAY NOTE: Upon playing the Surrender! card, place it face

+

up on the draw pile to serve as a reminder that the deck needs

+

to be reshuffled.

+

~ CLARIFICATION: If Surrender! hasn’t been played,

+

and there aren’t enough cards in the Draw Pile to refresh both

+

player’s hands, deal out the remaining cards in the Draw pile.

+

Then reshuffle the Discard Pile and deal enough cards to fill

+

both hands.

+

5.26 Card Options. During each Action Phase, the active player

+

plays a card and chooses one use—EITHER “activating” lead-

+

ers and/or units [5.3], OR carrying out construction of forts or

+

stockades [5.4], OR causing the card’s Event to occur [5.5].

+

Activation Value (#)

+

of Card

+

Event Color Symbol

+

This card has a red and blue

+

symbol and is usable as an

+

Event by either player.

+

Response Card

+

Brown Coloring

+

Event Text

+
+
+

Game of the French & Indian War

+



+

© 2010 GMT Games, LLC

+

5.3 Activation

+

5.31 Either side can use any card (regardless of colored symbol)

+

to activate leaders or units. Only activated leaders or units may

+

move, initiate combat, carry out sieges, or Raid. An individual

+

unit or leader may only be activated once per Action Phase.

+

5.32 Each card can be used to activate:

+

• Individual Auxiliary units and/or leaders moving alone totaling

+

up to the card’s number value. Indian units each count as only

+

HALF a unit toward this total, OR

+

• One Drilled Troops unit, regardless of the card’s number value,

+

OR

+

• One force [5.3.4] under a leader with an Initiative rating equal

+

to or lower than the number value of the card.

+

EXAMPLES: The French player could use a 3-value card to

+

activate two Indian units plus one Coureurs unit plus any one

+

leader moving alone. A force led by a “1” leader could be acti-

+

vated with any value card. A force led by a “2” leader may only

+

be activated with a “2” or “3” card; and by a “3” leader only

+

activates with a “3” card.

+

5.33 Activating Individually. Units and leaders activating alone

+

can be anywhere on the map. When several units are activated

+

individually, the player designates all that will be activated (we

+

suggest tilting the counters), then the player completes the move-

+

ment, combat, and Raiding for each before beginning with the

+

next. Movement order need not be predesignated.

+

5.34 Activating a Force. A leader may “command” (activate as

+

a force to move together) units stacked with him up to his Com-

+

mand rating, PLUS any subordinate leaders, ALONG WITH

+

units up to the Command ratings of each of those subordinate

+

leaders. Any leader in a space may be chosen to command, but

+

only leaders with the same or lower Command rating may be

+

subordinate.

+

Definition: A “force” is any group of units and leaders subor-

+

dinate to a particular leader (a leader MUST be present). Force

+

activation limits must be observed for Movement [6.0], Intercept

+

[6.7], and Avoid Battle [6.8]. ~ Such limits do not affect Battles

+

[7.0], Sieges [8.2], Assaults [9.0] or Raids [10.0].

+

EXAMPLE: A force under Murray (1-5-0) that includes Webb (3-

+

5-0) and Bradstreet (1-4-1) as subordinates could move with up

+

to 14 units, all activated together with either a 1, 2 or 3 card.

+

PLAY NOTE: The Campaign event activates two leaders and their

+

forces, if any (the leaders do not need to have units to activate).

+

5.35 Co-Existence. Commanding and subordinate leaders and

+

their force composition need only be defined for the duration of

+

an activation, or at the instant of defending in a Battle, Avoiding

+

Battle [6.8], Intercepting [6.7], and so on. Otherwise, numerous

+

leaders and units can coexist in a space without defining subor-

+

dinates or forces.

+

5.36 Sequence of Actions. Each active force or individually-

+

activated unit or leader conducts any of the following actions

+

that apply in the following order:

+

• Movement [6.0]

+

• Battle [7.0]

+

• Raid [10.0]

+

Alternatively, an activated force that does not move may Siege

+

[8.2] and/or Assault [9.0] a fort or fortress.

+

~ Important: A unit or leader may not be activated if it previ-

+

ously participated in combat (per 8.251) or assault (per 9.12) in

+

the current Action Phase.

+

5.4 Construction

+

A player may play any card to build EITHER stockades OR

+

forts (not both).

+

Exception: A player may NOT carry out construction with two

+

card plays in a row, even after beginning a new season.

+

5.41 Stockades. Place stockade markers (one per

+

space) totaling up to the number value of the card.

+

Stockades may be placed in any spaces occupied by

+

friendly supplied [12.0] Drilled Troops units, or in

+

any cultivated spaces that were originally friendly to the placing

+

player (no friendly units need be present). They may not be placed

+

in spaces containing enemy units or fortifications.

+

5.42 Forts. Construct forts in spaces occupied by

+

friendly supplied [12.0] Drilled Troops units. Forts

+

Under Construction counters (pickaxe symbol) may

+

be placed, and previously-placed Pickaxes may be

+

flipped to their completed side, up to the value of the card be-

+

ing used.

+

EXAMPLE: A player could use a 3-value card to flip one Fort

+

Under Construction marker to become a completed fort and to

+

place two new Pickaxe markers on other spaces. He could NOT

+

place both stockade and fort markers with the same card, nor

+

could he use a 2 or 3 card to place a Fort Under Construction

+

marker and complete it in the same Action Phase.

+

5.43 One Per Space. No space may have more than a single

+

completed fortification. Construction may not occur in a siege

+

space. Stockades and forts may not be built in fortress spaces.

+

Stockades may not be built in spaces with completed forts. If a

+

fort is completed in a space with a stockade, remove the stockade.

+

Fortresses may never be built or removed.

+

5.44 Forts Under Construction. These provide no

+

benefits to the owner, nor any hindrance nor Victory

+

Points to the enemy—in effect, they do not exist

+

until completed.

+

5.45 Enemy Destruction/Capture. A stockade is Destroyed

+

(removed) if enemy Drilled Troops units win a Battle in the

+

space. The stockade is Captured intact (flipped over to the new

+

owning side) if enemy Drilled Troops units enter an otherwise

+

unoccupied stockade space. In either case award 1 VP. A Fort

+

Under Construction is removed whenever a space is solely oc-

+

cupied by enemy Drilled Troops units. See Sieges [8.2] for how

+
+
+

Wilderness War

+



+

© 2010 GMT Games, LLC

+

fortresses and completed forts are captured. Stockades also can

+

be destroyed in Raids [10.31].

+

5.46 Demolition. At any time during his OWN Action Phase and

+

at no activation cost, a player may demolish (remove) any of his

+

own UNBESIEGED forts or stockades anywhere on the map.

+

Stockades and Forts Under Construction may be demolished

+

without VP penalty, but demolishing a fort costs 1 VP.

+

5.5 Events

+

5.51 If a card is played as an Event, follow the instructions on

+

the card. Markers are provided for use on the Year track as ap-

+

propriate reminders of the effects of the following Events:

+

• Diplomatic Revolution

+

• William Pitt

+

• Louisbourg Squadrons/No Amphib

+

• Louisbourg Squadrons/No French Naval

+

• Quiberon

+

• British/French Blockhouses

+

• Cherokees/Cherokee Uprising

+

5.52 Reinforcements and Replacements. When an Event calls

+

for the placement of units, they must come from counters which

+

are not currently in play. The counters provided in the game are

+

a limit on the entry of units.

+

PLAY NOTE: Due to the nature of the reinforcement Events and

+

the counter mix, eliminated Regulars and Coureurs units are

+

removed permanently from the game, while Provincials, Light

+

Infantry, Militia, Indians and Rangers units may re-enter the

+

game by play of the appropriate card.

+

5.521 Units always enter at full strength.

+

5.522 Units may NEVER enter the game at a space occupied by

+

enemy units or fortifications, including besieged spaces [8.2]. If

+

no suitable entry space is available when an Event is played, the

+

reinforcements are not received.

+

5.523 Certain Events allow reduced-strength units to be restored

+

(flipped back) to their full-strength sides. Units may NOT be

+

restored from reduced strength to full strength while Besieged

+

[8.22] or if they are Out-of-Supply Drilled Troops [12.3].

+

5.53 Indian Alliances. Cards 23 through

+

30 may be played as Events to secure

+

Indian allies, either entering them as

+

new units or restoring reduced units

+

already on the map.

+

5.531 Indian unit counters, settlements

+

on the map, and related Event cards are

+

color-coded for ease of play:

+

• Northern Indians (pro-French, blue

+

stripe): Abenaki, Algonquin, Caugh-

+

nawaga and Mississauga.

+

• Western Indians (pro-French, orange stripe): Delaware,

+

Mingo and Shawnee.

+

• Pays d’en Haut Indians (pro-French, half orange and half

+

blue stripe): Huron, Ojibwa, Ottawa and Potawatomi. These

+

can be placed with either the Northern or Western Alliance

+

Events.

+

• Iroquois (neutral, gray stripes): Seneca, Cayuga, Onondaga,

+

Tuscarora and Oneida.

+

• Mohawks (pro-British, red stripes).

+

• Cherokee (pro-British, green stripes).

+

5.532 Players should mark settle-

+

ments with Allied markers while the

+

corresponding Indian units are on the

+

map, as reminders of where units are to

+

“Go Home” and of allied settlements’

+

vulnerability to enemy Raids. If all Indian units from a settlement

+

are eliminated, immediately remove the Allied marker—that

+

settlement is no longer a Raid target.

+

PLAY NOTE: This means that if a would-be Raider eliminates

+

the last step of Indians from a wilderness settlement in a Battle

+

at that settlement, no Raid occurs.

+

Important: Settlements—allied or not—are no hindrance to

+

enemy movement.

+

5.533 The game has (gray) counters to represent Iroquois tribes

+

allied to either the French or the British. An Iroquois unit may

+

not be entered if the corresponding enemy Iroquois counter of

+

the same name is already on the map.

+

5.534 The only British leader who can command Mohawk or

+

Iroquois units is Johnson, and he commands any number of

+

them for free (they do not count against his command rating).

+

French leaders command Indians normally and British leaders

+

command Cherokee normally. (Any Indians may be activated

+

individually.)

+

EXAMPLE: Johnson (1-3-1) could command a force of three

+

Regulars units (his Command rating), both Mohawk units and

+

all five British Iroquois units.

+

HISTORICAL NOTE: William Johnson, Superintendent of

+

Northern Indian Affairs and “Colonel of the Six Nations,” was

+

Britain’s principal diplomatic link to the Iroquois, especially

+

the Mohawk.

+
+
+

Game of the French & Indian War

+



+

© 2010 GMT Games, LLC

+

5.54 British Colonial Politics. The

+

Colonial Politics event moves the

+

position of the marker on the Provincial

+

Assemblies Track—which restricts the

+

number of British Provincial units that

+

may be in play, by Department. When

+

the French play Colonial Politics, the

+

British player must immediately select

+

Provincial units in excess of the limits

+

stated on the Provincial Assemblies

+

Track and eliminate them.

+

Exception: In the unlikely occurrence that more than the allowed

+

number of Provincial units are besieged [8.2], they are exempt

+

from this restriction until the next French play of Colonial

+

Politics.

+

5.55 British Leader Reinforcements: When a British Event calls

+

for leader placement, the British player draws the appropriate

+

number of leaders randomly from a pool, then chooses where

+

they enter. The British may NOT have more than two leaders

+

with Command ratings of “7” in play. Whenever a third is chosen

+

from the pool, the British player must immediately choose and

+

remove from the game one of the other two already on the map.

+

If both on-map “7” leaders are besieged, return the third to the

+

pool (without substitution).

+

HISTORICAL NOTE: The British suffered command disruptions

+

until a satisfactory commander-in-chief for North America was

+

found.

+

5.56 Response Events. Events with a BROWN background

+

around the name (only) may be played during friendly or enemy

+

movement or other unit activity. Their play does not replace the

+

normal card play during the Action Phase.

+

EXAMPLE: An active player could play the Surrender! event im-

+

mediately upon fulfilling the requirements for making a siege roll,

+

thereby removing the need for a successful Siege and Assault.

+

6.0 MOVEMENT

+

6.1 General

+

Active forces, individual units, or individual leaders move in

+

one of three ways, which may not be combined during the same

+

activation:

+

• Land movement is along any land (brown) or river/lake (blue)

+

connections.

+

• Boat movement is faster, but is mostly restricted to river/lake

+

connections.

+

• Naval movement is from port to port.

+

A force may NOT “pick up” additional units or leaders as it

+

moves, but MAY drop off subordinate units or leaders, which

+

move no further that Action Phase.

+

6.2 Land Movement

+

Land movement is conducted by entering adjacent spaces up to

+

the movement allowance of the moving unit/force, along any

+

combination of land AND/OR river/lake connections.

+

• Drilled Troops that pass through a wilderness space stop in

+

the NEXT space—UNLESS moving with Auxiliaries.

+

• Auxiliaries that pass through an enemy cultivated space stop

+

in the NEXT space—UNLESS moving with Drilled Troops.

+

• All units/leaders must stop upon entering a mountain space.

+

Exception: Spaces that have friendly fortifications do not count

+

for the above three restrictions. For example, a Regulars unit

+

may pass through four wilderness and mountain spaces if each

+

space has a friendly stockade or fort.

+

HISTORICAL NOTE: Auxiliaries help Drilled Troops find their

+

way in the wilderness. Auxiliaries without Drilled Troops move

+

more cautiously amidst hostile populations.

+

6.21 Leaders moving alone have a movement allowance of 6.

+

6.22 A force moves at the rate of its slowest unit. If slower units

+

are dropped off, faster units may continue moving up to their

+

higher movement rate.

+

PLAY NOTE: French play of a Foul Weather event precedes any

+

British play of George Croghan.

+

6.3 Boat Movement

+

Boat Movement is conducted by moving up to nine spaces (re-

+

gardless of terrain) using only river/lake connections.

+

Exception: A force or unit moving by boat may pass over ONE

+

land connection during its activation if each end is either an

+

originally-friendly cultivated space or a friendly fortification

+

(even if besieged, though the force or unit would have to stop

+

upon entering it).

+

HISTORICAL NOTE: Much of the movement of men and supplies

+

in the war was via bateau (a flat-bottomed boat holding 20 men)

+

or canoe. At several stretches between bodies of water, goods

+

and often the boats themselves had to be hauled along portage

+

roads or paths—called “carrying places” or “carries”—such as

+

the 14-mile carry between the Hudson River and Lake George,

+

which by 1757 was protected by British forts at either end.

+

6.4 Naval Movement

+

Naval Movement is conducted by moving directly from one

+

friendly-controlled port to another. The French may naval move

+

only between Québec and Louisbourg.

+

6.41 A FORCE may only naval move if activated with a 3-value

+

card. (All 3-value cards are marked with an anchor to show that

+

they enable an entire force to naval move.)

+

6.42 Units or leaders activated INDIVIDUALLY may naval

+

move with any card.

+
+
+

Wilderness War

+



+

© 2010 GMT Games, LLC

+

6.43 British Amphibious Landings.

+

The British may use a special kind of

+

naval movement only along the “Am-

+

phibious” arrows on the map.

+

6.431 To make an Amphibious move,

+

in addition to the card used to activate

+

movement, the British player must play

+

an Amphibious Landing card (which has

+

an Event name on a brown background).

+

The British must control the port of

+

departure, but not the destination space. Place an

+

“Amphib” marker in the destination space. If that

+

space ever becomes solely occupied by French

+

units that include Drilled Troops ~ or an unbesieged

+

French fortification, remove the Amphib marker.

+

PLAY NOTE: Thus, the Amphibious arrows mean that the British

+

can launch Amphibious Landings from Halifax (only) against

+

Louisbourg, or from Louisbourg (once the fortress is captured)

+

to Baie-St-Paul, Île d’Orléans or Rivière-Ouelle. The arrows do

+

not affect normal naval movement.

+

Important: If the French player wishes to block a British naval

+

movement with a Foul Weather event, he plays it AFTER the

+

British player plays a card for activation but BEFORE play of

+

Amphibious Landing.

+

6.432 An “Amphib” marker has the following effects:

+

• It allows normal British naval movement (not Amphibious

+

Landings) between the Amphib space and any British-con-

+

trolled port—even if a Siege is underway in the Amphib

+

space.

+

• It maintains British control of Louisbourg (no British unit need

+

be present).

+

• It allows British retreat from the Amphib space directly to any

+

British-controlled port.

+

• It allows British placement of reinforcements as if the space

+

were a port.

+

~ Clarification: Reinforcements CANNOT be placed on an

+

Amphib Marker in a besieged space [8.22].

+

~ It allows British Avoid Battle from the Amphib space di-

+

rectly to any British controlled port, not just an adjacent space

+

[6.811].

+

6.5 Moving Into Enemy-Occupied Spaces

+

6.51 A unit or force using any kind of movement to enter a space

+

occupied by unbesieged enemy units or fortifications must stop

+

and take the appropriate action as listed below:

+

• If the space has enemy units, the moving unit or force must at-

+

tack (the enemy units defend). Attackers may continue moving

+

after an Overrun Battle [7.82], or if all defenders Avoid Battle

+

[6.82].

+

• If the space has an enemy fort or fortress while no

+

enemy units defend outside [8.1], place a “Siege

+

0” marker on the fortification.

+

• If the space has an unoccupied enemy stockade and the moving

+

unit or force includes Drilled Troops, the stockade is captured

+

intact (flip the stockade marker, award 1 VP).

+

• If the space has an unoccupied enemy stockade and the moving

+

unit or force includes Auxiliaries without Drilled Troops, then

+

the Auxiliaries must Raid [10.0].

+

6.52 Only a unit or force that includes Drilled Troops may enter

+

an unbesieged enemy fort or fortress space.

+

6.53 Leaders moving alone cannot enter an enemy-occupied

+

space. If a leader is ever without friendly units or fortifications

+

in an enemy-occupied space, he must retreat or be eliminated

+

[7.92].

+

6.54 Leaders alone, Forts Under Construction, and settlements

+

are no hindrance to movement.

+

6.6 Infiltration

+

~ A lone Auxiliary unit (either activated individually or com-

+

manded by a leader and moving without any other units) may

+

move by land or boat THROUGH one or more spaces occupied

+

by enemy units or unbesieged enemy fortifications.

+

PLAY NOTE: Infiltration is the only way that Auxiliaries mov-

+

ing without Drilled Troops may enter unbesieged enemy fort or

+

fortress spaces.

+

Example: Virginia units are in Woodstock and Augusta, and

+

a Shawnee unit is in Allegheny South. The Shawnee moves

+

into Woodstock, attempting to Infiltrate to Culpeper. The

+

Virginia unit in Woodstock attempts to Intercept the Shawnee

+

in Woodstock and fails on a roll of 2. The Shawnee enters

+

Culpeper, where the Virginia unit in Augusta may attempt

+

Interception, but the unit in Woodstock may not because the

+

Shawnee is moving from the Woodstock space.

+
+
+

Game of the French & Indian War

+



+

© 2010 GMT Games, LLC

+

~ 6.61 A unit that attempts to Infiltrate must have sufficient

+

movement allowance (or remainder of the nine spaces by boat),

+

assuming successful Infiltration, to reach a space that it may enter

+

without using Infiltration.

+

6.62 Regardless of terrain and unit types, an Infiltrating unit is

+

subject to Interception [6.7] by enemy units within the same

+

space.

+

6.63 An Infiltrating unit (along with any accompanying leaders)

+

is eliminated if it is forced back (either by retreat from Battle or

+

by the Lake Schooner event) into an enemy-occupied space.

+

6.64 An Infiltrating unit may end its movement or keep moving

+

(and may conduct additional Infiltrations). If it ends movement

+

in an enemy-occupied space, it causes a battle [6.51].

+

6.7 Interception

+

6.71 General. Units may attempt to Intercept enemy units that are

+

using land, boat, or naval movement (not Retreating, Intercepting,

+

or Avoiding Battle) to enter spaces adjacent to them. Units being

+

Infiltrated also may try to Intercept within their space. For each

+

Interception attempt, first designate which leaders and units will

+

make the attempt. Then roll one die and add the Tactics rating

+

of the Intercepting commander, if any, to the roll. Interception

+

succeeds on a modified die roll of 4 or higher.

+

~ If successful, place the Intercepting force or unit into the

+

space with the Intercepted enemy—who must immediately

+

attack in a Battle (i.e., the activated, moving unit or force

+

will be the attacker, the Intercepting unit or force will be the

+

defender.) All defenders not inside a fort or fortress must

+

participate [7.1].

+

• If the Interception attempt fails, the moving units may continue

+

normally.

+

6.711 If units Intercept into a space where their side has an unoc-

+

cupied stockade, the stockade is not captured but remains in place

+

and benefits them in the ensuing Battle [an exception to 6.51].

+

6.712 If an Auxiliary unit is Intercepted while attempting to In-

+

filtrate an enemy fort or fortess space, it attacks the Intercepting

+

units in a normal Battle outside the fortification, but the Infiltrator

+

(only) must retreat—regardless who wins.

+

~ Clarification: First, attempt Interception. Then, units that

+

started in the fort/fortress space may retreat inside (Intercepting

+

units must fight).

+

6.72 Who May Interecept. For each space a moving enemy

+

force or unit enters, you may attempt Interception with any ONE

+

unbesieged force or individual unit that is adjacent or in the same

+

space. Leaders may not Intercept alone. An intercepting force

+

need not include all units in a space, and it may not exceed the

+

force activation limits of the commanding leader and any sub-

+

ordinate leaders [5.34].

+

6.721 A lone Auxiliary unit (with or without leaders) entering

+

a wilderness or mountain space may be Intercepted ONLY by a

+

lone enemy Auxiliary unit (with or without leaders).

+

Exception: This restriction does NOT apply to Interception

+

against Infiltrators within the same space [6.62].

+

6.722 Units entering a space already occupied by their side’s

+

unbesieged units (not leaders alone) or fortifications may NOT

+

be Intercepted.

+

6.723 Leaders moving alone can NOT be Intercepted.

+

~ 6.724 Units may not Intercept an enemy leaving their own

+

space.

+

EXAMPLE: If Interception against a unit attempting to Infiltrate

+

[6.62] fails, or if no attempt is made, any Infiltrated units may

+

not attempt Interception against the Infiltrating unit in the next

+

space it enters. If all besieging units leave a space, the formerly

+

besieged units may not Intercept in the first space entered.

+

EXAMPLE: Ossipee and Concord each contain two British

+

Provincial units and Ossipee also contains a Ranger. A French

+

Coureurs unit is in White Mountains North and intends to

+

move to Casco Bay, then Portsmouth, then Gloucester in

+

order to Raid. Only the Rangers can attempt to Intercept the

+

Coureurs in Casco Bay, which is wilderness, succeeding on a

+

roll of 4-6. If they fail and the Coureurs enter Portsmouth—a

+

cultivated space—one (only) of the two Provincials in Con-

+

cord could attempt to Intercept the Coureurs in Portsmouth.

+

If Concord also contained the leader Bradstreet, he and

+

both Provincials could attempt to Intercept into Portsmouth

+

together, succeeding (with a +1 for Bradstreet) on a 3 or

+

higher.

+
+
+

Wilderness War

+

10

+

© 2010 GMT Games, LLC

+

6.8 Avoiding Battle

+

Any ONE unbesieged force or individual unit in a space about

+

to be attacked may attempt instead to Avoid Battle. An Avoid-

+

ing force need not include all units in a space, and it may not

+

exceed the force activation limits of the commanding leader and

+

any subordinate leaders [5.34]. Roll a die and add the Tactics

+

rating of the Avoiding commander, if any. On a modified roll

+

of 4 or higher, the Avoiding force or unit is placed in a single

+

adjacent space.

+

Exception: In wilderness or mountain spaces, an Auxiliary unit

+

or a force whose units include only Auxiliaries may automatically

+

Avoid attackers who have no auxiliaries.

+

6.81 The adjacent space to which the avoiding units move may

+

not be the one from which the attacker entered, nor may it contain

+

unbesieged enemy fortifications or units.

+

~ 6.811 British units in an Amphib space may Avoid Battle di-

+

rectly to any British-controlled port [6.432].

+

6.82 If all defending units successfully Avoid, the active force

+

or unit may continue moving. If the active force/unit again

+

moves into the defenders’ space, they may again attempt to

+

Avoid Battle.

+

Exception: If the space has an enemy fortification, the active units

+

must stop. If it is a fort or fortress, place a “Siege 0” marker. If

+

it is a Stockade, Drilled Troops capture it—flip it and award 1

+

VP—while Auxiliaries without Drilled Troops must Raid.

+

6.83 A force or unit can Avoid out of a fort or fortress space

+

while other units stay inside [8.1]. But if Avoidance fails, the

+

Avoiding group must defend in a Battle while the group inside

+

the fortification remains inside.

+

~ Clarification: Declaration of “inside” or “outside” comes

+

before “Avoid Battle” die roll is made.

+

6.84 Intercepted and Intercepting units are not allowed to Avoid

+

Battle. Intercepting units which fail their Interception attempt

+

also may not Avoid Battle if later attacked during the same

+

enemy move.

+

6.85 A player may not Avoid Battle from a space with some units

+

and attempt to Intercept into it with others (whether successful

+

or not) during the same enemy move—he must chose one or

+

the other.

+

7.0 BATTLES

+

7.1 General

+

A Battle occurs when an active force or unit (“the attackers”)

+

moves into a space containing enemy units (“defenders”). With

+

the exception of units and/or leaders inside a fort or fortress [8.1],

+

Battle in such a space is mandatory and all other units present

+

must participate.

+

Important: “Battles” are distinct from “Assaults,” which are

+

combat between besieging and besieged units [9.0].

+

7.2 Resolving Battles

+

Battles are resolved with the following procedure:

+

A. Determine if any Militia will participate [7.3].

+

B. The attacker and then the defender, if they wish, play one or

+

more Events to influence the combat.

+

C. Each side totals its combat factors to determine their column

+

on the Combat Results Table (CRT), applies die roll modifiers

+

(DRMs) or other modifications [7.5], and rolls a die.

+

D. Unit step and leader losses, if any, are inflicted according to

+

the results read from the CRT.

+

E. A winner is determined [7.8] and VPs awarded.

+

F. Militia return to their box and the loser retreats.

+

7.3 Militia

+

When any Battle is to occur in an originally-friendly CULTI-

+

VATED space (including outside a fort or fortress), any or all

+

Militia units in the box corresponding to that Department may

+

participate. The owning player simply places them in the Battle

+

space. Because Louisbourg is not part of any Department, Militia

+

may never deploy there.

+

Exception: Militia may not deploy on the map for Battle if the

+

enemy has placed any “Raided” markers within that Department

+

that year (but, see 10.2).

+

7.4 Events Influencing the Combat

+

The attacker must play all Event cards he wishes to use for that

+

Battle before the defender does.

+

EXAMPLE: After the attacker’s option to play cards, the defender

+

plays a Fieldworks card and places a Fieldworks marker. The

+

attacker is also holding a Fieldworks card, but may not play it

+

to remove the marker for this Battle, because the attacker always

+

plays all his cards first.

+

7.5 DRMs and Column Shifts

+

The Combat Results Table (CRT) summarizes the following die

+

roll modifiers (DRMs) and other modificatons for leaders, unit

+

types in certain terrain, stockades, and Event cards.

+

~ 7.51 For Battles, Sieges [8.231], Assaults [9.0], and Raids

+

[10.0], the active side adds the activated leader’s Tactics Rating,

+

and the non-active side uses the Tactics rating of any one leader

+

with the highest Command rating in the space. For Intercepting

+

[6.7] or Avoiding Battle [6.8], use the commander of the force

+

making the attempt. For “dropped off” Raids [10.13], use any

+

leader in the space that could command the force. Force activa-

+

tion limits [5.34] do not apply to combat.

+

7.52 If only one side in a Battle (not Assault) in wilderness or

+

mountain terrain has Auxiliaries or Light Infantry, the other side

+

suffers a –1 DRM.

+

7.53 If only one side in a Battle (not Assault) in cultivated terrain

+

has Regulars, the other side suffers a –1.

+
+
+

Game of the French & Indian War

+

11

+

© 2010 GMT Games, LLC

+

7.54 If attacking in an Amphibious Landing and/or

+

against defenders in a stockade space, the attacker

+

suffers a –1 for each that applies.

+

7.55 If attacking defenders under a Fieldworks

+

marker (regardless of when the marker was placed

+

or what type of units are defending), the attacker

+

shifts one column to the left. ~ One Fieldworks

+

marker per space.

+

7.56 If only one side in a Battle (not Assault) in wilderness

+

or mountain played an Ambush! event, its combat strength is

+

doubled (before any column shift) and it fires first. The other side

+

takes losses first, then fires with its surviving combat strength.

+

7.6 Step Losses

+

Each side’s fire on the CRT inflicts a number of step losses.

+

Unless an Ambush! event has been played, results are simultane-

+

ous. However, the attacker must assign his step losses (flip and

+

eliminate units) before the defender assigns his.

+

7.61 All units at full strength have two “steps.” A full strength

+

unit that loses one step flips over. A reduced strength unit (already

+

“flipped”) that loses one step is eliminated. When eliminated,

+

the Regulars and Coureurs units are removed permanently from

+

the game. However, eliminated Provincials, Light Infantry,

+

Indians, Militia and Rangers may re-enter the game by play of

+

the appropriate card.

+

~ 7.62 The owner chooses which specific units take losses, but

+

at least half (rounded up) of the step losses must be fulfilled

+

from a Drilled Troops unit, if available. This takes precedence

+

over 7.63.

+

~ EXAMPLE: If five losses are suffered in a Battle, at least three

+

of the steps lost must be from Drilled Troops units if there are at

+

least three steps of Drilled Troops units in the stack.

+

~ 7.63 Except as required to meet the Drilled Troops loss re-

+

quirement above, a player may not assign overall losses from a

+

battle such that some units are eliminated while others remain

+

at full strength.

+

~ EXAMPLE: Three Indian units and one Light Infantry unit (at

+

full strength) suffer a 3-step loss in a Battle. The Light Infantry

+

is eliminated and one step loss comes from any Indian unit (7.62

+

takes precedence over 7.63).

+

7.64 Leaders are never removed due to step losses. If all units

+

are eliminated in a Battle, any leaders retreat [7.9].

+

7.7 Leader Losses

+

Either side’s leaders may be killed (removed from the game). If

+

you roll a natural “1” or “6” (before DRMs) AND cause at least

+

one step loss, the opposing player must roll a die for EACH of

+

his leaders involved in the Battle. A roll of “1” for any leader

+

kills him.

+

7.8 Winner/Loser

+

If only one side has surviving units, it wins. Otherwise, the side

+

that caused the higher number of step losses wins. The defender

+

wins a tie. ~ The side that caused most step losses on the CRT

+

wins if both eliminated. Defenders still win ties.

+

7.81 The winner of the Battle is awarded 1 VP if the losing side

+

included at least one Regular unit or more than four units of

+

any kind.

+

7.82 Overrun. If there are no defending fortifications and the

+

attacker eliminated all enemy units without suffering any step

+

losses himself, he may continue moving as if the space had been

+

unoccupied.

+

7.9 Retreat

+

7.91 In step F of the Battle, return any surviving Militia to their

+

box (reduced units remain reduced). Then retreat the losing lead-

+

ers and units to one or more spaces adjacent to the Battle space

+

(defenders may split up).

+

Exceptions: Units defending outside a fort or fortress may retreat

+

inside [8.1]. British retreating from an “Amphib” space may be

+

placed in any British-controlled ports [6.432] within the usual

+

requirements [7.92].

+

7.92 Any retreating units or leaders that cannot meet the follow-

+

ing requirements are eliminated:

+

• The French may never retreat via naval movement (and thus

+

may not retreat from Louisbourg). The British may do so from

+

an “Amphib” space [6.432].

+

• Losers may not retreat to a space with unbesieged enemy units

+

or fortifications.

+

• Defenders may not retreat into the space from which the enemy

+

entered.

+

• Attackers must retreat back into the space from which they

+

entered.

+

• Drilled Troops must retreat to either a cultivated space or a

+

friendly fortification.

+

PLAY NOTE: This means that it can be very risky, for example,

+

to move with Drilled Troops in the midst of wilderness without

+

securing a line of retreat via stockades or forts.

+

EXAMPLE: A defending stack containing a Drilled Troops unit,

+

an Auxiliary unit and a leader is forced to retreat. The defenders

+

have several options. All could retreat together to a cultivated

+

or fortification space. The Drilled Troops could retreat to such a

+

space, while the Auxiliaries retreat to a wilderness or mountain

+

space, and the leader could accompany either unit or retreat

+

into a third space alone.

+

~ NOTE: See 6.53 for leaders alone in a space.

+
+
+

Wilderness War

+

12

+

© 2010 GMT Games, LLC

+

8.0 FORTS, FORTRESSES AND

+

SIEGES

+

8.1 Battles Outside Forts or Fortresses

+

When units move into a space with both enemy units and an

+

unbesieged enemy fort or fortress, the defending player must

+

decide which units and leaders will defend inside and which

+

outside. Players may designate units “inside” by placing them

+

under the fort marker or on the fortress symbol directly. Defend-

+

ers at a stockade may NOT similarly avoid an attack by going

+

“inside”—instead a Battle results normally with the attacker

+

suffering a –1 DRM for the stockade.

+

~ Clarification: If Infiltrating a fort or fortress space [6.6], the

+

inactive side first attempts any Interception [6.7]. Then, units that

+

started in the fort/fortress space may retreat inside (Intercepting

+

units must fight).

+

~ Clarification: Declaration of “inside” or “outside” comes

+

before “Avoid Battle” die roll is made.

+

8.11 No more than four units and any number of leaders may

+

defend inside a fort. Any number may be inside a fortress.

+

8.12 If any units defend outside, they fight a Battle without help

+

from the fortification or any units or leaders inside it.

+

8.13 If the defenders lose a Battle outside a fort or fortress, they

+

retreat either into adjacent spaces normally, or some or all may

+

retreat inside the fortification (up to four units if a fort).

+

8.2 Sieges

+

8.21 If friendly units are in a space with an enemy fort or fortress

+

(not stockade) but no enemy units are outside the fortification,

+

then the fort or fortress is besieged. Place a “Siege 0” marker

+

on the space. Any space with a siege marker (0, 1, or 2) on it is

+

“besieged” (a “siege” space), and any units or leaders inside the

+

fort or fortress are “besieged” units or leaders.

+

EXAMPLES: Placement of a Siege 0 marker would occur: a) im-

+

mediately after defenders lose a Battle outside a friendly fort or

+

fortress, or b) if all units choose to defend inside, or c) if enemy

+

units move into an otherwise unoccupied fort or fortress space.

+

REMINDERS: Only a unit or force that includes Drilled Troops

+

may enter an enemy fort or fortress space that is not already

+

besieged [6.51]. Stockades, though included in the term “forti-

+

fications,” can never be besieged. They provide a DRM in Battle

+

but are eliminated if the defenders lose the Battle [6.5].

+

~ 8.22 Siege Spaces. A besieged fortress (or fortress/port) space

+

is controlled by neither side for the purposes of naval movement,

+

reinforcements, victory, or requirements for the play of an Event

+

[Exception: 13.12]. Reinforcements may never be placed in a

+

siege space, although units outside can be restored to full strength.

+

Units and leaders which are INSIDE a fortification under Siege

+

cannot be removed nor restored to full strength by an Event. If

+

subsequently the Siege is lifted, they can be restored or removed

+

only by newly-played Events.

+

Exception: Besieged units CAN lose steps and be removed by

+

the Small Pox event.

+

8.23 Resolving a Siege. To capture a fort or fortress, besiegers

+

must first increase the “siege level” by rolling on the Siege Table.

+

The siege level begins at “0” and can be increased to either “1”

+

or “2.”

+

8.231 To increase the siege level, the besieging stack must begin

+

an Action Phase in the besieged space (there would already be a

+

siege marker) and must include supplied [12.0] Drilled Troops

+

and at least one leader. The besieging player then activates a

+

leader with the highest command rating in the space (regardless

+

of how many units or subordinate leaders are present). There is no

+

movement. Either player may play the Coehorns event. Then the

+

Active player rolls a die and checks the Siege Table, applying all

+

applicable modifiers and adjusting the siege marker as indicated.

+

Possible DRMs (also summarized on the Siege Table):

+

• Add the Tactics rating of the besieger’s commanding leader.

+

• Subtract the Tactics rating of the defender’s commanding

+

leader.

+

• If the besieger played the Coehorns event, add two; if the

+

defender played the Event, subtract two.

+

• If the Siege is at Louisbourg, subtract one.

+

~ Clarification: To roll on the Siege Table, a FORCE (not an

+

individual leader or unit) must be activated, though force limits

+

can be ignored. For example, if Loudoun is the highest ranking

+

leader in a siege space, a “3” card would need to be played to

+

roll on the Siege Table.

+

~ Clarification: Surrender! may be played after Coehorns. A

+

siege roll may enable Surrender! even if the fortification’s siege

+

level [8.24] has been reached. Surrender! does not prevent the

+

effects of Massacre!.

+

8.232 If a besieged space ever becomes vacant of besieging units,

+

remove the siege marker.

+

8.24 Assault Possible. If the required siege level has been

+

reached (“1” for forts, “2” for fortresses), the active force may

+

IMMEDIATELY Assault [9.0] in that Action Phase. Assault is

+

not mandatory after siege, but, once declared, must proceed even

+

if the defender waits until then to play Coehorns. Unoccupied

+

forts or fortresses still must be Assaulted.

+

Exception: A captured, originally-enemy fortress that the captor

+

leaves unoccupied immediately reverts to enemy control, award-

+

ing the owner 3 VPs.

+

8.25 Breaking the Siege. Besieged leaders and units may be

+

activated normally. They may not leave the space, but may attack

+

the besieging stack in a Battle outside the fortification. Militia

+

may participate.

+

8.251 If units move into a space in which the enemy is conducting

+

a siege, friendly units inside the fort or fortress MAY participate

+

in the subsequent Battle even though they were not activated.

+
+
+

Game of the French & Indian War

+

13

+

© 2010 GMT Games, LLC

+

8.252 If the besieged units lose the Battle, they retreat back inside

+

and remain under siege. Units that entered from an adjacent space

+

may not retreat inside.

+

9.0 ASSAULTS

+

9.1 General

+

Combat to capture a fort or fortress is called “Assault.” To As-

+

sault, an active stack may not have moved and the fort or fortress

+

must have reached the required siege level (1 for a fort, 2 for a

+

fortress).

+

~ 9.11 An Assault may occur immediately after the siege level

+

is reached (1 for a fort, 2 for a fortress). If the siege level was

+

reached in a previous Action Phase, the besieging force (it must

+

include a leader) may be activated to Assault without rolling on

+

the Siege Table.

+

~ 9.12 As in all combat, force activation limits are ignored (all

+

units and leaders participate). If one force activated by a Cam-

+

paign event enters a space where the second activated force is

+

besieging, both may be combined for a subsequent Assault, even

+

though the force that moved would no longer be activated.

+

9.13 These DRMs and column shifts are applicable to an Assault

+

(also summarized on the CRT):

+

• Both sides add the Tactics rating of their commander (high-

+

est-rated leader)

+

• Add two to the side that played the Coehorns event that phase

+

(including a play to influence a siege roll).

+

• The attacker automatically suffers a one column shift to the

+

left.

+

9.14 An Assault works just like a Battle, with the following

+

differences:

+

• No Militia take part.

+

• Steps must first be lost by both sides from involved Drilled

+

Troops (even if some Drilled Troop units would be eliminated

+

before non-Drilled Troop units are reduced.)

+

• No retreat occurs.

+

• No VPs are awarded for the combat itself (but are awarded for

+

capture of the fort or fortress [9.22].)

+

9.2 Winner/Loser

+

The Attacker must cause a HIGHER enemy step loss result to

+

win an Assault, otherwise the Defender wins. Eliminating all

+

defending units is NOT sufficient to win: unoccupied forts and

+

fortresses continued to defend themselves on the 0 column of

+

the CRT.

+

9.21 If the defender wins, the Siege continues.

+

9.22 If the attacker wins, a fortress is captured intact. A fort is

+

replaced with a Fort Under Construciton marker of the attacker’s

+

nationality (to represent damage to the captured fort). Units and

+

leaders defending inside are eliminated. Remove the siege marker

+

and award 2 VPs for a fort and 3 VPs for a fortress.

+

REMINDER: You must occupy the captured enemy fortress

+

with at least one friendly unit or Amphib marker to maintain

+

control.

+

10.0 RAIDS

+

Successful Raids earn VPs, destroy stockades,

+

eliminate Indian units, and block some Militia

+

deployments. A “failed” Raid in the game does not

+

mean that no damage was done—only that it had

+

no particular political or military impact.

+

10.1 Targets

+

Any active Auxiliaries not stacked with Drilled

+

Troops and ending their activation in any of the

+

following spaces MUST Raid (roll on the Raid

+

Table):

+

• An originally enemy cultivated space, OR

+

• An enemy stockade, OR

+

• A settlement with corresponding enemy Indian unit(s) CUR-

+

RENTLY on the map (an enemy “allied” settlement).

+

~ Clarification: All leaders and auxiliaries in a space Raid

+

together with one roll.

+

10.11 Spaces with forts, fortresses, friendly stockades or friendly

+

Drilled Troops may not be Raided.

+

10.12 Active units still Raid after fighting a Battle [5.36].

+

EXAMPLE: An Auxiliary unit may move into an enemy-occupied

+

stockade space and—if the enemy units lose the resulting Battle

+

and thus retreat—the Auxiliary must Raid the now unoccupied

+

stockade.

+

~ 10.13 A force may “drop off” Auxiliary units and subordinate

+

leaders in any spaces through which it passes. The dropped-off

+

Auxiliary units Raid, using the highest Command leader with

+

them, after the force that dropped them off has resolved any

+

Battle.

+

10.2 Militia Deployment Against Raids

+

If a Raid is against a stockade in an enemy CULTIVATED

+

space, the enemy player MAY place ONE Militia unit from that

+

Department’s Militia Box into the space. He may do so regard-

+

less of whether or not Raided markers are present already in that

+

Department (i.e., the 7.3 exception does not block this kind of

+

Militia deployment).

+

~ Exception: Militia may not deploy if the Raiding unit(s) already

+

fought a Battle in the stockade space that Action Phase.

+

10.21 If a Militia unit deploys, the Raiding unit(s) must imme-

+

diately attack it (in the stockade) in a Battle. After the Battle,

+

surviving Militia returns to its Box.

+

10.22 If the Raiders win, they carry out the Raid normally.

+

10.23 If they lose, they retreat normally (they do not Go

+

Home.)

+
+
+

Wilderness War

+

14

+

© 2010 GMT Games, LLC

+

10.3 Resolving a Raid

+

First, the defending player may play the Blockhouses event.

+

Then the Raiding player rolls a die on the Raid Table. Use either

+

the “Stockade/Settlement” or “Cultivated” column, depending

+

on the space being Raided (for a stockade or currently enemy-

+

allied settlement in cultivated terrain, use the Stockade/Settle-

+

ment column), and apply any DRMs (also summarized on the

+

Raid Table):

+

• Add the commanding leader’s Tactics rating.

+

• Add one if any Raiding units are Rangers.

+

• Subtract one if the Raid is within an enemy Department whose

+

Militia Box has two or more Militia units in it (reduced or

+

full).

+

EXAMPLE: If two or more Militia units (even if reduced or if

+

participated in a Battle) are in a Department’s Militia Box, apply

+

a –1 against Raids within their Department. The Militia modify

+

the Raid from their holding box without deploying to the map.

+

10.31 Raids result in either Success or Failure and

+

can result in step losses (owner’s choice) or leader

+

losses for the Raiders. If successful:

+

• Place a Raided marker,

+

• Eliminate any stockade in the space,

+

• Eliminate all unbesieged Indian units, wherever on the map,

+

belonging to the tribe whose settlement has been successfully

+

Raided, and

+

• Score half a VP during the Remove Raided Markers phase

+

(total rounded up).

+

10.32 If a natural “1” is rolled on any Raid—or a natural “6”

+

is rolled on a Raid against a stockade or enemy-allied settle-

+

ment—roll another die for each leader involved. A roll of “1”

+

kills that leader.

+

10.33 Previously-Raided Spaces. For additional VPs, you may

+

add Raided markers to spaces that already have them ONLY

+

for successfully Raiding stockades or currently enemy-allied

+

settlements—NOT to an empty cultivated space that already

+

has a Raided marker. Auxiliaries ending a move alone in an

+

empty cultivated space with a Raided marker still must roll on

+

the Raid Table and then Go Home—even though Success will

+

have no effect.

+

10.4 Going Home

+

Regardless of the outcome of a Raid, all surviving Raiders im-

+

mediately redeploy. Indians must redeploy if they are not in a

+

fortification during the Indians & Leaders Go Home Phase at the

+

end of each year (4.0 B.3).

+

10.41 Indians. Pick up and place the Indian unit in its home

+

settlement space.

+

10.411 If its settlement is occupied by the enemy, the Raiding

+

unit is eliminated.

+

10.412 If the unit is Cherokee, it is eliminated. Exception: See

+

10.422.

+

PLAY NOTE: A non-Cherokee Indian unit that has Gone Home

+

to its Settlement is still available for activation in a later Action

+

Phase.

+

10.413 An Indian unit that Goes Home may be accompanied by

+

any leaders or Coureurs des bois units stacked with it.

+

10.42 Non-Indians: Coureurs des bois, Rangers, and leaders are

+

immediately placed in the closest friendly, unbesieged fortifica-

+

tion (owner’s choice).

+

10.421 “Closest” is determined by counting connected spaces,

+

regardless of intervening enemy presence or terrain.

+

10.422 Any Indians stacked with a leader may accompany him

+

to the closest fortification.

+

DESIGN NOTE: This means that Raiding Cherokee are elimi-

+

nated unless Raiding with a British leader, because “Going

+

Home” means they go off the map.

+

11.0 ATTRITION

+

Eighteenth Century armies had to submit to the cycle of the

+

seasons, assembling for campaigns in the spring and dispersing

+

for shelter before the onset of winter—particularly in the wilder-

+

ness. Players must do the same with their troops if they are to

+

avoid winter losses.

+

11.1 Who Suffers Attrition

+

During each Winter Attrition Phase, Drilled Troops may suffer

+

step losses. All besieged Drilled Troops are subject to Attrition,

+

as are any that do NOT occupy one of the following spaces:

+

• An originally-friendly cultivated space, OR

+

• An unbesieged fort or stockade space with no more than four

+

friendly units of any kind (leaders do not count), OR

+

• An unbesieged fortress.

+

11.2 Attrition Losses

+

Apply the following losses to each affected stack:

+

~ First, eliminate half (rounded up) of the reduced Drilled

+

Troops units (owner’s choice).

+

• Second, reduce EVERY full-strength Drilled Troops unit.

+

Exception: The last friendly step in a space (i.e., a lone, reduced

+

unit) is never removed by Attrition.

+

EXAMPLE: A stack of three reduced and two full-strength Drilled

+

Troops units is at a fort in wilderness during Winter Attrition.

+

The owner would eliminate two of the reduced units and then

+

flip both full-strength units to their reduced side.

+
+
+

Game of the French & Indian War

+

15

+

© 2010 GMT Games, LLC

+

12.0 SUPPLY

+

12.1 General

+

Drilled Troops units (only) must trace a supply line to an origi-

+

nally-friendly fortress to be fully effective. British units also can

+

trace to a captured port or to an Amphib space. The supply source

+

must be friendly-controlled and unbesieged.

+

12.2 The Supply Line

+

The supply line consists of an unbroken chain of spaces, none of

+

which is occupied by unbesieged enemy fortifications or units.

+

An enemy fort or fortress that is under siege does NOT block

+

supply.

+

12.21 Each space, except the space being supplied, must have at

+

least one of the following characteristics:

+

• Water-connected to each adjacent space in the chain (including

+

the supplied space, if adjacent), OR

+

• Cultivated, OR

+

• Friendly fortification, OR

+

• Amphib.

+

Important: Units in a wilderness or mountain space need not

+

have a fortification to be in supply, as long as the next space in

+

the supply line is one of the above.

+

EXAMPLE: A Regular unit in a wilderness space could trace

+

supply to an adjacent friendly stockade, from there via a river

+

connection to an empty wilderness space, from there via lake-

+

shore to another stockade, from there to a mountain space with

+

a friendly fort, from there to a cultivated space, and from there

+

to a friendly fortress.

+

12.3 Out-of-Supply Effects

+

Drilled Troops units that cannot trace a supply line have their

+

activities restricted. They:

+

• May not build forts or stockades.

+

• May not roll on the Siege Table (or use the Surrender!

+

event).

+

• May not be restored to full strength.

+

Important: A space is “supplied” the instant a supply line is

+

established. Therefore, a player could use a 2-value card to place

+

a stockade that creates a supply line to a second space and im-

+

mediately place a second stockade there.

+

PLAY NOTE: If besiegers become out of supply, the siege level is

+

unaffected—though rolls on the Siege Table are prevented until

+

the besiegers again have a supply line.

+

13.0 VICTORY

+

13.1 How to Win

+

13.11 Sudden Death. Check during each Victory Check Phase

+

(4.0 B.6) to see if any of these conditions prevail:

+

• If the British control [2.0] all fortresses plus solely occupy

+

Niagara and Ohio Forks, they win regardless of VPs.

+

• If either side has 11 or more VPs, it wins.

+

• After 1759, the French win if they have at least as many VPs

+

as the box on the VP Track marked with that year (8 in 1760;

+

5 in 1761).

+

13.12 Scenarios ending in 1759. If none of the above has oc-

+

curred by the end of 1759, the British win if they control all

+

originally-British fortresses plus two of the following four spaces:

+

Québec, Montreal, Niagara, Ohio Forks

+

Otherwise, whichever side has at least 1 VP wins.

+

~ For purposes of the above conditions only [as an excep-

+

tion to 8.22], the British control a besieged originally-British

+

fortress UNLESS the besieging force qualifies to roll on the

+

Siege Table [8.231].

+

13.13 Scenarios ending in 1762. The French win at the end of

+

1762 if they have at least one VP. The British win if they have

+

at least 5 VP.

+

13.14 Any other result is a draw. Exception: In a tournament, a

+

draw is considered a French win.

+

13.2 Victory Points

+

13.21 Victory Points (VPs) are awarded during the course of the

+

game as specified in the Victory Point Table. When the British

+

or French side gains VPs, move the VP marker that many spaces

+

toward its respective end of the VP Track. To mark a score greater

+

than 10, flip the marker to the “+10” side.

+

13.22 During the Remove Raided Markers phase (4.0 B.4), award

+

half a VP for each “Raided” marker on the map to the side that

+

placed it, rounding up the totals for each side. (In other words,

+

you get 1 VP for every ODD successful Raid you conducted.)

+

13.23 Whenever Niagara or Ohio Forks changes hands (becomes

+

solely occupied by units and/or fortifications of the other side),

+

the capturing side receives 1 VP (in addition to any VPs for

+

capturing fortifications or winning Battles).

+

13.3 Bidding

+

In tournaments, or if players both want to play the same side,

+

each player should write down a bid of at least 0 VPs. The higher

+

bidder plays the favored side. The other player begins with the

+

number of VPs bid by the opponent added to the scenario-defined

+

start level. If both players bid the same, roll a die to randomly

+

determine sides (the loser still adds the bid VPs).

+

PLAY NOTE: Tournament-level players in the Annus Mirabilis

+

scenario over time have tended to bid 1 or 2 points to play the

+

French.

+
+
+

Wilderness War

+

16

+

© 2010 GMT Games, LLC

+

GMT Games, LLC

+

P.O. Box 1308, Hanford, CA 93232-1308

+

www.GMTGames.com

+

14.0 OPTIONAL RULES

+

The following modifications appeal to some players, particu-

+

larly for the longer scenarios; use any of them only if both sides

+

agree.

+

14.1 If one of the cards #67 William Pitt or #69 Diplomatic

+

Revolution has been played as an event and the other is in the

+

discard pile, the side that could play the unplayed event automati-

+

cally receives that card as part of its next deal [5.21].

+

HISTORICAL NOTE: European diplomacy linked the escalation

+

of British and French war efforts.

+

14.2 An enemy raid marker placed within a Department [10.31]

+

immediately causes a step loss to one militia unit in that Depart-

+

ment (owner’s choice).

+

HISTORICAL NOTE: The population that supported militias

+

would flee from hard hit frontiers.

+

14.3 Whenever a side plays a British Regulars or French Regu-

+

lars event (#55-59, 64 or 68) in 1755 or 1756, it suffers –1 VP

+

[13.0 Victory Point Table].

+

HISTORICAL NOTE: The political cost of committing European

+

units to the New World was greater before general war was

+

underway.

+

14.4 Either the sieging or besieged side may play event #6, Sur-

+

render! (requirements and effects are the same).

+

HISTORICAL NOTE: A local commander might grant an enemy

+

more generous terms than distant superiors desired.

+

14.5 Either side may play event #66, Acadians Expelled (the

+

effects are the same).

+

HISTORICAL NOTE: Pro-French guerrilla activity in Acadia

+

helped inspire British deportation of the French-speaking

+

populace.

+

14.6 Each turn after 1756, immediately after dealing and ex-

+

amining cards, the British player may randomly discard a card

+

Credits

+

Designer: Volko Ruhnke

+

Developer: Rob Winslow

+

Art Director: Rodger B. MacGowan

+

Map, Card and Counter Artist: Mark Simonitch

+

1st Edition Project Editor: Stuart K. Tucker

+

Layout: Mark Simonitch

+

Box Cover Artist: Rodger B. MacGowan

+

Playtesters: Steven Bucey, Ananda Gupta, Chris Hall,

+

Ric Manns, John Nebauer, Mark Novara and Jim

+

Watkins

+

Production Coordination: Tony Curtis

+

Producers: Tony Curtis, Rodger MacGowan, Andy Lewis,

+

Gene Billingsley and Mark Simonitch

+

Special thanks go to John Foley for his assistance with the

+

examples of play. Finally, thanks are due to all the others,

+

too numerous to list, who sat down with Volko or Rob to

+

test the game during development.

+

to add any one British Regulars or Highlanders card in the

+

discard pile to his hand. If Surrender! is discarded, reshuffle

+

normally [5.25].

+

14.7 Alternative Bidding. Each player rolls a die. The one with

+

the higher roll must bid by stating the VPs he would give up to

+

play a chosen side. The other player then may either raise the bid

+

to play that side or accept it to play the other. Alternate until a bid

+

is accepted. Bids may be any whole number of VPs, including

+

zero. [Replaces 13.3]

+
+ + -- cgit v1.2.3