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/Fleur_de_lys_du_quebec.svg | 1 + info/Wilderness War - PAC.pdf | Bin 0 -> 299818 bytes info/Wilderness War - Playbook.pdf | Bin 0 -> 1660712 bytes info/Wilderness War - Rulebook.pdf | Bin 0 -> 729965 bytes info/cards.html | 307 +++++ info/charts.html | 431 +++++++ info/charts1.png | Bin 0 -> 6599 bytes info/charts2.html | 83 ++ info/charts2.png | Bin 0 -> 3880 bytes info/notes.html | 23 + info/playbook.html | 2214 ++++++++++++++++++++++++++++++++++++ info/playbook01.png | Bin 0 -> 44350 bytes info/playbook02.png | Bin 0 -> 2108 bytes info/playbook03.png | Bin 0 -> 2104 bytes info/playbook04.png | Bin 0 -> 2108 bytes info/playbook05.png | Bin 0 -> 84861 bytes info/playbook06.png | Bin 0 -> 24988 bytes info/playbook07.png | Bin 0 -> 43647 bytes info/playbook08.png | Bin 0 -> 99775 bytes info/playbook09.png | Bin 0 -> 76575 bytes info/playbook10.png | Bin 0 -> 80326 bytes info/playbook11.png | Bin 0 -> 42233 bytes info/playbook12.png | Bin 0 -> 103428 bytes info/playbook13.png | Bin 0 -> 75994 bytes info/playbook14.png | Bin 0 -> 75923 bytes info/playbook15.png | Bin 0 -> 63707 bytes info/playbook16.png | Bin 0 -> 2108 bytes info/playbook17.png | Bin 0 -> 3479 bytes info/playbook18.png | Bin 0 -> 2108 bytes info/playbook19.png | Bin 0 -> 2104 bytes info/playbook20.png | Bin 0 -> 2108 bytes info/playbook21.png | Bin 0 -> 2104 bytes info/playbook22.png | Bin 0 -> 2108 bytes info/playbook23.png | Bin 0 -> 2104 bytes info/playbook24.png | Bin 0 -> 16208 bytes info/rulebook.html | 1469 ++++++++++++++++++++++++ info/rulebook01.png | Bin 0 -> 23660 bytes info/rulebook02.png | Bin 0 -> 5260 bytes info/rulebook03.png | Bin 0 -> 25125 bytes info/rulebook04.png | Bin 0 -> 21251 bytes info/rulebook05.png | Bin 0 -> 5016 bytes info/rulebook06.png | Bin 0 -> 14347 bytes info/rulebook07.png | Bin 0 -> 7910 bytes info/rulebook08.png | Bin 0 -> 29815 bytes info/rulebook09.png | Bin 0 -> 30006 bytes info/rulebook10.png | Bin 0 -> 2123 bytes info/rulebook11.png | Bin 0 -> 4156 bytes info/rulebook12.png | Bin 0 -> 2123 bytes info/rulebook13.png | Bin 0 -> 6642 bytes info/rulebook14.png | Bin 0 -> 3201 bytes info/rulebook15.png | Bin 0 -> 2123 bytes info/rulebook16.png | Bin 0 -> 3152 bytes info/wwcharts.pdf | Bin 0 -> 84690 bytes 53 files changed, 4528 insertions(+) create mode 100644 info/Fleur_de_lys_du_quebec.svg create mode 100644 info/Wilderness War - PAC.pdf create mode 100644 info/Wilderness War - Playbook.pdf create mode 100644 info/Wilderness War - Rulebook.pdf create mode 100644 info/cards.html create mode 100644 info/charts.html create mode 100644 info/charts1.png create mode 100644 info/charts2.html create mode 100644 info/charts2.png create mode 100644 info/notes.html create mode 100644 info/playbook.html create mode 100644 info/playbook01.png create mode 100644 info/playbook02.png create mode 100644 info/playbook03.png create mode 100644 info/playbook04.png create mode 100644 info/playbook05.png create mode 100644 info/playbook06.png create mode 100644 info/playbook07.png create mode 100644 info/playbook08.png create mode 100644 info/playbook09.png create mode 100644 info/playbook10.png create mode 100644 info/playbook11.png create mode 100644 info/playbook12.png create mode 100644 info/playbook13.png create mode 100644 info/playbook14.png create mode 100644 info/playbook15.png create mode 100644 info/playbook16.png create mode 100644 info/playbook17.png create mode 100644 info/playbook18.png create mode 100644 info/playbook19.png create mode 100644 info/playbook20.png create mode 100644 info/playbook21.png create mode 100644 info/playbook22.png create mode 100644 info/playbook23.png create mode 100644 info/playbook24.png create mode 100644 info/rulebook.html create mode 100644 info/rulebook01.png create mode 100644 info/rulebook02.png create mode 100644 info/rulebook03.png create mode 100644 info/rulebook04.png create mode 100644 info/rulebook05.png create mode 100644 info/rulebook06.png create mode 100644 info/rulebook07.png create mode 100644 info/rulebook08.png create mode 100644 info/rulebook09.png create mode 100644 info/rulebook10.png create mode 100644 info/rulebook11.png create mode 100644 info/rulebook12.png create mode 100644 info/rulebook13.png create mode 100644 info/rulebook14.png create mode 100644 info/rulebook15.png create mode 100644 info/rulebook16.png create mode 100644 info/wwcharts.pdf (limited to 'info') diff --git a/info/Fleur_de_lys_du_quebec.svg b/info/Fleur_de_lys_du_quebec.svg new file mode 100644 index 0000000..9884111 --- /dev/null +++ b/info/Fleur_de_lys_du_quebec.svg @@ -0,0 +1 @@ + diff --git a/info/Wilderness War - PAC.pdf b/info/Wilderness War - PAC.pdf new file mode 100644 index 0000000..16e3e4f Binary files /dev/null and b/info/Wilderness War - PAC.pdf differ diff --git a/info/Wilderness War - Playbook.pdf b/info/Wilderness War - Playbook.pdf new file mode 100644 index 0000000..61638e0 Binary files /dev/null and b/info/Wilderness War - Playbook.pdf differ diff --git a/info/Wilderness War - Rulebook.pdf b/info/Wilderness War - Rulebook.pdf new file mode 100644 index 0000000..1192c5f Binary files /dev/null and b/info/Wilderness War - Rulebook.pdf differ diff --git a/info/cards.html b/info/cards.html new file mode 100644 index 0000000..f1c44ed --- /dev/null +++ b/info/cards.html @@ -0,0 +1,307 @@ + + +Wilderness War - Cards + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ diff --git a/info/charts.html b/info/charts.html new file mode 100644 index 0000000..3f20e49 --- /dev/null +++ b/info/charts.html @@ -0,0 +1,431 @@ + + + +Wilderness War - Player Aid Card + + + + +
+

Unit Abilities

+

Activity

+

Drilled Troops

+

Auxiliaries

+

Individual

+

1

+

1 per Activation #

+

Activation (5.3)

+

per card

+

(Indians: 2 per #)

+

Construction (5.4)

+

Yes

+

No

+

+

Must be in supply

+

End Move in Enemy

+

Yes

+

Only with

+

Fort/Fortress

+

+

Drilled Troops

+

Space (6.5)

+

Retreat (7.9)

+

To Cultivated or

+

To any

+

+

Friendly Fortification only

+

Terrain

+

Roll on Siege

+

Yes

+

No

+

Table (8.2)

+

Must be in Supply

+

Raid (10.0)

+

No

+

Yes

+

+

+

Rangers DRM: +1

+

Winter Attrition (11.0)

+

Yes

+

No

+

Infiltrate [6.6]

+

No

+

Yes, if a single unit

+

Intercept [6.7]

+

Yes, but NOT against

+

Yes, but only

+

+

a lone Auxiliary unit in

+

individually against a

+

+

Wilderness or Mountain

+

lone Auxiliary unit in

+

+

+

Wilderness or Mountain

+

Avoid Battle [6.8]

+

Yes

+

Yes. Automatic out of

+

+

+

Wilderness or Mountain

+

+

+

against Drilled

+

Restore to Full

+

Must be in Supply

+

Yes

+

[5.523, 8.22 & 12.3]

+

and not besieged

+

if not besieged

+

Movement Summary [6.0]

+

Terrain

+

Effect on Land Movement

+

Cultivated

+

No Effect

+

Enemy-Cultivated

+

Auxiliaries without Drilled Troops pass through

+

ONE space, then stop.

+

Mountain

+

All units/leaders must stop.

+

Wilderness

+

Drilled troops without Auxiliaries pass through

+

ONE space, then stop.

+

Leader Movement Allowance: 6 spaces

+

Boat Movement Allowance: 9 spaces.

+

Winter Attrition Summary [11.0]

+

During the Winter Attrition Phase, avoid attrition if:

+

• In an originally-friendly cultivated space, or

+

• Unbesieged and in a fort/stockade with fewer than

+

five units, or

+

• Unbesieged and in a fortress.

+

Attrition Losses:

+

1. Half (rounded up) of reduced Drilled Troops units are

+

eliminated.

+

2. Every full-strength Drilled Troops unit loses 1 step.

+

Exception: Do NOT eliminate the last friendly step in

+

a space

+

Wilderness War

+

CHARTS AND TABLES

+

Fort & Fortress Summary [8.0]

+

+

Fort

+

Fortress

+

Unit Capacity

+

4

+

Unlimited

+

Required Siege Level¹

+

1

+

2

+

Assault Column Shift²

+

1 Left

+

1 Left

+

NOTES:

+

1. Siege Level must be reached before Assault can be made [8.24].

+

2. Applies to enemy Assaulting units [9.13].

+

GMT Games, LLC

+

P.O. Box 1308

+

Hanford, CA 93232-1308

+

Victory Point Table [13.0]

+

Points

+

Activity

+

+3

+

Capture enemy Fortress

+

+2

+

Capture enemy Fort

+

+1

+

Capture or destroy enemy Stockade (but not

+

in Raid)

+

+1

+

Capture Niagara

+

+1

+

Capture Ohio Forks

+

+1

+

Win Battle (not Assault) against Regulars or

+

any stack with more than four units.

+

+1/2

+

Per Raid marker (round up) during Remove

+

Raided Markers Phase.

+

–1

+

Voluntarily demolish fort

+

–1

+

Commit Massacre! (card played on you).

+

–1

+

OPTIONAL: Play Regulars event in 1755

+

or 1756 [14.3].

+

Supply Line Summary [12.0]

+

Drilled Troops (only) must trace supply to be fully

+

effective.

+

Trace to:

+

Originally-friendly fortress, or captured

+

port (British only), or Amphibious

+

marker.

+

Blocked by: Unbesieged enemy fortification or units.

+

Trace via:

+

Any water connections, or Between

+

cultivated, friendly fortification or

+

amphibious spaces.

+

NOTE: Supplied space need not be Cultivated or For-

+

tification, as long as first space to which it traces is, or

+

the first space to which it traces is connected by water.

+

Out of Supply Effects:

+

• May not build forts or stockades

+

• May not roll on Siege Table or use Surrender! event

+

• May not be restored to full strength

+
+
+

Combat Results Table

+

Wilderness War

+

For Battles [7.0] and Assaults [9.0]

+

Combat Strength Firing

+

Raid Table [10.0]

+

Siege Table [8.2]

+

0

+

NE

+

NE

+

NE

+

NE

+

NE

+

1

+

1

+

1

+

Modified

+

Die Roll

+

≤0

+

1*

+

2

+

3

+

4

+

5

+

6*

+

≥7

+

1

+

NE

+

NE

+

NE

+

NE

+

1

+

1

+

1

+

1

+

2

+

NE

+

NE

+

NE

+

1

+

1

+

1

+

1

+

2

+

3

+

NE

+

NE

+

1

+

1

+

1

+

1

+

2

+

2

+

Modified

+

Die Roll

+

≤0

+

1*

+

2

+

3

+

4

+

5

+

6**

+

≥7

+

vs. Stockade, Indian

+

Settlement or Blockhouse

+

2

+

1

+

1

+

NE

+

2

+

Success, 1

+

Success

+

Success

+

Modified

+

Die Roll

+

≤0

+

1

+

2

+

3

+

4

+

5

+

6

+

≥7

+

Siege Level

+

Effect

+

NE

+

NE

+

NE

+

+1

+

+1

+

+1

+

+2

+

+2

+

vs. Cultivated

+

(not Stockade or Settlement)

+

2

+

NE

+

NE

+

NE

+

1

+

Success, 1

+

Success

+

Success

+

4-5

+

NE

+

NE

+

1

+

1

+

2

+

2

+

2

+

3

+

6-8

+

NE

+

1

+

2

+

2

+

2

+

3

+

3

+

3

+

9-12

+

1

+

2

+

2

+

2

+

3

+

3

+

4

+

4

+

13-16

+

1

+

2

+

3

+

3

+

4

+

4

+

4

+

5

+

17-21

+

2

+

3

+

3

+

4

+

4

+

5

+

5

+

6

+

22-27

+

3

+

4

+

4

+

4

+

5

+

5

+

6

+

7

+

≥28

+

3

+

4

+

5

+

5

+

5

+

6

+

7

+

8

+

KEY:

+

# = Step loss inflicted on enemy.

+

NE = No Effect; no enemy leader loss.

+

1L = One column shift left

+

NOTES:

+

If the Defender is eliminated and rolls

+

NE for the attacker, then the Attacker

+

overruns and may keep moving.

+

• All Assault step losses come from

+

Drilled Troops first.

+

• Battle losses: Half step losses

+

(rounded up) from Drilled Troops.

+

Within above restrictions, no unit can be

+

eliminated until all are reduced.

+

*A natural die roll of 1 or 6, unless result

+

was NE, causes enemy leader loss check.

+

Roll for each leader: killed on a 1.

+

Die Roll Modifiers

+

+?

+

Commanding Leader’s Tactics Rating

+

+1

+

Rangers (any number present)

+

–1

+

Militia (when more than one in Department)

+

KEY:

+

# = Raider step loss suffered (owner’s choice). NE = No Effect.

+

Success = Place “Raided” marker; destroy stockade; if Indian Settlement,

+

remove Indians and marker.

+

NOTES:

+

* For any Raid, on a natural die roll of 1, roll to check for loss of each Raiding

+

leader (killed on a 1).

+

** For Raids using Stockade/Settlement column, on a natural die roll of 6, roll

+

to check for loss of each Raiding leader (killed on a 1).

+

Die Roll Modifiers

+

+?

+

Besieging Leader’s Tactics Rating

+

–?

+

Besieged Leader’s Tactics Rating

+

+2/–2 Coehorns card (Attacker/Defender)

+

–1

+

Besieging Louisbourg

+

KEY:

+

# = Increase to Siege Level. NE = No Effect.

+

NOTES:

+

Must begin Action Phase with Leader and Drilled Troops

+

in the space being besieged. If the value reaches 1 for a

+

fort or 2 for a fortress, the besiegers may Assault

+

immediately.

+

Besiegers must be in supply to roll.

+

Battle Modifiers

+

+? Commanding Leader’s Tactics Rating

+

–1 Exclusively Regulars/Provincials vs.

+

Auxiliaries/Lights in Wilderness or

+

Mountain

+

–1 Exclusively non-Regulars vs.

+

Regulars in Cultivated

+

–1 Attacking in an Amphibious Landing

+

–1 Attacking vs. units in a Stockade

+

1L Attacking vs. Fieldworks

+

Unmatched Ambush card = Doubled

+

(before shifts), Fire First

+

Assault Modifiers

+

+? Commanding Leader’s Tactics Rating

+

+2 Coehorns Event card

+

1L Attacker

+

Retreat Summary [7.9]

+

All:

+

• Losing Leader and units to adjacent spaces(s)

+

or inside friendly fort/fortress.

+

• May not retreat into space with unbesieged

+

enemy units/fortifications.

+

Drilled Troops: Must retreat into Cultivated

+

space or friendly fortification.

+

Attacker: Must retreat into space from which

+

they entered the battle.

+

Defender: May not retreat into a space from

+

which the attackers entered the battle.

+

British on “Amphib” marker: to any British-

+

controlled port.

+

French: May not retreat via naval movement

+

(and thus cannot retreat from Louisbourg).

+
+ + diff --git a/info/charts1.png b/info/charts1.png new file mode 100644 index 0000000..5dc48d3 Binary files /dev/null and b/info/charts1.png differ diff --git a/info/charts2.html b/info/charts2.html new file mode 100644 index 0000000..83756db --- /dev/null +++ b/info/charts2.html @@ -0,0 +1,83 @@ + +Wilderness War Chart + + +

Wilderness War Charts

+ +

Combat Results Table — Battles [7.0] and Assaults [9.0] +

+ +

+ +
Modified Die Roll01234-56-89-1213-1617-2122-27>28 +
<0NENENENENENE11233 +
1*NENENENENE122344 +
2NENENE11223345 +
3NENE111223445 +
4NE1112234455 +
511112334556 +
6*11122344567 +
>711223345678 +
+ +

+ + +
Battle ModifiersDRM or Other Effect +
Commanding Leader’s Tactics Rating +? +
Exclusively Regulars/Provincials vs. Auxiliaries/Lights in Wilderness or Mountain -1 +
Exclusively non-Regulars vs. Regulars in Cultivated -1 +
Attacking in an Amphibious Landing -1 +
Attacking vs. units in a Stockade -1 +
Attacking vs. Fieldworks 1 Column Left +
Unmatched AMBUSH Card Doubled (before shifts), Fire First +
Assault Modifiers +
Commanding Leader’s Tactics Rating +? +
COEHORNS Card +2 +
Attacker1 Column Left +
+ +

Raid Table [10.0]

+ +

+ + + + + + + + + + +
+Modified +Die Roll + +Vs. Stockade, Indian Settlement or Blockhouse + +Vs. Cultivated (not Stockade or Settlement) +
<022 +
1*1NE +
21NE +
3NENE +
421 +
5Success, 1Success, 1 +
6**SuccessSuccess +
>7SuccessSuccess +
+ +

+ +
Raid Modifiers DRM +
Commanding Leader’s Tactics Rating +? +
Rangers (any number present) +1 +
Militia (when more than one in Department) –1 +
+ + diff --git a/info/charts2.png b/info/charts2.png new file mode 100644 index 0000000..2cc0be7 Binary files /dev/null and b/info/charts2.png differ diff --git a/info/notes.html b/info/notes.html new file mode 100644 index 0000000..b499b0b --- /dev/null +++ b/info/notes.html @@ -0,0 +1,23 @@ + + +Wilderness War - Notes + + + + + +

+ +

+Wilderness War: Implementation Notes

+ +
+ +

+Question? +

+Answer! + +


+ + diff --git a/info/playbook.html b/info/playbook.html new file mode 100644 index 0000000..0c1698f --- /dev/null +++ b/info/playbook.html @@ -0,0 +1,2214 @@ + + + +Wilderness War - Playbook + + + + + +
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

SCENARIOS

+

WILDERNESS WAR has four scenarios:

+

• Annus Mirabilis (1757-59)—The Tournament Scenario

+

• Early War Campaign (1755-59)—Intermediate Scenario One

+

• Late War Campaign (1757-62)—Intermediate Scenario Two

+

• The Full Campaign (1755-62)—Extended Scenario

+

The scenarios that begin in the same year use the same counter

+

setups, and those that end in the same year use the same victory

+

conditions (see rule 13.1 How to Win).

+

Map Setup Abbreviations

+

As an aid to setting up, spaces on the game map are marked with

+

abbreviated setup instructions for 1757 (the starting point of Annus

+

Mirabilis and the Late War Campaign). Abbreviations are:

+

C: Coureurs

+

F: Fort

+

HL: Highland (4-4)

+

I: Indian

+

Ldr: Leader

+

MD: Marine Detachment (1-4)

+

Mil: Militia

+

P: Provinicial

+

R: Regular (3-4)

+

RA: Royal American (4-4)

+

Ra: Ranger

+

S: Stockade

+

Fort Under Construction

+

Note that the setup for the 1755 scenarios (the Early War Campaign

+

and the Full Campaign) differs from these markings on the map.

+

Unit Designations

+

The designations for the 3-4 Regulars, Rangers, and Coureurs are

+

for historical interest only—it is not necessary to set up units by

+

designation, as long as the right quantities and types are placed.

+

This is also true for the Provinicials, as long as Northern and

+

Southern units are discriminated. Indian units, however, must be

+

set up according to tribal name.

+

Set up all units at full strength.

+

Annus Mirabilis (1757-59)

+

Tournament Scenario

+

HISTORICAL NOTE: The British called 1759 the “Year of Mir-

+

acles” (in Latin, Annus Mirabilis) because the victory bells in

+

London that year seemed never to cease ringing. The British in

+

1759 captured French forts Carillon, St-Frédéric, and Niagara. In

+

Germany, they and their Hanoverian allies defeated a French army

+

at the Battle of Minden. Most importantly, General Wolfe took

+

Québec while Admiral Hawke broke the French fleet at Quiberon

+

Bay—these last events all but sealing the fate of Canada.

+

Length of Game

+

This scenario focuses in on the period of transition (historically)

+

from French to British ascendancy. It begins at the British low-

+

point in the war, 1757, and continues through the end of 1759,

+

when (historically) British victory was all but ensured.

+

This scenario involves just six hands of cards and can be com-

+

pleted in two to three hours. Play begins with the first French Ac-

+

tion Phase of Early Season 1757 and ends after Late Season 1759

+

(barring an earlier Sudden Death Victory).

+

Cards

+

Use only cards #1-62.

+

Set aside cards #63-70, which are marked “1755 scenarios.” They

+

are not used in this scenario. They are:

+

• One French Regulars

+

• One British Regulars

+

• one 1-value Highlanders

+

• Royal Americans

+

• Acadians Expelled

+

• William Pitt

+

• Diplomatic Revolution

+

• Intrigues Against Shirley

+

Then shuffle the deck and deal each player nine cards—the number

+

each will receive each season of this scenario (unless the British

+

play Quiberon to reduce the French hand to seven cards).

+

PLAY NOTE: As indicated on the Highlanders cards, preconditions

+

to play the Highlanders events apply only in the 1755 scenarios. In

+

this scenario (and in the Late War scenario), the British player is

+

allowed to play Highlanders events whenever he receives them. In

+

this and the Late War scenarios, the William Pitt and Diplomatic

+

Revolution Events are considered already to have occurred. Thus,

+

both players receive nine cards, and Highlanders, Amherst, Forbes

+

and Wolfe are available.

+

Markers

+

• “VP” at French 4.

+

• “Season - French First” on Early Season 1757.

+

• “Provincial Assemblies” at Supportive.

+

• “French Allied” at Mingo Town, Logstown, Pays d’en Haut,

+

Mississauga.

+

Important: The PITT event has occurred, so the Highlanders

+

events may be played.

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

Setup

+

This scenario uses the setup information marked on the map.

+

French Forts

+

• Ticonderoga (Fort Carillon)

+

• Crown Point (Fort St-Frédéric)

+

• Niagara (Fort Niagara)

+

• Ohio Forks (Fort Duquesne)

+

French Stockades

+

• Île-aux-Noix (Fort Île-aux-Noix)

+

• St-Jean (Forts Chambly and St-Jean)

+

• Oswegatchie (La Galette and La Présentation)

+

• Cataraqui (Fort Frontenac)

+

• Toronto (Fort Rouillé)

+

• Presqu’île (Fort Presqu’île)

+

• French Creek (Fort Le Boeuf)

+

• Venango (Fort Machault)

+

French Leaders and Units

+

• Louisbourg: Drucour, 3 x 3-4 Regulars (Marine, Artois, Bour-

+

gogne), 1 x Coureurs (Boishébert Acadian)

+

• Québec: Lévis, 3 x 3-4 Regulars (Marine, Guyenne, La Reine)

+

• Montréal: Montcalm, Vaudreuil, 2 x 3-4 Regulars (Béarn, La-

+

Sarre), 1 x Coureurs (Repentigny), Huron, Potawatomi, Ojibwa,

+

Mississauga

+

• Crown Point: 1 x 1-4 (Marine Detachment), 1 x Coureurs

+

(Perière)

+

• Ticonderoga: Rigaud, Bougainville, 2 x 3-4 Regulars (Langued-

+

oc, Royal Roussillon), 1 x Coureurs (Marin)

+

• Cataraqui: Villiers, 1 x 1-4 (Marine Detachment), 1 x Coureurs

+

(Léry)

+

• Niagara: 1 x 1-4 (Marine Detachment), 1 x Coureurs (Joncaire)

+

• Presqu’île: 1 x 1-4 (Marine Detachment)

+

• French Creek: 1 x 1-4 (Marine Detachment)

+

• Venango: 1 x Coureurs (Langlade)

+

• Ohio Forks: Dumas, 2 x 1-4 (Marine Detachment), 1 x Coureurs

+

(Ligneris)

+

• Logstown: 1 x Shawnee

+

• Mingo Town: 1 x Mingo

+

Important: Leaders Dieskau and Beaujeu are not used in this sce-

+

nario.

+

British Forts

+

• Hudson Carry South (Fort Edward)

+

• Hudson Carry North (Fort William Henry)

+

• Will’s Creek (Fort Cumberland)

+

• Shamokin (Fort Augusta)

+

British Forts Under Construction

+

• Winchester (Fort Loudoun)

+

• Shepherd’s Ferry (Fort Frederick)

+

British Stockades

+

• Schenectady (Forts Johnson and Hunter)

+

• Hoosic (Fort Massachusetts)

+

• Charlestown (Fort No.4)

+

• Augusta and Woodstock (Virginia fortification line)

+

• Carlisle, Harris’s Ferry, Lancaster, Reading and Easton (Penn-

+

sylvania fortification line)

+

British Leaders and Units

+

• Winchester: 1 x 2-4 Southern Provincials (Virginia)

+

• Shepherd’s Ferry: 1 x 2-4 Southern Provincials (Maryland)

+

• Carlisle: 1 x 2-4 Southern Provincials (Pennsylvania)

+

• Shamokin: 1 x 2-4 Southern Provincials (Pennsylvania)

+

• Philadelphia: 1 x 4-4 Royal Americans (1/60th)

+

• New York: Loudoun, Abercromby, 3 x 3-4 Regulars (22nd, 27th,

+

35th), 3 x 4-4 Royal Americans (2/60th, 3/60th, 4/60th)

+

• Albany: Dunbar, 2 x 3-4 Regulars (44th, 48th)

+

• Hudson Carry South: Webb, 1 x Rangers (Rogers), 3 x 2-4 North-

+

ern Provincials (Massachusetts, Connecticut, Rhode Island)

+

• Hudson Carry North: 2 x 2-4 Northern Provincials (New Hamp-

+

shire, New Jersey)

+

• Schenectady: Johnson, 1 x 2-4 Northern Provincials (New York),

+

1 x 4-4 Highland (1/42nd)

+

• Halifax: Monckton, 3 x 3-4 Regulars (40th, 45th, 47th)

+

• Southern Militias: 1 x Colonial Militia

+

Leader Pool: Place Amherst, Bradstreet, Forbes, Murray and Wolfe

+

into an opaque container so that they can be drawn randomly.

+

Important: Braddock and Shirley are not used in this scenario.

+

Early War Campaign (1755-59)

+

Intermediate Scenario One

+

Length of Game

+

This scenario uses the same victory conditions as Annus Mirabilis

+

but begins with the landing at Alexandria of two British regiments

+

from Ireland and the arrival of six French army battalions at Lou-

+

isbourg and Québec. These regular reinforcements signalled the

+

onset in 1755 of direct conflict in America between British and

+

French crown.

+

The formal, European war has not yet begun and fewer forces are

+

available than in the 1757 scenarios. Montcalm has yet to arrive,

+

for example, and Pennsylvania and Virginia have not yet construct-

+

ed their border defenses.

+

Play begins with the first French Action Phase of Early Season

+

1755 and ends after Late Season 1759 (barring an earlier Sudden

+

Death). It should take (at most) five hours to complete.

+

Cards

+

Use all cards (#1-70). Shuffle and deal each player eight cards—the

+

number each player will receive each season, until certain events

+

that may increase either player’s hand size to nine cards or de-

+

crease the French hand to seven cards.

+

Markers

+

• “VP” at 0.

+

• “Season - French First” on Early Season 1755.

+

• “Provincial Assemblies” at Supportive.

+

• “French Allied” at Pays d’en Haut, Kahnawake and St-Fran-

+

çois.

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

• “British Allied” at Canajoharie.

+

Setup

+

The setup for this scenario differs from the 1757 setup shown on

+

the map.

+

French Forts

+

Crown Point (Fort St-Frédéric)

+

Niagara (Fort Niagara)

+

Ohio Forks (Fort Duquesne)

+

French Stockades

+

• Île-aux-Noix (Fort Île-aux-Noix)

+

• St-Jean (Forts Chambly and St-Jean)

+

• Oswegatchie (La Galette and La Présentation)

+

• Cataraqui (Fort Frontenac)

+

• Toronto (Fort Rouillé)

+

• Presqu’île (Fort Presqu’île)

+

• French Creek (Fort Le Boeuf)

+

• Venango (Fort Machault)

+

French Leaders and Units

+

• Louisbourg: Drucour, 3 x 3-4 Regulars (Marine, Artois, Bour-

+

gogne)

+

• Québec: Dieskau, Vaudreuil, 4 x 3-4 Regulars (Béarn, Guyenne,

+

La Reine, Languedoc)

+

• Montréal: Rigaud, 1 x 3-4 Regulars (Marine), 2 x Coureurs (Re-

+

pentigny, Perière), 1 x Caughnawaga, 1 x Abenaki

+

• Île-aux-Noix: 1 x 1-4 (Marine Detachment)

+

• Crown Point: 1 x 1-4 (Marine Detachment), 1 x Coureurs

+

(Marin)

+

• Cataraqui: Villiers, 1 x 1-4 (Marine Detachment), 1 x Coureurs

+

(Léry)

+

• Niagara: 1 x 1-4 (Marine Detachment), 1 x Coureurs (Joncaire)

+

• Presqu’île: 1 x 1-4 (Marine Detachment)

+

• French Creek: 1 x 1-4 (Marine Detachment)

+

• Venango: 1 x Coureurs (Langlade)

+

• Ohio Forks: Beaujeu, Dumas, 1 x 1-4 (Marine Detachment), 1 x

+

Coureurs (Ligneris), Ottawa, Potawatomi

+

Important: Place Leaders Montcalm, Lévis, and Bougainville

+

aside. They enter with the first French Regulars event.

+

British Forts

+

• Hudson Carry South (Fort Lyman, aka Fort Edward)

+

• Will’s Creek (Fort Cumberland)

+

• Oswego (Fort Oswego)

+

British Stockades

+

• Oneida Carry West (Fort Bull)

+

• Oneida Carry East (Fort Williams)

+

• Schenectady (Forts Johnson & Hunter)

+

• Hoosic (Fort Massachusetts)

+

• Charlestown (Fort No.4)

+

British Leaders and Units

+

• Oswego: 1 x 2-4 Northern Provincials (New York)

+

• Albany: Shirley, Johnson, 5 x 2-4 Northern Provincials (Rhode

+

Island, Connecticut, New Hampshire, 2 x Massachusetts), 2 x

+

Mohawk

+

• Halifax: Monckton, 1 x 3-4 Regulars (47th)

+

• Alexandria: Braddock, Dunbar, 2 x 3-4 Regular (44th, 48th)

+

• Will’s Creek: 2 x 2-4 Southern Provincials (Virginia, Maryland)

+

Leader Pool: Place Abercromby, Bradstreet, Loudoun, Murray

+

and Webb into an opaque container so that they can be drawn ran-

+

domly.

+

Important: Place Amherst, Forbes, and Wolfe aside: they are not

+

available until the William Pitt event or 1759. Once the Pitt event

+

is played or at the beginning of 1759, place Amherst, Wolfe and

+

Forbes into the British leader pool.

+

Late War Campaign (1757-62)

+

Intermediate Scenario Two

+

This scenario uses the setup information marked on the map.

+

Length of Game

+

This scenario begins with the North American conflict in full gear

+

(as in Annus Mirabilis), but allows play to extend beyond the date

+

of Canada’s historical surrender (late 1760). The presumption is

+

that—without Britain’s spectacular victories in 1759 and 1760—

+

fighting could have continued until a European peace came within

+

sight in late 1762.

+

Play begins with Early Season 1757 and ends after Late Season

+

1762, barring a Sudden Death. This scenario could take as long as

+

five hours to complete if it goes all the way to 1762.

+

Cards

+

Use the same card deck preparation as found in the Tournament

+

Scenario, Annus Mirabilis.

+

Markers and Setup Use the same setup of units and markers as is

+

found in the Tournament Scenario, Annus Mirabilis.

+

The Full Campaign (1755-62)

+

Extended Scenario

+

Length of Game

+

This scenario covers the full period of general conflict in North

+

America.

+

Play begins with Early Season 1755 and ends after Late Season

+

1762 (barring an earlier Sudden Death). If it goes the full distance,

+

it may take as long as eight hours.

+

Cards

+

Use all 70 cards. Shuffle and deal each player eight cards—the

+

number each player will receive each season, until certain events

+

which may increase or decrease a player’s hand size.

+

Markers and Setup

+

Use the same setup of units and markers as is found in the Early

+

War Campaign Scenario.

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

Wilderness Battle

+

The Monongahela, 1755

+

The British player, having previously constructed a stockade at

+

Gist’s Station to provide a line of retreat, activates Braddock (2-

+

7-0) with a 2-value card and moves him with Dunbar (3-5-0), the

+

44th and 48th regiments (both 3-4), and two Virginia, one Mary-

+

land and one Pennsylvania regiment (four 2-4s) from Gist’s to

+

Ohio Forks—intent on besieging Fort Duquesne.

+

The French player decides to defend outside the fort, in order to

+

take advantage of his Auxiliaries in the wilderness—and of an Am-

+

bush! card he is holding. His force includes Beaujeu (1-2-1), Du-

+

mas (1-2-1), a Marine Detachment (1-4), a Coureurs des bois unit

+

(1-6) and three Indian units (all 1-6).

+

He plays Ambush! (which goes to the discard pile), allowing him to

+

fire first with doubled strength (5x2=10). He rolls a 6 (resulting in

+

a leader loss check), modified (+1 for Beaujeu’s tactics) to be less

+

than or equal to 7 on the 9-12 column on the Combat Results Table

+

(CRT). The result is 4 step losses.

+

The result means that the British player must reduce four units, so

+

he flips all his units but two of the Provincials. He then rolls once

+

for each leader to see if they are killed. Braddock rolls a 1 (he is

+

eliminated) and Dunbar a 3.

+

The British now return fire with a strength of 10 (four 2-4s and

+

two 1- 4s). The roll is a 1 (a leader loss check) modified –1 for

+

only Regulars and Provincials battling Auxiliaries in the Wilder-

+

ness. The “<0” row on the 9-12 column shows one step loss. The

+

French player flips the Marine Detachment (the first loss must be

+

from Drilled Troops) and rolls for Beaujeu, who is killed on a roll

+

of 1, and Dumas, who survives on a 2.

+

The French won (one step loss to four British steps) and so the

+

British must retreat to the friendly stockade at Gist’s Station. (If

+

no fortification were there, the six British Drilled units would be

+

eliminated and Dunbar retreated alone.) The French receive 1 VP

+

for defeating a force including Regulars (or consisting of more

+

than four units) in a field battle.

+

Raids on the Frontier

+

The Shenandoah Valley, 1756

+

It is the beginning of the Early Season of 1756. The French play-

+

er notes that the frontier of the Southern Department colonies is

+

sparsely defended, and decides to score some VPs with a series of

+

Indian raids. He has a fort at Ohio Forks, and so can play a West-

+

ern Indian Alliance event. He rolls a “3” and—having fewer than

+

5 VPs at the moment—must halve the roll and round up, placing

+

two new Indian units in their settlements. He also has a fort at Ni-

+

agara, so could choose Pays d’en Haut Indians, but selects instead

+

a Mingo unit and a Shawnee unit, placing them at Mingo Town

+

and Logstown, respectively, where he also places “French Allied”

+

markers.

+

The British player responds in his Action Phase by playing a Call

+

Out Militias event to place one full strength Colonial Militia unit

+

in the Southern Militias box.

+

The French player plays a 2-value card to individually activate the

+

two new Indian units (each count half a point to activate), plus

+

Dumas (1-2-1), who is at Ohio Forks. He moves the two units and

+

the leader each individually via Upper Monongahela to Allegheny

+

South.

+

COMBAT EXAMPLES

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

With the threat to Virginia evident, the British player uses a 2-value

+

card to build stockades at Augusta and Winchester. (There is al-

+

ready a Virginia Provincial unit at Woodstock.)

+

The French player uses a 1-value card to activate Dumas and the

+

two Indian units as a force and moves them to Augusta to raid

+

the stockade. (The French player could have individually activated

+

Indian units—or moved just one unit under Dumas—to Infiltrate

+

through Augusta to Culpeper, and the Provincial in Woodstock

+

could have attempted to Intercept into Augusta and/or Culpeper

+

and force a Battle.)

+

Because the raid target is an unoccupied stockade in cultivated ter-

+

rain, a Militia unit from the corresponding box may be deployed

+

to bring about a Battle. The British player decides to deploy his

+

new Colonial Militia unit to the Augusta stockade, so Dumas’ force

+

must attack.

+

On the CRT, the French are on the 2 column (DRMs of +1 for Du-

+

mas’ tactics and –1 for the stockade cancel out). The British are on

+

the 1 column. Each player rolls a 4, each causing one step loss. The

+

reduced Militia unit returns to the Southern Colonial Militia box.

+

The French player reduces the Mingo Indian unit to 0-6 and must

+

retreat Dumas’ force back to Allegheny South (tied results without

+

eliminating the defender mean the attacker loses).

+

The British player has another Call Out Militias event in his hand

+

and plays it to place a second Militia unit in the Southern Colonial

+

Militia box.

+

The French player is content to keep the British distracted and on

+

the defensive, and so with another 1-value card again activates Du-

+

mas’ force to repeat the strike on Augusta.

+

The British player deploys his new full-strength Militia unit to the

+

stockade, but this time only the French player scores a 1-step loss

+

on the CRT. The reduced Militia unit returns to its box and Dumas’

+

force remains in Augusta to carry out its raid.

+

The French Raid receives a +1 for Dumas’ tactics and a –1 be-

+

cause the target space is within a Department with at least two

+

militia units in its box. The French roll a 5 on the Stockade/Set-

+

tlement column—a Success and one step loss. The stockade is

+

eliminated and a Raided marker is placed in Augusta. The French

+

player decides to eliminate the already reduced Mingo unit. All

+

who participated in the raid must Go Home. The French player

+

decides to have the surviving Shawnee unit accompany Dumas

+

back to the fort at Ohio Forks.

+

Assuming the French place no additional Raided counters, the

+

Raided marker at Augusta will be worth 1 VP (half a VP, rounded

+

up) when it is removed at year end.

+

Amphibious Landing

+

Gabarus Bay and Louisbourg, 1758

+

The British player uses a 3-value card to activate a large force of

+

units and leaders under Amherst in Halifax, then plays an Amphibi-

+

ous Landing card to allow it to perform a naval move to French-

+

controlled Louisbourg and to place an Amphib marker there.

+

Louisbourg is occupied by Drucour and five French Regular units.

+

The French player decides to defend outside the fortress with this

+

force, in hopes of throwing the British back to Halifax and in order

+

to use a Fieldworks card he is holding, so a Battle occurs. In the

+

Battle, the British roll is modified by –1 for attacking amphibiously

+

and shifts one column left for the French Fieldworks marker.

+

If the British lost, they would retreat to Halifax (the space from

+

which they entered the Battle), the Amphib marker would be re-

+

moved, the Fieldworks marker would remain, and the French

+

would receive 1 VP for winning a Battle against a force that in-

+

cludes either Regulars or more than four units.

+

In this case, however, the British win the battle, and so the surviv-

+

ing French force must retreat into the fortress (there is no adjacent

+

space, and only the British may retreat by sea—and then only if

+

they have an Amphib marker). The British receive 1 VP for win-

+

ning a Battle against Regulars or more than four units, the Field-

+

works marker is removed, and a “Siege 0” marker is placed.

+

The space is now besieged and controlled by neither side. If the

+

French player were holding the Louisbourg Squadrons card, he

+

could no longer play it as an event because of the contested control

+

of Louisbourg.

+

Despite the contested control—and because of the Amphib mark-

+

er—the British could naval move additional forces to Louisbourg

+

from any other British port without another Amphibious Landing

+

card, or could naval move besieging units from Louisbourg to any

+

British port (including Halifax).

+

The British cannot, however, carry out an Amphibious Landing at

+

the three approaches to Québec until they capture the fortress at

+

Louisbourg and thereby control the Louisbourg space, because an

+

Amphibious Landing must come from a port they control.

+

If the British succeed in capturing the fortress before year end, they

+

will receive 3 VPs and be immune to Attrition there. However, if

+

the siege continues at yearend, both the French and British there

+

will suffer Attrition.

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

Battle Outside a Fortress

+

The Plains of Abraham, 1759

+

An army under Wolfe (1-6-2) is ensconced at Île d’Orléans on an

+

Amphib marker and a stockade, having been repulsed in a recent

+

movement into Québec. The British player activates the force

+

under Wolfe with a 1-value card. The force includes Murray (1-

+

5-0), Monckton (2-5-0), one full-strength 4-4 (one of the 78th

+

Highlanders), three full strength 3-4s (the 35th, 43rd and 48th),

+

three reduced-strength (3-4) Regulars (the other 78th, the 2/60th

+

and the 3/60th), four reduced (2-4) Regulars (the 15th, 28th, 47th

+

and 58th), a 2-6 Light Infantry unit (Howe’s) and a 2-6 Ranger

+

unit (Goreham)—a total of 34 strength points. The British player

+

moves the entire force into the Québec space. (For convenience, all

+

these leaders and units are in the Wolfe box, and only Wolfe moved

+

from the Île d’Orléans space to Québec.)

+

The French force at Québec already has a Fieldworks marker and

+

consists of Montcalm (1-6-2), Vaudreuil (3-5-0), Bougainville (1-

+

3-0), three full strength Regulars (the Royal Roussillon, Langued-

+

oc and La Sarre Regulars), three reduced (2-4) Regulars (Béarn,

+

Guyenne and a Marine unit); two reduced (0-6) Coureurs des bois

+

units and four full strength (1-6) Indian units (Ottawa, Huron, Al-

+

gonquin and Caughnawaga). The French player— not wanting to

+

leave any of this army bottled up inside the fortress, and wanting to

+

take advantage of his Fieldworks and a strong militia— decides to

+

defend outside with the entire force. A battle results.

+

The French player has four full strength Canadian Militia units (4

+

x 1-0) in the St. Lawrence Militia Box, and he decides to deploy

+

all of them to Québec for the battle, giving his force a total combat

+

strength of 23.

+

(He could not deploy them for the battle if there were any Raided”

+

markers in the St.Lawrence Department at that time, but earlier

+

raids by the British rangers into Baie-St-Paul and Rivière-Ouelle

+

failed.)

+

The British player plays a Fieldworks card, removing the French

+

Fieldworks marker (representing his army finding a way around

+

them). Neither player is holding any other response events (with a

+

brown background around its name).

+

The only modifiers are for the tactics ratings of each commander,

+

in this case +2 for each side for Montcalm and Wolfe. The British

+

player rolls on the >28 column and the French player the 22-27 col-

+

umn of the CRT, each adding +2 to the die roll. The British player

+

rolls a 6, resulting in eight French step losses and an leader check.

+

The French player rolls a 1, resulting in four British step losses and

+

a leader check as well.

+

The French player must flip his three full-strength Regulars and

+

eliminate one reduced Regulars, plus flip four other units, and in

+

this case he chooses the four Militia units. He must roll a check for

+

each of his leaders. Rolling a 1, Montcalm is killed (removed).

+

The British player must flip two of his full-strength Regulars plus

+

two other full-strength units, in this case choosing the Light Infan-

+

try unit and an additional Regular unit. The British player rolls for

+

each of his leaders. Rolling a 1, Wolfe is killed.

+

The French lost and must retreat. All militia are returned to the St.

+

Lawrence Militia box. The French could retreat into the fortress,

+

but the French player still wishes to avoid committing his main

+

army to a siege and so retreats to Bécancour, a cultivated space.

+

The British receive 1 VP for winning a field battle against Regulars

+

or more than four units. A “Siege 0” marker is placed on the Qué-

+

bec fortress, which will defend itself even though empty of units,

+

until taken by Siege and Assault (or a Surrender! event).

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

The Year 1757

+

A good way to learn how to play WILDERNESS WAR is to set up

+

and follow along with this full description of a sample year of the

+

game.

+

Two players have decided to play the tournament scenario, Annus

+

Mirabilis. They choose sides and agree not to use any Optional

+

Rules.

+

They place the units and leaders according to the scenario setup,

+

opting for convenience to ignore the historical designations, but

+

making sure to select the right types of units.

+

To be able to spread out the units more, they place Vaudreuil and

+

the units at Montréal in the Montcalm box, leaving only Montcalm

+

in the Montréal space. The French player also places Bougainville

+

and the units at Ticonderoga in the Rigaud box, for the same rea-

+

son. Likewise, Abercromby and the units at New York City are in

+

Loudoun’s box.

+

They place the “Provincial Assemblies” marker at “Supportive,”

+

the VP marker on the French section of the VP Track at 4, and the

+

Season marker on Early Season 1757, “French First” side up.

+

They prepare the deck, removing the eight cards that say “1755

+

scenarios” (#63 to #70), which are events considered to have been

+

played and removed (occurred historically) during 1755 or 1756.

+

Then one player shuffles and begins the first season, Early Season

+

1757, by dealing each player nine cards. The players receive the

+

following hands (card Activation values are in brackets [#]).

+

French Hand

+

#14 Foul Weather [2]

+

#24 Northern Indian Alliance [2]

+

#32 Treaty of Easton [2]

+

#36 François Bigot [2]

+

#37 British Ministerial Crisis [3]

+

#41 British Colonial Politics [3]

+

#44 Raise Provincial Regiments [2]

+

#46 Colonial Recruits [2]

+

#48 Victories in Germany [3]

+

British Hand

+

#5 Bastions Repaired [1]

+

#12 Ambush! [1]

+

#17 Amphibious Landing [1]

+

#22 Governor Vaudreuil Interferes [3]

+

#28 Iroquois Alliance [3]

+

#31 Cherokee Uprising [3]

+

#38 Provincial Regiments Dispersed for Frontier Duty [2]

+

#57 British Regulars [3]

+

#59 British Regulars [3]

+

Play then begins with alternating Actions Phases (card plays) start-

+

ing with the French.

+

At Start Situation

+

EXTENDED EXAMPLE OF PLAY

+
+
+



+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

French Action Phase One

+

Hoping to prevent the arrival of Brit-

+

ish reinforcements, the French player

+

begins with play of #37 British Minis-

+

terial Crisis as an Event. Of the cards

+

listed on the Event, the British player

+

is holding only two British Regulars

+

and so must discard one of them. (If he

+

had had none of the cards on the list,

+

the French event would have had no ef-

+

fect.) Cards #37 and #57 both go into a

+

discard pile.

+

British Action Phase One

+

The British player now takes an Action

+

Phase, choosing to enter reinforcements,

+

playing his remaining British Regulars

+

(#59) as an Event. He first draws a leader

+

randomly from the British leader pool

+

(which, at this point, consists of five lead-

+

ers), drawing Murray. He then enters one

+

new 3-4 unit at New York City (placing

+

it in the Loudoun box), and Murray and

+

two more 3-4s at Halifax, to add to the

+

threat to Louisbourg. Because card #59

+

says “REMOVE” and has been played as

+

an Event, it is removed from the game

+

rather than placed in the discard pile.

+

French Action Phase Two

+

The French player could move Lévis’

+

force from Québec to Louisbourg, to

+

respond to the British build up at Hali-

+

fax, but he decides to rely on his Foul

+

Weather response card to block a Brit-

+

ish amphibious strike, and therefore in-

+

stead plays #24 Northern Indian Alli-

+

ance to build up his own strike force in

+

the Champlain region. He rolls one die (a

+

4), and because he has less than 5 VPs,

+

halves the result to 2. He chooses two

+

units—an Algonquin and a Caughnawa-

+

ga—and enters them at their settlements, Lac des Deux Montagnes

+

and Kahnawake, respectively. He also places French Allied mark-

+

ers on these two settlements to show that they are now susceptible

+

to British raids. Card #24 goes to the Discard Pile.

+

British Action Phase Two

+

The British player, holding an Amphibious Landing event and seeing

+

that the enemy has made no effort to reinforce Louisbourg, decides

+

on a serious effort to seize that fortress. He plays #31 [3] to activate

+

a force under Loudoun. (Even though the card has a French-only

+

Event, either player can use it for Activation or Construction.) The

+

card allows the activation of even a 3-initiative leader like Loud-

+

oun and also enables a force to perform a Naval Move. The Brit-

+

ish player designates Abercromby as subordinate (Abercromby’s

+

command value is no higher than Loudoun’s). Together, Loudoun

+

and Abercromby’s force activation limit is 14—more than enough

+

to command the three 4-4 and four 3-4 units at New York City.

+

Nevertheless, as not all these units will be needed for a maximum

+

strength attack on Louisbourg, the British player opts to leave one

+

4-4 Royal American and one 3-4 Regular at New York City, as a

+

reserve for the Hudson River corridor. He Naval Moves the two

+

leaders and the other five units to Halifax, a British port. (Because

+

the force was already in the Loudoun box, the player can simply

+

move Loudoun to Halifax, being sure to move one 4-4 and one 3-4

+

from the Loudoun box to New York City.)

+

French Action Phase Three

+

Despite the overwhelming force at Halifax, the French player press-

+

es on with his plans in the interior. He plays #44 [2] to individually

+

activate the Algonquin and Caughnawaga units (which each count

+

for half an activation), plus a leader, Montcalm. The Indian units

+

and Montcalm individually move to Ticonderoga (Fort Carillon),

+

using boat movement. Because Montcalm has left Montréal with-

+

out the units there, the player moves the units in the Montcalm box

+

to the Vaudreuil box and places Vaudreuil at Montréal.

+

French Action Phase 3: Montcalm arrives at Ticonderoga.

+

British Action Phase Three

+

The British player responds to the threat to the Hudson Carry by

+

playing #22 Governor Vaudreuil Interferes as an Event. He could

+

choose any two French leaders to switch. He chooses Montcalm

+

and Vaudreuil. The French player must place Vaudreuil at Ticond-

+

eroga and Montcalm at Montréal (shifting the units in Vaudreuil’s

+

box back into Montcalm’s box).

+

British Action #2: Loudon, Abercromby and five units naval move

+

to Halifax.

+
+
+

10

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Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

French Action Phase Four

+

The French player could use another card to move Montcalm back

+

into position, but decides instead that the force already at Ticond-

+

eroga is sufficient and plays #32 [2] to activate Rigaud—with Bou-

+

gainville, two Regulars, one Coureurs and two Indian units—and

+

moves the force (it is irrelevant whether by land or boat) into Hud-

+

son Carry North (Fort William Henry). Vaudreuil stays behind, be-

+

cause his initiative rating is too high for him to have been activated

+

with a [2] card and his command rating is too high to be a subordi-

+

nate to Rigaud. (Bougainville and all the units remain in Rigaud’s

+

box and the player simply moves Rigaud to the new space.)

+

The French force has entered a British-occupied space and must

+

stop. (The force is more than a lone auxiliary unit and so cannot

+

Infiltrate.) The British player must decide whether to attempt to

+

Avoid Battle out of the space, or Intercept into it, or neither. With-

+

out a leader in the space, only one of the two Provincial units there

+

could Avoid. Up to all four units with Webb—adjacent at Hudson

+

Carry South (Fort Edward)— could attempt to Intercept. However,

+

the British player does not want to commit to a large battle (los-

+

ing a battle involving more than four friendly units costs a Victory

+

Point). He decides to reinforce William Henry with only a single

+

unit, in this case, the Rangers. The Interception succeeds (roll of 4),

+

and the Rangers unit at Hudson Carry South is placed at Hudson

+

Carry North, and the French will attack at least the Rangers in a

+

battle.

+

Now the British player must decide whether the two Provincial

+

units will defend outside the fort along with the Rangers, or remain

+

inside. The British player decides to risk the units in a field battle—

+

in part because he risks no VPs with his small force, while a victory

+

would earn 1 VP, because the French force contains Regulars (and,

+

even if it had no Regulars, it has more than four units).

+

The players resolve the battle. The attacker (the French) has no

+

events that can be used in the battle. The British are holding an Am-

+

bush! event, but cannot play it because the French have more aux-

+

iliaries (two Indian and one Coureurs units) than the British (one

+

Rangers unit) in the battle. Players consult the Combat Results

+

Table (CRT) and each rolls one die. The French have nine strength

+

points and the British have six. There are no die roll modifiers

+

(DRMs): the space is wilderness, but both sides have auxiliaries;

+

and the French commander, Rigaud, has a tactical rating of 0. The

+

French player rolls a 3 for a result of two step losses on the Brit-

+

ish. The British player rolls a 4, resulting in two step losses on the

+

French. The British flip their two Provincial units to their reduced

+

sides (wishing to preserve the more valuable Rangers). The first

+

French casualty must be a Drilled unit, so the French player flips

+

one 3-4 Regular and then flips the Algonquin Indian unit. No one

+

rolled a natural 1 or 6, so there are no leader loss checks. Because

+

the defender wins a tie, Rigaud and his force must retreat whence

+

they came, to their fort at Ticonderoga, and the British receive a

+

VP, sliding the VP marker to French 3.

+

British Action Phase Four

+

The British player decides to draw on his reserve at New York City

+

to beef up the defense of William Henry. He plays #12 [1] to indi-

+

vidually activate the 4-4 Royal American. He uses boat movement

+

to bring the 4-4 up the Hudson river to Hudson Carry South, then

+

across the portage to Hudson Carry North. The French player could

+

have used the Foul Weather card he is holding to slow down the

+

Royal Americans, but holds it to block a prospective attack on Lou-

+

isbourg. French Interception at Hudson Carry North is not possible

+

because the space is already occupied by the British.

+

The 4-4 Royal American reinforces the British position at Hudson

+

Carry North.

+

French Action Phase Five

+

Having botched his attack on Lake George, the French player de-

+

cides to take advantage of political conflicts between the British

+

crown and its colonies to pressure their frontiers. He plays #41

+

British Colonial Politics as an Event. The Provincial Assemblies

+

marker is moved one box in the direction of the French edge of

+

the map, from Supportive to Reluctant. The British player finds

+

that he has only six Northern Provincials on the map—still within

+

the Northern limit—but must remove two Southern units to keep

+

within their new limit of two. He chooses to eliminate Southern

+

units at Shamokin and Shepherd’s Ferry.

+

Rigaud attacks Hudson Carry North with 9 SPs. The British player

+

successfully interecepts and sends the Rangers as reinforcements.

+
+
+

11

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

British Action Phase Five

+

The British player notes the thinning

+

of his defenses in the south, but never-

+

theless attempts to seize the initiative

+

by launching his major operation for

+

the season—an amphibious assault on

+

Louisbourg. He plays #28 [3] and states

+

that he is activating all leaders and units

+

at Halifax in a force under Loudoun.

+

The French player can see what’s com-

+

ing and immediately—before the Brit-

+

ish player moves his force—plays #14

+

Foul Weather (the Event’s name has a

+

brown background around it, and there-

+

fore can be played as a response in the middle of an Action Phase).

+

The British force is prevented from any Naval Move, and therefore

+

is stuck at Halifax for its activation.

+

French Action Phase Six

+

The French player now suspects that his opponent is indeed hold-

+

ing an Amphibious Landing card. The question remains whether

+

either of the other two cards in the British hand are 3-value cards

+

that could allow a Naval Move by more than an individual unit.

+

The French player decides to risk that possibility, to ignore the

+

maritime threat, and to press his border war on the British colonies.

+

He plays #36 [2] for individual activation of the Huron and Missis-

+

sauga (one activation point)—which each perform Boat Movement

+

(representing canoes, of course) along the seven spaces from Mon-

+

tréal to Oneida Carry West—and the Shawnee and Mingo units

+

(the second activation point)—which move to Allegheny South,

+

where they must stop. The British provincial at Winchester—a

+

Drilled unit—cannot intercept individual Auxiliary units entering

+

Allegheny South because the space is mountain.

+

French Action #6 moves four Indian units at the cost of 2 Activa-

+

tion Points

+

British Action Phase Six

+

Fresh out of 3-value cards, the British player must wait for the next

+

season before launching his naval assault. Instead he responds to

+

the threat to Virginia by playing #5 for Construction, completing

+

the fort at Winchester (Fort Loudoun)—where there is an in-supply

+

Drilled unit (the Southern Provincial)—so as to free up the South-

+

ern unit there for interception, chasing, or blocking the Shawnee

+

and Mingo.

+

French Action Phase Seven

+

The French play #46 [2] to activate the same four Indian units as

+

in the previous French phase. (He tilts the four unit counters as a

+

reminder of which units he activated, as he carries out the actions

+

of each in succession). (See illustration on next page.)

+

a) The Mingo Infiltrate through the stockade space Augusta (rather

+

than Woodstock, so as to avoid possible Interception from Win-

+

chester) into Culpeper. Having ended movement in an enemy cul-

+

tivated space, the unit must Raid and rolls on the cultivated column

+

of the Raid Table. There are no modifiers (there is only one unit in

+

the Southern Colonial Militias box). The French player rolls a 4—a

+

failed Raid and one step loss. He flips the Mingo and places him in

+

his home settlement, Mingo Town.

+

b) The Shawnee repeats the Infiltration and Raid against Culpeper,

+

rolling a 5—a Successful raid and one step loss. A Raided marker

+

is placed at Culpeper; the Shawnee unit is flipped and placed in

+

Logstown.

+

c) Next, the Huron at Oneida Carry West move by land through

+

Oneida Castle, Canajoharie and Schoharie—and daringly attempt

+

to Infiltrate the Albany space into Kinderhook. (Indian settlements

+

are no hindrance to movement; the Drilled units at Schenectady

+

and Albany cannot Intercept the lone Auxiliary Huron in any of

+

the traversed wilderness spaces; and the Huron auxiliary can enter

+

an enemy fortress space because it is attempting to Infiltrate.) The

+

British player can now attempt an Intercept in Albany with any one

+

unit or force in Albany, Schenectady or Hudson Carry South. He

+

does not want to redeploy any units, so attempts with a Regular at

+

Albany (but fails on a roll of 3). The Huron has passed through an

+

enemy cultivated space (Albany) and so must stop at Kinderhook,

+

where it Raids. The roll is a 6—a Success with no loss. A Raided

+

marker is placed in the space and the lucky Huron unit goes home

+

to Pays d’en Haut.

+

d) Finally, the Mississauga move by land due south to Station

+

Point, then East Delaware, and into the stockade space of Easton.

+

They cannot Infiltrate into Trenton or Reading because they are

+

out of movement points. Because the would-be raiders have ended

+

in an otherwise empty stockade space in the Southern Department

+

(Virginia, Maryland and Pennsylvania), the British may deploy a

+

Militia unit from that Department’s Militias box to Easton to force

+

a battle before the Raid attempt (unlike joining a battle involv-

+

ing other British units, which would be prohibited by the Raided

+

marker at Culpeper—note the distinction between rules 7.3 and

+

10.2). The Mississauga must attack the Militia in a battle, suffering

+

a –1 DRM because the Militia have a stockade. Both sides roll on

+

the 1 column of the CRT, in this case the Mississauga and Militia

+

each achieve no effect. With the result a tie, the Mississauga at-

+

tacker, having lost the battle, must retreat to East Delaware. The

+

Militia units returns to the Southern Militias box. If East Delaware

+

were a cultivated space, a raid attempt would ensue there, but it is

+

wilderness.

+

British Action Phase Seven

+

In his Action Phase, the British player cannot build any stockades

+

in response to the Raids (construction is not allowed with two cards

+

in a row). There are no longer any Indians nearby to chase off with

+

the Provincial at Winchester. So, he continues to reinforce William

+

Henry by activating the 3-4 Regular at New York City with #38 [2]

+

and boat moving it to Hudson Carry North. (A 2- or 3-value card

+

can individually activate only one Drilled unit.)

+
+
+

12

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

French Action Phase Eight

+

The French player plays his final card, #48 Victories in Germany,

+

as an Event. He has only one reduced Regular unit, in the Rigaud

+

box (meaning, at Ticonderoga), and flips it back to full strength.

+

British Action Phase Eight

+

The British player decides to hold his last card, #17 Amphibious

+

Landing, for the next season, to guarantee he will have such an

+

Event available for the planned assault on Louisbourg. He places

+

the British Card Held marker on the Early Season 1757 space of

+

the Year track as a reminder that he will not be permitted to so hold

+

a card in the following season.

+

Late Season 1757

+

The Season marker is advanced to Late Season 1757 and new cards

+

are dealt until each player again holds nine cards.

+

French Hand

+

#1 Campaign [3]

+

#2 Campaign [3]

+

#8 Coehorns [1]

+

#16 George Croghan [1]

+

#21 Louisbourg Squadrons [3]

+

#26 Western Indian Alliance [2]

+

#34 Small Pox [3]

+

#35 Courier Intercepted! [3]

+

#56 French Regulars [3]

+

British Hand

+

Held: #17 Amphibious Landing [1]

+

#4 Campaign [3]

+

#6 Surrender! [3]

+

#7 Massacre! [1]

+

#43 Raise Provincial Regiments [2]

+

#47 Troop Transports [3]

+

#49 Call Out Militias [1]

+

#54 Light Infantry [2]

+

#58 British Regulars [3]

+

The French player again has the first Action Phase.

+

French Action Phase One

+

Thanking his lucky star for drawing

+

#21 Louisbourg Squadrons just as

+

Loudoun’s army is bearing down on

+

the French fortress port, he decides to

+

risk the fortunes of the French navy and

+

play the event (even though its benefits

+

to him will last only one hand, because

+

it is already Late Season). He rolls a

+

5, so the card is discarded rather than

+

removed from play, and there is no im-

+

pact on French naval movement or Brit-

+

ish ability to play the Quiberon event.

+

The British player will not be able to

+

play Amphibious Landing events this season, and a Louisbourg

+

Squadrons - No Amphib marker is placed on the Season marker

+

as a reminder.

+

British Action Phase One

+

His offensive plan thwarted for the season, the British player re-

+

verts to defensive measures. He chooses #43 for Construction. (He

+

cannot play the Raise Provincial Regiments event, because Pro-

+

French Action #7: Four Indian Raids.

+
+
+

13

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

vincial Assemblies are Reluctant.) He cannot finish the fort under

+

construction at Shepherd’s Ferry because there is no Drilled unit

+

there. He can build stockades in empty cultivated spaces, doing so

+

at Ashby’s Gap, Virginia and Trenton, New Jersey, to help defend

+

against further Indian Infiltration. (He does not build at Culpeper,

+

to avoid offering the French any further VPs in the already Raided

+

space this year.)

+

British Acti on #1: The British player builds Stockades at Ashby’s

+

Gap and Trenton. Note Raid marker at Culpeper.

+

French Action Phase Two

+

The French player decides to take advantage of the rather ill-posi-

+

tioned British forces to resume the offensive on the central Cham-

+

plain front—this time with a full-fledged force. First, however, he

+

plays #34 Small Pox as an Event, designating Hudson Carry North

+

as the affected space, which qualifies because there are five units

+

there. The roll is a 3, halved (rounding up) to 2. The overcrowded

+

conditions at Fort William Henry result in reduction of the 3-4 reg-

+

ular and the 4-4 Royal American units (the British player deciding

+

to preserve the Rangers; the Provincials are ineligible because they

+

are already reduced).

+

British Action Phase Two

+

The British player anticipates the threat to the Hudson. With Lou-

+

doun too far away, he plays #4 Campaign as an Event to mass a

+

defense under Webb at Fort Edward. He designates the two forces

+

to be activated as Dunbar and his two 3-4 Regulars at Albany and

+

Johnson and his troops at Schenectady. First, he moves Dunbar’s

+

force to Hudson Carry South. Second, he moves Johnson with the

+

2-4 Provincial and the 4-4 Highlander to the same destination,

+

drops off the units there, and then continues moving with Johnson

+

(who has 6 MPs) and returns to Schenectady—to be in position

+

should an opportunity to recruit Mohawks or the Iroquois arise in

+

the future.

+

Johnson and Dunbar reinforce Hudson Carry North with four units

+

(12 factors). Johnson returns to Schenectady.

+

French Action Phase Three

+

Keeping up with—or, rather, surpassing—the British reinforce-

+

ment of the Lake George area, the French play #1 Campaign as an

+

Event. Lévis with his three 3-4s move by boat eight spaces from

+

Québec to Ticonderoga. Then Montcalm with his full army at

+

Montréal—two 3-4s, one Coureurs unit, and the Potawatomi and

+

Ojibwa—move by boat to join Lévis at Ticonderoga. (For conve-

+

nience, the French player consolidates all the leaders and units un-

+

der Montcalm—seven 3-4s, two Coureurs units, four Indian units,

+

and four leaders—placing them in the Montcalm box.)

+

The situation at Ticonderoga and Hudson Carry South after both

+

players have played Campaign cards to bring in reinforcements.

+

British Action Phase Three

+

With a true strategic threat facing Albany, the British player ex-

+

pends #47 [3] to return Loudoun’s army to the Hudson. Loudoun

+

with Abercromby, three 3-4s and two 4-4s conduct a Naval Move

+

to New York City, leaving Monckton and Murray behind at Halifax

+

with five 3-4 units.

+

French Action Phase Four

+

The French player wishes to try #35

+

Courier Intercepted! before launch-

+

ing his expedition against Fort William

+

Henry and so plays it as an Event. He

+

rolls a 4, allowing him to select a card at

+

random from the British player’s hand.

+

The card he chooses turns out to be #6

+

Surrender! and he adds it to his own

+

hand. (This card will cause a reshuf-

+

fle at the end of this hand, unless the

+

French player decides to hold it until

+

the next hand.)

+

British Action Phase Four

+

Judging that the army at Fort Edward is sufficient defense against

+

Montcalm for the moment, the British player uses the respite from

+

French operations to enter reinforcements. He plays #58 British

+

Regulars as an Event, removing it from the game. He draws the

+

leader Forbes from the pool and places him at Philadelphia (for an

+

eventual expedition against Fort Duquesne). He then takes three

+

new 3-4 units and chooses to place one at Philadelphia, one at New

+

York City and one at Halifax.

+

French Action Phase Five

+

The French player now launches his assault on the Hudson defens-

+

es. He plays #16 [1] to activate Montcalm and all the leaders and

+

units with him as a force, and moves the force into Hudson Carry

+

North (simply placing the Montcalm leader at that space).

+
+
+

14

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

The British player attempts to Intercept with Webb, in command

+

of all the units at Hudson Carry South. However, he rolls a 3 and

+

fails. He now wishes to defend inside the fort, but only four of the

+

five units at Hudson Carry North will fit, and he cannot attempt to

+

Avoid Battle because he has already attempted Interception into

+

the space. He decides to defend inside the fort, but leaves one unit,

+

in this case a reduced Provincial, outside to fight a battle (he places

+

the other four units underneath the fort marker). The French attack

+

is strong enough to guarantee eliminating the unit, but the British

+

player must roll to see if he causes any French losses. He rolls a 1

+

(No Effect). There is no leader loss check because no step losses

+

occurred. The Provincial unit is removed.

+

Because the space is occupied by French units and a British fort,

+

a siege begins. The French player places a Siege 0 marker on the

+

fort. He cannot roll yet on the Siege Table because his force did not

+

begin its activation in that space.

+

Situation after the British withdraw into Fort William Henry.

+

British Action Phase Five

+

The British player has no remaining 3-value cards and so cannot

+

activate either Webb’s or Loudoun’s armies to respond to Mont-

+

calm. Otherwise ill positioned to relieve the besieged fort, he de-

+

cides to leave William Henry to its fate. He plays #17 to continue

+

his construction of frontier defenses, placing a stockade at Wright’s

+

Ferry. (The Amphibious Landing is useless now, because of “Lou-

+

isbourg Squadrons” and because he may not hold any cards for the

+

next season.)

+

The British player builds a Stockade at Wright’s Ferry. This illus-

+

tration also shows Loudoun’s army at New York after it returned in

+

Action Phase 3 and the arrival of Forbes in Action Phase 4.

+

French Action Phase Six

+

The French player now prosecutes his siege of William Henry,

+

playing #8 [1] to activate Montcalm’s force. With Montcalm’s tac-

+

tical rating of 2, the French are guaranteed to reach Siege Level

+

1 and be able to Assault. But, because the French player wants to

+

avoid the possibility of casualties (including Montcalm) and wants

+

to capture the fort intact to speed his expedition toward Albany, he

+

plays #6 Surrender! (which has a name

+

with a brown background and therefore

+

is playable during the phase). He places

+

the event card face up on the draw pile

+

as a reminder that a reshuffle will occur

+

before the next hand. As a result of the

+

Surrender!, the British fort marker at

+

Hudson Carry North is replaced with a

+

completed French fort marker, and the

+

four British units there are moved to the

+

fort at Hudson Carry South. The French

+

receive 2 VPs, moving the VP marker

+

to French 5.

+

The British player takes advantage of

+

the fact that his fortification fell to a

+

force including both Drilled and Indian

+

units, and immediately plays #7 Mas-

+

sacre! (this event has a brown back-

+

ground around its name, and therefore

+

is playable during the French Action

+

Phase). The British receive 1 VP, mov-

+

ing the VP marker to French 4. The four

+

Indian units with Montcalm are elimi-

+

nated, and the French player removes

+

the FRENCH ALLIED markers from

+

Lac des Deux Montagnes and Kahnawake, because there are no

+

longer any Algonquin or Caughnawaga units on the map.

+

The situation after the Massacre! Montcalm in possession of Fort

+

William Henry but without his Indian allies. The four British units

+

from Hudson Carry North are now in Hudson Carry South.

+

British Action Phase Six

+

The British player enters more troops with #54 Light Infantry.

+

The leader he draws is Bradstreet, whom he places in Albany with

+

one 2-6 unit, placing a second 2-6 at Halifax.

+

French Action Phase Seven

+

Having lost Montcalm’s Indians to the unexpected massacre, the

+

French player reconsiders his campaign plan. Looking at his hand,

+

he decides that he would like to play both the Regulars and Indian

+

Alliance as events, leaving him with too few activations to drive

+

on Albany. Also, with British strength continuing to build along

+

the Hudson, he decides that it is time to shift to the defensive there.

+

Furthermore, a buffer of wilderness is desirable.

+

He plays #4 Campaign as an Event, using it to activate Montcalm’s

+

army, plus Villiers, at Cataraqui (Fort Frontenac), who will com-

+

mand a Coureurs unit.

+

a) Montcalm moves north by boat, dropping off a small winter gar-

+

rison for Fort Carillon (Bougainville, two 3-4s and a Couriers unit)

+
+
+

15

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

on his way through Ticonderoga. He continues with the remainder

+

of his force to Montréal for the winter. During his activation, the

+

French player demolishes the newly-captured fort at Hudson Carry

+

North in order to keep it out of British hands. This reduces VPs to

+

French 3.

+

b) With Villiers, the French player takes advantage of Montcalm

+

having drawn British forces away from the Mohawk River. Villiers

+

and the Coureurs move by

+

land over the six spaces to

+

Schenectady (whether via

+

Oswego or West Canada

+

Creek doesn’t matter) to

+

Raid. Bradstreet, at Alba-

+

ny, has a good chance to

+

intercept (on a 3 or higher

+

because of his Tactics rat-

+

ing) with his Light Infan-

+

try (Schenectady is culti-

+

vated, so the drilled Light

+

Infantry may intercept the

+

lone Coureurs unit). But,

+

capping a bad year for the

+

British player, he rolls a

+

2 and fails. There are no

+

Militia in the Northern

+

box to deploy. Johnson

+

is alone with enemy units

+

and must retreat, and is

+

placed in Albany.

+

Villiers and his Coureurs now raid the stockade. They receive a

+

+1 for Tactics and roll a 4 on the Stockade column. The result is

+

“Success/1”. The French player removes the stockade and places

+

a Raided marker (no VPs are received for destroying the stockade,

+

it was destroyed in a Raid). He flips the Coureurs unit to 0-6 and

+

places it with Villiers at the nearest fortification, Fort Carillon (the

+

Ticonderoga space).

+

British Action Phase Seven

+

The British player must now play his last card, #49 Call Out Mi-

+

litias [1]. He would like to add a Militia unit, especially to the

+

Southern box in order to receive a –1 against raids there. However,

+

he also wants to save at least one unit from the attrition looming

+

at the overcrowded Fort Edward. He uses the card individually to

+

activate the 4-4 Highlander unit at Hudson Carry South and moves

+

it to better winter quarters at Albany.

+

French Action Phase Eight

+

The French player now plays his remaining cards in succession,

+

because the British hand is empty. He plays #56 French Regulars

+

as an Event, placing two 3-4s at Québec and removing the card

+

from play.

+

French Action Phase Nine

+

He then plays #26 Western Indian Alliance as an Event. He still

+

has less than 5 VPs and must halve the die roll (rounding up). His

+

roll is a 1 which, halved and rounded up, remains a 1. He can flip

+

two reduced Indian units for every new unit he may place, so uses

+

the result to flip the previously reduced Shawnee and Mingo units

+

both back to full strength.

+

Indians & Leaders Go Home Phase

+

This was the last Action Phase of a Late Season, so the Indians &

+

Leaders Go Home Phase follows. There are no lone leaders and the

+

only Indians not in fortifications or their settlements is the Missis-

+

sauga unit at East Delaware. The French player places the unit in

+

the Mississauga settlement space.

+

Remove Raided Markers Phases

+

The French have three markers for 1-1/2 VPs which, rounded up to

+

2 VPs, moves the VP marker to French 5.

+

Winter Attrition Phase

+

All units outside friendly cultivated spaces are in fortifications and

+

in stacks of four units or fewer, except for Webb’s army of ten

+

units at Hudson Carry South. The Ranger unit (an Auxiliary) is

+

unaffected. Three drilled units are already reduced, of which the

+

British player must eliminate two (every odd unit—the first and the

+

third). He chooses to eliminate the reduced Provincial and the 2-4

+

Regular, leaving a reduced Royal American unit in place. He then

+

flips the remaining six Provincial and Regular units in the space to

+

their reduced sides. The British have lost more troops this year to

+

deprivation and sickness than to battle.

+

Victory Check Phase: Neither player has more than 10 VPs, so

+

the game proceeds to 1758. The Surrender! card has appeared, so

+

the players shuffle the discard and draw piles together to form a

+

fresh draw pile for Early Season 1758.

+

The year 1757 has seen poor planning and mishandling of oppor-

+

tunities by both sides. Although the French made only small gains,

+

they did manage to keep the British off balance in what must have

+

been a disappointing year for King George. In 1758, the British

+

must make better use of their growing superiority in forces, per-

+

haps with major expeditions up the Hudson, to Louisbourg, or in

+

the west to destroy the bases of the French and Indian frontier raid-

+

ers. Now it’s time for you to carry the flag forward and improve on

+

this record!

+

Situation at the conclusion of the Action Phases. Montcalm is back

+

at Montréal, and the British have 10 units at Hudson Carry South.

+
+
+

16

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

STRATEGY NOTES

+

General

+

WILDERNESS WAR explores the interplay between the conven-

+

tional European military methods of the 18th Century and the

+

raiding and other forms of petit guerre common on the American

+

frontier. Consequently, there are two general methods of gaining

+

victory points in the game. During the course of their campaigns,

+

players will have to decide between throwing their resources into

+

the massing of conventional armies and the capture of fortifications

+

and cities or into the border war of frontier raiding and skirmish-

+

ing.

+

The tradeoffs will not often be obvious. Capturing a fortress or

+

string of forts and stockades can yield a large cache of victory

+

points quickly. But the constant trickle of a victory point here and

+

there from raids—which are cheap and low risk—can add up to a

+

war-winning lead, even before a more cumbersome and often risky

+

conventional offensive yields results.

+

Similarly, activating a large force under a single leader can be a

+

very efficient way to move troops. But the effectiveness of activat-

+

ing individually—especially with Indians—for dispersed raiding

+

operations should not be underestimated.

+

Construction will play a key role in either method of conflict. The

+

first means of countering raids is to protect cultivated spaces with

+

stockades. Alone, they increase losses among the raiders. Used in

+

a system—built to complete coverage and backed by militia and

+

(if using the Intercept rule) a scattering of drilled troops—they can

+

thwart individual raiding parties almost every time.

+

For a conventional offensive, stockades and forts facilitate move-

+

ment by drilled troops through the wilderness and allow a garrison

+

to remain through the winter without attrition. Defensively, forts

+

slow down an enemy campaign by forcing him to stop and siege.

+

But be careful how many you build and don’t neglect to demolish

+

them when necessary, for otherwise their loss will yield victory

+

points to the enemy!

+

Beyond the two styles of warfare, players will have to decide upon

+

which geographic axes to center their efforts—and how, and to

+

what degree, to counter enemy efforts along each.

+

The importance of the maritime axis—Halifax to Louisbourg to

+

Québec—is evident. It contains two of New France’s three for-

+

tresses, which are worth 3 victory points each and cannot run away

+

nor be demolished. And loss of Louisbourg can cut the French

+

army of regulars off from European reinforcement, either by lead-

+

ing to the loss of Québec or by tilting the naval balance decisively

+

against France at Quiberon.

+

A maritime campaign is a high stakes affair for both sides, how-

+

ever. Every amphibious landing by regulars that is repelled costs

+

the British a victory point; siege and assault of a fortress is not a

+

trivial challenge; and if a large British army is still sitting outside

+

the walls of Louisbourg or Québec when winter comes, attrition

+

will be devastating.

+

Meanwhile, what is happening in the interior? Both players have

+

multiple axes available for conventional campaigns—principally

+

defined by the waterways. The Lake Champlain-Hudson corridor

+

in the center is the most direct route to enemy fortresses. But the

+

West should not be ignored: lucrative targets at Ohio Forks and

+

Niagara beckon the British; the French must secure their waterway

+

westward should reinforcement of these posts become necessary;

+

and control of the West—from Ohio to Oneida—governs control

+

of the various Indian tribes who live there.

+

In general, it is advantageous to pursue operations in more than one

+

theater at a time, so as to make use of Campaign cards that allow

+

the activation of two forces in one Action Phase.

+

A third strategic decision facing both sides, after conventional

+

or brush warfare and where to strike, concerns the speed of cam-

+

paigns and the degree of attendant risk to be accepted. A conserva-

+

tive approach means building fortifications as you go, principally

+

to guarantee a route of retreat if a battle goes awry. But sometimes

+

the bold approach—the quick march over wilderness trails or the

+

long-distance strike by boat— must be risked to take advantage of

+

a fleeting enemy vulnerability . . . or simply to get the job done in

+

the time (that is, the number of cards) available.

+

The French

+

The first puzzle for the French player is what to do with Louis-

+

bourg. Losing it early can go a long way to preventing a French

+

victory—but losing it with a large French force trapped inside can

+

be even worse! Slow down any British amphibious campaign with

+

Foul Weather or (if you’re willing to risk an early Quiberon) Lou-

+

isbourg Squadrons if you have them, and by putting pressure on the

+

enemy in the interior. Eventually, you will have to decide whether

+

to defend in force—including on the shore—or pull back to the

+

St.Lawrence and prepare to defend there. Even without a garrison

+

of regulars, the fortress can burn up British cards to capture, espe-

+

cially if left in the hands of a tactically adept leader.

+

In the interior, you start out with superiority in leadership, in auxil-

+

iaries, and (barely) in regulars. You should be on the offensive for

+

much of the game—with raiders, or a regular army, or both. Parry

+

British thrusts by moving quickly along rivers and lakeshores,

+

which effectively provide the French interior lines. Key targets for

+

you are British fortifications at Hudson Carry or, in 1755 scenarios,

+

at Oswego and Oneida. Control of Oswego is particularly impor-

+

tant to protect the long French lines of communication to the West

+

and to block a British-Iroquois alliance.

+

You will have the far greater opportunities for raiding of the two

+

sides, and you must take maximum advantage. In the 1755 sce-

+

narios, the early years are open raiding season—before the Brit-

+

ish mobilize border defenses of stockades, militia, and provincials.

+

Use this period to generate a lead in victory points (which can help

+

recruit even more Indians) and force the British to invest in de-

+

fenses.

+

But even if the British seal up the frontier, don’t give up on raiding

+

entirely. Every raid will have some chance of success, and late in

+

the game a single added victory point can make all the difference.

+

The border war is often a battle of attrition, and if you have more

+

auxiliaries than the enemy has militia you can win. Against a solid

+

defense of stockades and militia, try a tactically capable leader in

+

command of several auxiliaries: they will have a good shot at de-

+

feating any militia that deploys and have a decent shot at a suc-

+

cessful raid. If they destroy the stockade—and the enemy does not

+

immediately rebuild it—send more raiders through the gap!

+

If your raids and campaigns have won you a lead, you will have

+

to decide whether to go for a Sudden Death or to switch to the de-

+

fensive and hold out to the end. Watch the British player’s buildup

+

carefully—you can lose your advantages in numbers and leader-

+

ship quickly if he gets the right cards. Keep an eye on your own

+
+
+

17

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

losses as well: British capture of Québec or, depending on how the

+

naval war is going, play of a single card (Quiberon), can cut you

+

off from the ability to restore regulars. And don’t forget to build up

+

your militia, which can play a key role in the defense of Canada.

+

Knowing when to evacuate and demolish your posts is a key skill

+

for the French player. If a British offensive gets rolling along a line

+

of French forts and stockades, you’ll lose your lead in points very

+

quickly. Remember that every little French Marine detachment that

+

gets caught in the field can cost you a victory point as well.

+

Fort Duquesne at Ohio Forks is a special case. It is difficult to de-

+

fend because it is more than one move away from the St.Lawrence.

+

But don’t surrender it too early—it is the key to the border war in

+

the west and can lead to a domino-like loss of French fortifications

+

to its north—including Niagara. Consider sending reinforcements

+

to Duquesne if the British begin a build up in Pennsylvania or Vir-

+

ginia. Harry British progress across the Alleghenies by auxiliary

+

attacks on stockades along his march route. Consider holding an

+

“Ambush!” card into a subsequent hand if you don’t have a chance

+

to use it immediately—one successful ambush can turn around a

+

campaign, especially in this remote part of the map.

+

The French global strategy which you are to support in America

+

involves simply achieving a stalemate. In the end, you have the

+

luxury of time. If you made use of your early advantage, the British

+

will be on a tight schedule. You can lose battles and territory and

+

still win the war. Even when British forces seem overwhelming,

+

you can win through delay, harassment, raiding, and just making a

+

nuisance of yourself.

+

The British

+

Britain has her navy, and the sea via Louisbourg looks like the

+

direct route to the vitals of New France. But it is only one pos-

+

sible approach to victory—and not necessarily the easiest. Always

+

consider the option of dedicating a large force to an amphibious

+

campaign, but don’t get fixated upon it to the degree of ignoring

+

opportunities or dangers elsewhere.

+

A flexible approach is to mass reinforcements at Halifax and test

+

the enemy’s resolve to hold at Louisbourg. Even if you don’t hap-

+

pen to be holding an Amphibious Landing card, the French player

+

usually cannot be sure. You may force him into either reinforcing

+

or evacuating the fortress. The ideal is to trap a good portion of his

+

army there in a siege. But if the defense is too strong, you can al-

+

ways redeploy to New York or the Southern Department and head

+

inland.

+

Your first task in the interior probably will be dealing with French

+

and Indian raiders. There are many ways to do so. Militia may

+

seem humble, but once there are two in a Department—or if they

+

back up a solid line of stockades—they can cut French successes

+

sharply. It helps to post a provincial or regular unit every few spac-

+

es along the frontier to intercept raiders as they come through.

+

If your opponent is nevertheless bent on raiding, consider offensive

+

remedies as well. If you have rangers or Indians of your own—you

+

can pounce on enemy raiding parties as they stop on a mountain

+

space. With rangers or Indians, try some raids on enemy Indian

+

settlements while the tenants are away. Otherwise, the most di-

+

rect and lasting remedy is to launch a campaign to occupy enemy

+

Indian settlements or—especially—the French forts that support

+

alliances and raiding activities.

+

A final option is to ignore enemy raiders and focus on conquest

+

of French territory. Capture a few forts or a fortress, and you’ve

+

compensated in victory points for a lot of raiding. But until you

+

have decent leaders and superior numbers of drilled troops, it will

+

be easy enough for the French to react to your offensive. So watch

+

that French automatic victory level carefully if your offensive does

+

not pay quick dividends!

+

Lake Champlain is often the main front, but don’t disregard other

+

theaters. As long as British fortifications span the Oneida Carry,

+

you pose an immediate threat to Niagara or the upper St.Lawrence

+

that is difficult for the French player to ignore. British presence

+

here also opens the possibility of the Iroquois joining you, and they

+

can be a great help to your regulars in the wilderness, and a threat

+

to the cultivated areas around Montréal. If the French control the

+

Oswego-Oneida corridor, the Iroquois could join them—and turn

+

on the Pennsylvania or New York frontiers.

+

Don’t be overly deterred by what happened to Braddock on the

+

Monongahela. Fort Duquesne is actually quite vulnerable and

+

a rich prize for you. If the French don’t demolish it, its value in

+

points is the same as Montréal or Québec; if they do, you’ve won a

+

bloodless victory. Moreover, British occupation of Ohio Forks usu-

+

ally will eliminate the raiding problem in the South. Once taken,

+

you can press north—but watch your garrison of the Ohio, or an

+

enterprising enemy is likely to try to retake it!

+

As the British player, it is easy to forget to raid. You will need what

+

auxiliaries you have to protect and guide your drilled troops in the

+

wilderness. But if you can spare some rangers—or Mohawks with

+

Johnson in command—they can make terrific raiders. (And why

+

should the French player have all the fun?) In addition to victory

+

points, raiding can eliminate Indian units and prevent that bother-

+

some French militia from deploying for the defense of Québec or

+

Montréal.

+

Most of all: keep moving! Time is against the British—especially

+

in the Annus Mirabilis scenario. You must take risks. Sometimes,

+

you will not be able to afford all the construction prudence would

+

dictate. You may have to risk that battle without a retreat route in

+

order to seize the next French fort on schedule. You may even—on

+

the odd occasion—need to suffer winter attrition.

+

You don’t want to look for such situations, but neither can you shy

+

from them if the only alternative is to let the clock run out on the

+

war. Don’t be lulled by the historical outcome: the pressure of time

+

is upon you. In light of the rules that require supply for sieges and

+

allow a slippery Frenchman to avoid battles and infiltrate stockade

+

lines, the tyrant of time can make the British side the more chal-

+

lenging to play in Wilderness War.

+
+
+

18

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

CARD NOTES

+

Activation values are listed in brackets [#]. The 70-card deck con-

+

sists of:

+

23 1-value cards

+

19 2-value cards

+

28 3-value cards.

+

ACADIANS EXPELLED (#66) [2]: British deportation of the

+

French speaking population of Nova Scotia in 1755 removed the

+

need for a large British garrison but hardened the resolve of French

+

Canadians to resist the British.

+

AMBUSH! (#11-12) [1]: The advantages in scouting and screen-

+

ing afforded by large numbers of frontiersmen could provide deci-

+

sive advantages of stealth and surprise in the wilderness.

+

AMPHIBIOUS LANDING (#17-20) [1]: Many preconditions—

+

naval transport, escorts, supplies, landing boats—had to coalesce

+

to make possible a major British amphibious operation.

+

BASTIONS REPAIRED (#5) [1]: During a prolonged siege in

+

the European style, defenders would attempt to destroy the besieg-

+

ers’ works with bombardment or small-scale sorties, while work-

+

ing to repair damage to their own fortifications.

+

BLOCKHOUSES (#13) [1]: Colonists sometimes built them-

+

selves fortified sanctuaries that enemy raiders in search of captives

+

would either bypass—prolonging their exposure in hostile terri-

+

tory—or assault at the risk of casualties.

+

BRITISH COLONIAL POLITICS (#41- 42) [3]: Colonial as-

+

semblies’ support for the war fluctuated—reaching a low point in

+

1757 under Loudoun’s imperious policies, such as forced billeting

+

of regulars.

+

BRITISH MINISTERIAL CRISIS (#37) [3]: The fortunes of

+

Newcastle, Pitt, and other ministers in London was beset with

+

peaks and troughs between 1755 and 1758, disrupting material

+

support for the war in America.

+

BRITISH REGULARS (#57-59, 64) [3]: Britain’s ability to send

+

a larger portion of its much smaller army than could France across

+

the Atlantic was a key to eventual victory.

+

CALL OUT MILITIAS (#49-52) [1]: Royal or provincial com-

+

manders often called on county or other local militiamen to aug-

+

ment defenses against raiding activity and—in the case of Cana-

+

da—for major battles.

+

CAMPAIGN (#1-4) [3]: Both sides—but particularly the Brit-

+

ish—sought to develop multiple, simultaneous axes of operations

+

against the enemy.

+

CHEROKEES (#30) [1]: A southern Appalachian Indian people

+

having long-friendly relations with their British neighbors, the

+

Cherokee briefly sent some 700 warriors to Pennsylvania to serve

+

with Forbes as auxiliaries.

+

CHEROKEE UPRISING (#31) [3]: The falling out with Forbes

+

and incidents with British settlers along the warriors’ return route

+

southward escalated into a British-Cherokee war that diverted as

+

many as 1,300 regulars to the Carolinas.

+

COEHORNS & HOWITZERS (#8) [1]: These indirect-fire

+

weapons were particularly useful against fortifications—if larger

+

pieces and their ammunition could be hauled through the wilder-

+

ness in any substantial number.

+

COLONIAL RECRUITS (#46) [2]: With pay and provisioning

+

of colonial units irregular at best, the ability to fill gaps in the ranks

+

was equally irregular.

+

COURIER INTERCEPTED! (#35) [3]: Wilderness communica-

+

tions depended on individuals crossing often unfamiliar, enemy-

+

inhabited territory. A military situation could turn on an intercepted

+

message—as at Fort William Henry in August 1757.

+

DIPLOMATIC REVOLUTION (#69) [3]: The alliance in 1756

+

between ancient enemies France and Austria—soon to include

+

Saxony, Russia and Sweden—imperiled British interests on the

+

Continent and heralded French mobilization for global war.

+

FIELDWORKS (#9-10) [1]: Numerous battles—including those

+

at the Hudson Carry, Ticonderoga, Louisbourg, Québec and La

+

Belle-Famille—turned on the defender’s use of breastworks or the

+

attacker’s ability to overcome or circumvent them.

+

FRANÇOIS BIGOT (#36) [2]: Both crowns’ interests suffered

+

throughout the war from individuals who were at once key officials

+

and avaricious speculators—but from none as flagrant as this cor-

+

rupt royal Intendant (chief of finance and civil administration) of

+

Canada.

+

FRENCH REGULARS (#55-56, 68) [3]: Despite fielding a huge

+

army, France’s strategy of seeking decision in Europe, plus British

+

naval superiority, meant that only a handful of French battalions

+

reached America.

+

FOUL WEATHER (#14) [2]: Nature could derail the command-

+

er’s most well-conceived plans—particularly at sea.

+

GEORGE CROGHAN (#16) [1]: Croghan, Christopher Gist, and

+

other British frontier traders sometimes provided Indian guides for

+

British forces—or acted as wilderness guides themselves.

+

GOVERNOR VAUDREUIL INTERFERES (#22) [3]: Canada’s

+

Governor-General quarreled with the military commander-in-chief,

+

Montcalm, over strategy and the assignments of favored subordi-

+

nates. (If Vaudreuil has been eliminated in the game, the event rep-

+

resents actions by a successor.)

+

HIGHLANDERS (#60-61, 63) [3,1,1]: In part as a result of a sug-

+

gestion from Wolfe and the influence of Pitt, the crown raised and

+

dispatched Highland units to take part in the American wilderness

+

fighting, in which they proved themselves a force of particular es-

+

prit.

+

INDIANS DESERT (#33) [2]: More self-interested allies than

+

subordinates, Indian war parties could declare an end to their own

+

participation in a campaign—out of pique or if sated with the tro-

+

phies already won.

+

INTRIGUES AGAINST SHIRLEY (#70) [2]: Governor Wil-

+

liam Shirley of Massachusetts ran afoul of political conflict with

+

other colonial authorities and was removed from command after

+

the largely unsuccessful 1755 campaign.

+

IROQUOIS ALLIANCE (#28) [3]: Except for the staunchly pro-

+

British Mohawk, the Six Nations sought to maintain their neutral-

+

ity, until British dominance of Iroquoia became evident in 1759.

+

LAKE SCHOONER (#15) [1]: Both sides built and operated flo-

+

tillas of lake sloops and schooners, whose firepower could devas-

+

tate a bateau-borne enemy force or destroy supply or munitions

+
+
+

19

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

barges accompanying a force marching along the shore.

+

LIGHT INFANTRY (#54) [2]: Inspired by the forces of European

+

opponents such as the Habsburg Croat Grenzer who fought in open

+

order, the British fielded light infantry companies in regular regi-

+

ments and then whole light regiments recruited from Britain and

+

the colonies.

+

LOUISBOURG SQUADRONS (#21) [3]: French augmentation

+

of naval forces at Louisbourg helped stave off Loudoun’s amphibi-

+

ous plans for 1757, but the more aggressive French naval posture

+

also risked tipping the balance in other naval theaters.

+

MASSACRE! (#7) [1]: Indian auxiliaries’ pursuit of their antici-

+

pated captives and booty among surrendered troops often embar-

+

rassed European officers—particularly Montcalm—and could feed

+

enemy propaganda.

+

MOHAWKS (#29) [1]: Allied to the British through personal

+

bonds to New York grandee William Johnson, Mohawk warriors

+

served as the only substantial force of native auxiliaries available

+

to Britain during the first half of the war.

+

NORTHERN INDIAN ALLIANCE (#23-25) [2]: French author-

+

ities had long had mutually beneficial relations with tribes of the

+

St.Lawrence region, many under the influence of missionaries, and

+

with Great Lakes tribes through trade via French forts.

+

PROVINCIAL REGIMENTS DISPERSED FOR FRONTIER

+

DUTY (#38) [2]: Several colonies responded to devastating Indian

+

raids by garrisoning strings of stockades with small detachments

+

of provincial troops—who proved as much targets as hindrances

+

to the raiders.

+

QUIBERON BAY (#62) [3]: When the French navy, pressed by

+

lack of success elsewhere, in late 1759 attempted a concentration

+

in support of an invasion of Britain, British Admiral Hawke en-

+

gaged and destroyed a major portion of the French fleet southeast

+

of Brest, thereby severing New France from Old.

+

RAISE PROVINCIAL REGIMENTS (#43- 45) [2]: Britain had

+

a 10-to-1 advantage over France in colonial population, but was

+

unable to bring it to bear, until Loudoun’s removal and new poli-

+

cies healed crown-provincial relations in 1758 and bolstered pro-

+

vincial ranks.

+

RANGERS (#53) [1]: In an effort to counter French and Indian

+

auxiliaries, the British formed elite companies of backwoodsmen

+

who were to “range” along the frontier and beat the enemy at his

+

own game.

+

ROYAL AMERICANS (#65) [3]: Raised in 1756 in four 1,000-

+

man battalions of mostly Pennsylvanians and New Yorkers office-

+

red by Europeans, the 60th Royal Americans were a creative way

+

to take advantage of colonial manpower.

+

SMALL POX (#34) [3]: Inoculation against this disease had yet

+

to be invented, and it ravaged Europeans and Indians alike—most

+

famously the William Henry garrison in 1757.

+

STINGY PROVINCIAL ASSEMBLY (#39-40) [2]: Provincial

+

ranks became depleted when disinterested assemblies failed to pay

+

or provision them—a problem relieved by more enthusiastic pro-

+

vincial support for the war effort after 1757.

+

SURRENDER! (#6) [3]: Eighteenth Century sieges often ended

+

in a negotiated parole of the garrison rather than an infantry as-

+

sault, if the besieger believed honorable resistance deserved such

+

terms—or simply wished to avoid casualties—and if the defenders

+

were willing to give up their post.

+

TREATY OF EASTON (#32) [2]: With Forbes within striking

+

distance of Fort Duquesne in October 1758, representatives of

+

Pennsylvania and several Indian nations negotiated a peace be-

+

tween the British and the Western tribes.

+

TROOP TRANSPORTS & LOCAL ENLISTMENTS (#47)

+

[3]: Small contingents of regulars arrived from Europe throughout

+

the war to fill depleted ranks and, as often, regular units recruited

+

locals as a supplement.

+

VICTORIES IN GERMANY (#48) [3]: Brilliant battlefield

+

command by British allies Frederick of Prussia and Ferdinand of

+

Brunswick meant that Britain could feed the European war largely

+

with subsidies rather than British bodies—but more French, Rus-

+

sian or Austrian victories might have reversed this effect.

+

WESTERN INDIAN ALLIANCE (#26-27) [2]: The French were

+

able to impress the initially reluctant western tribes with their rapid

+

fortification of the Ohio region, but these alliances lasted only as

+

long as French military presence at Fort Duquesne.

+

WILLIAM PITT (#67) [3]: De facto prime minister in late 1756

+

and, after a hiatus in 1757, for the duration of the North Ameri-

+

can war, William Pitt reorganized British resources under a global

+

strategy and expanded British war aims to include the full conquest

+

of Canada.

+

HISTORICAL CHRONOLOGY

+

The small number of Indians that we have here, realizing the need

+

we have of them, are extremely insolent. This evening they wished

+

to kill all the General’s hens. They forcefully take away barrels of

+

wine, kill the cattle, and we must put up with it. What a country!

+

What a war!

+

—Capt. Louis-Antoine de Bougainville, June 1758

+

The war that would bring an unprecedented level of European-style

+

military operations to the wilderness of the North American Indian

+

began as an escalating diplomatic conflict—first between Virginia

+

and Canada, and then between London and Paris—over competing

+

claims to the country around the Ohio River and its tributaries. Fort

+

construction there by the French and a Virginian expedition to evict

+

them led to military clashes in 1754, of which the Virginians took

+

the worst. With undeclared war underway, Britain dispatched two

+

regular regiments of foot to Virginia while France sent six battal-

+

ions to Canada and the New World’s “Gibraltar,” the mighty stone

+

fortress and naval base of Louisbourg.

+

War would be declared in May 1756, eventually ensnaring the ma-

+

jor powers of Europe and spanning the globe. Observers at the time

+

clearly saw the military events in America and Europe as tightly

+

meshed, but both its beginnings and its greatest effect would be in

+

North America.

+

The following chronology summarizes those events as they might

+

occur in a game of WILDERNESS WAR—season by season, with

+

corresponding victory point levels.

+
+
+

20

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

Early Season 1755

+

Capitalizing on their recent construction of the four-bastioned Fort

+

Duquesne at Ohio Forks, the French seal alliances with the Indian

+

tribes of the Ohio region, whose war parties begin to gather at the

+

fort.

+

Major General Edward Braddock, at Alexandria with the recently

+

landed 44th and 48th Foot, marches to Will’s Creek, where he is

+

joined by Virginia and Maryland provincials for an expedition via

+

Laurel Ridge and Gist’s Station against Fort Duquesne. Massachu-

+

setts Governor William Shirley raises a largely provincial army for

+

a planned strike at Fort Niagara from Oswego, while New York

+

Colonel William Johnson is to take a mixed provincial and Mo-

+

hawk force north against Fort St-Frédéric at Crown Point.

+

Late Season 1755

+

The French at Duquesne decide to attempt an ambush of Braddock’s

+

army as it approaches the fort. What results is more of a meeting

+

engagement than an ambush, but the smaller force of French and

+

Indians use the cover of the surrounding wilderness to shoot down

+

Braddock’s tightly packed columns of redcoats for a decisive Brit-

+

ish defeat (VPs to French 1). Braddock and the French commander,

+

Marine Captain Daniel de Beaujeu, are killed.

+

The French begin work on a new fort (Carillon) at Ticonderoga

+

south of Crown Point. The French commander-in-chief, Baron de

+

Dieskau—deferring a planned strike on Oswego in order to meet

+

the threat from Johnson—takes an army of regulars, Canadians,

+

and Indians up Lake Champlain. The opposing forces meet in

+

battle near the north end of the Hudson Carry, where Johnson’s

+

troops also are building a fort (William Henry). In the engagement,

+

Dieskau is shot and captured and his army turned back. (VPs to

+

French 0).

+

British forces under Brigadier Robert Monckton subdue French re-

+

sistance in Nova Scotia and expel the French speaking population

+

of Acadia.

+

With Duquesne secure, the French send their Delaware and other

+

western Indian allies on a campaign of frontier raids against the

+

Southern Department (VP to French 1). Pennsylvania begins con-

+

struction of a defensive screen of stockades.

+

Early Season 1756

+

Coureurs des bois and Indians, traveling along frozen rivers on ice-

+

skates, raid and destroy Fort Bull at the Oneida Carry, demonstrat-

+

ing the strategic vulnerability of the British position at Oswego.

+

French-led Shawnee raid the Virginia frontier, where construction

+

ensues on a line of stockades along the Shenandoah valley, each 20

+

miles from the next.

+

Shirley—since Braddock’s death the senior British officer in Amer-

+

ica—is relieved of command and the British war effort languishes

+

while awaiting the arrival of the new commander-in-chief, John

+

Campbell, Earl of Loudoun. Meanwhile, the Marquis de Montcalm

+

lands at Québec with battalions of the La Sarre and Royal Roussil-

+

lon regiments and takes command of French forces.

+

Late Season 1756

+

The British form four battalions of regulars from colonial recruits,

+

the “Royal Americans,” while an independent unit of Rangers un-

+

der New Hampshire Captain Robert Rogers begins operating out of

+

forts William Henry and Edward. Loudoun lands at New York city

+

with additional regiments from Britain.

+

A 3,000-man force under Montcalm (Béarn, Guyenne, La Sarre,

+

plus auxiliaries) arrives a short distance from Oswego, a British

+

schooner operating out of the British position on Lake Ontario hav-

+

ing failed to spot the French force until already ashore. Montcalm

+

quickly invests the fort, taking the garrison prisoner after a brief

+

artillery duel (VPs to French 3). He subsequently loses control of

+

his Indian auxiliaries, who take a number of British captives, and

+

scalp sick and wounded in an hours-long massacre (VPs to French

+

2.) Montcalm razes the British fortifications and returns to the St.

+

Lawrence River.

+

British Colonel Daniel Webb, in route up the Mohawk River to re-

+

lieve Oswego, decides instead to demolish the British fortifications

+

at the carry and pull back to New York.

+

In the aftermath of Oswego, Iroquois delegates at Montréal offer

+

some support to the French, but the Iroquois Confederacy (other

+

than the pro-British Mohawk and a few pro-French Seneca) re-

+

mains neutral.

+

Alliance between France and Austria leads to the beginning of

+

general war on the European continent. The forces of France and

+

her allies greatly outnumber those of Britain’s ally Prussia and

+

Britain’s possession in Germany, Hanover. Meanwhile, William

+

Pitt becomes de facto British Prime Minister and sets in train the

+

beginnings of a strategy maximizing British commitment to the

+

conflict in North America. The strategy includes the raising of new

+

Highland units to be sent to the New World.

+

Delaware Indian raiders destroy Fort Granville, a stockade built by

+

Pennsylvania on the Juniata River. (The British frontier stockades

+

are proving as much targets as impediments to the French and In-

+

dian raids.) In reprisal, Pennsylvanians successfully raid the Dela-

+

ware settlement of Kittaning, forcing the Delaware to pull away

+

westward (net raids bring VPs to French 4).

+

Early Season 1757

+

Bickering between an imperious Loudoun and self-interested co-

+

lonial authorities (such as over the issue of where to house Brit-

+

ish regular troops) leads to a growing reluctance by provincial as-

+

semblies to support what they are coming to see as the crown’s

+

war—rather than their war—against France.

+

Impressed by French victories, large numbers of Indians from the

+

upper Great Lakes (pays d’en haut) and the St. Lawrence mission

+

settlements gather at Montréal.

+

A force of 1,600 Canadians, Indians and French regulars—led, at

+

French Governor Vaudreuil’s insistence, by his brother, François-

+

Pierre de Rigaud—tracks over the ice of Lake George for a surprise

+

attack on William Henry. The attackers damage some buildings,

+

boats and supplies, but are unable to overcome the fort’s garrison

+

and withdraw (VPs to French 3).

+

Southern Department provincials and militia struggle against con-

+

tinued French and Indian raids. Meanwhile, Loudoun assembles a

+

sizable force of regulars for a strike on Louisbourg.

+

A ministerial crisis temporarily ousts Pitt and delays reinforce-

+

ments for America. On the European Continent, Britain’s ally King

+

Frederick of Prussia is proving a nimble opponent, but he suffers

+

a major defeat at Kolin, taking pressure off the Franco-Austrian

+

alliance.

+
+
+

21

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

Late Season 1757

+

Loudoun assembles an overwhelming force of regulars at Halifax,

+

but foul weather and reinforcing French naval squadrons at Louis-

+

bourg delay the planned amphibious operation against Louisbourg

+

until the season is too advanced to proceed.

+

The few new troops the British provinces are willing to mobilize

+

are busy defending the frontier against French and Indian raids.

+

This diversion, together with the British concentration at Halifax,

+

give the French an opportunity for local superiority in drilled troops

+

wherever in the interior they might choose to mass them.

+

Montcalm takes advantage of this superiority, and of his abun-

+

dance of Indian auxiliaries, to launch an overland invasion toward

+

Albany. Six battalions of army regulars, plus marines, Canadians

+

and some 800 Indian warriors ascend Lake George from Carillon

+

in bateaux and canoes or march through the woods along the shore-

+

line. Montcalm’s force (of almost 8,000 with heavy mortars and

+

cannon) faces a garrison at William Henry of fewer than 2,500 ef-

+

fectives, principally the 35th regiment plus provincials. (Small pox

+

had recently struck the British.)

+

After a six-day siege, and bombardment which destroys most of

+

William Henry’s cannon, Montcalm offers the British terms. The

+

fort’s commander accepts after Montcalm produces a message

+

from Webb at nearby Fort Edward making clear that no relief is

+

coming (VPs to French 5). As the French soldiers attempt to es-

+

cort surrendering British troops away from the fort, Montcalm’s

+

Indians again rebel and another massacre ensues—principally the

+

taking of captives and booty—following which the Indians return

+

home (VPs to French 4). Without his Indian auxiliaries and fearing

+

over extension in the approaching fall, Montcalm demolishes Wil-

+

liam Henry and returns north (VPs to French 3).

+

French raiders destroy frontier settlements near Schenectady (to-

+

gether with earlier raids, VPs to French 5).

+

In Germany, brilliant victories by Frederick against the French

+

and Austrians offset an ignominious Hanoverian surrender to the

+

French at Kloster-Zeven. The stalemate works against France’s

+

strategy of seeking decision on the Continent and allows Britain to

+

keep Hanover and Prussia afloat with subsidies while sending fresh

+

troops to America.

+

Early Season 1758

+

This is to be the year that Pitt’s global strategy gains full stride. He

+

replaces Loudoun with the latter’s second, Major General James

+

Abercromby; promotes to general rank the militarily competent

+

Jeffery Amherst, James Wolfe, and John Forbes and dispatches

+

them to America; and repairs relations with the provincial assem-

+

blies. He also tightens the Royal Navy’s blockade of France, set-

+

ting the stage for a showdown at sea. In America, Pitt’s policies

+

have infused the British war effort with a new superiority in regular

+

army and provincial manpower.

+

Forbes in Pennsylvania is to finally put a stop to the incessant In-

+

dian raids plaguing the southern colonies by seizing Duquesne. He

+

assembles an army which will eventually grow to 6,000 Pennsyl-

+

vania, Virginia and regular troops (including the 1st Royal Ameri-

+

can battalion and the 77th Highlanders). He begins to construct

+

a road and a series of stockaded depots westward from Carlisle

+

(including Fort Bedford at Raystown and Fort Ligonier just beyond

+

Laurel Ridge). As many as 700 Cherokees from southern Appala-

+

chia join Forbes, but quickly become alienated from the British in

+

disagreements that eventually escalate into a full-scale border war

+

southwest of Virginia.

+

Western Indian raids ravage the Pennsylvania and Virginia fron-

+

tiers.

+

Abercromby concentrates 15,000 men, with 890 bateaux and

+

whaleboats to carry them, at the British end of Lake George for his

+

principal thrust of the year: an attack on Fort Carillon. The regulars

+

include the Highlanders of the 1/42nd Black Watch and the provin-

+

cials include large contingents from Massachusetts, Connecticut,

+

and New Jersey.

+

Meanwhile, Amherst assembles a new Louisbourg strike force at

+

Halifax, 12,000 men including the 15th, 28th, 35th, 47th, 48th,

+

58th Regiments of Foot, the 78th Highlanders and the 2nd and 3rd

+

battalions of Royal Americans. Braving French fieldworks, a bri-

+

gade under Wolfe forces a landing two miles from the fortress and

+

a formal European-style siege ensues (VPs to French 4).

+

Late Season 1758

+

French Marine commandant Augustin Drucour defends Louis-

+

bourg fortress steadfastly with his Marines and the Artois, Bou-

+

gogne, Cambis and Volontaires Étrangers regular battalions. Seven

+

weeks of British siege craft and bombardment from land and sea

+

reduce the French fortress to submission (VPs to French 1).

+

Back in the interior, Montcalm receives ample warning of Aber-

+

cromby’s preparations on Lake George and concentrates eight reg-

+

ular battalions at Ticonderoga. Despite nevertheless being heavily

+

outnumbered when Abercromby’s force arrives, Montcalm makes

+

a stand behind well-built fieldworks in front of the fort. Abercrom-

+

by orders frontal assaults on Montcalm’s abatis and breastworks.

+

All are repelled with heavy losses (VPs to French 2).

+

Out of other options, Abercromby authorizes Colonel John Brad-

+

street to re-establish British presence at the Oneida carry and

+

threaten the French on Lake Ontario. In a daring dash past the

+

French lake fleet, Bradstreet seizes and destroys Fort Frontenac

+

(VPs to French 1).

+

A mixed British vanguard heading toward Duquesne is ambushed

+

(VPs to French 2), but a subsequent French and Indian attack on

+

Fort Ligonier is defeated.

+

The Ohio Indians decide that Forbes’ advance is unstoppable and,

+

at a congress with Pennsylvanians and the Iroquois at Easton agree

+

to a treaty removing them from the war. Forbes advances toward

+

Duquesne, which the outnumbered French demolish before retreat-

+

ing northward (VPs to French 1). The British occupy the Forks and

+

begin construction of a new, five-bastioned fort (Fort Pitt), secur-

+

ing their frontier from Ohio Indian raids and opening the way west-

+

ward (VPs to French 0, then to French 1 for Early Season raids).

+

Early Season 1759

+

In a series of conferences, William Johnson and his agents per-

+

suade the Iroquois Confederacy to join the British side in the war.

+

Launching a campaign against Québec, Wolfe lands on the unde-

+

fended Île d’Orléans in the St. Lawrence estuary with some 9,000

+

troops: eight battalions of regulars plus the oversize 78th Highland

+

Regiment, light infantry and American rangers.

+

New France’s defenders had been reinforced just before Wolfe’s

+

expedition by several transports carrying replacements that slipped

+

past the Royal Navy, and by Canadians enlisted into the ranks of

+
+
+

22

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

the depleted regular regiments. To hold Québec, Montcalm is able

+

to muster five regular regiments of troupes de terre, various Marine

+

units, more than 1,000 Canadian and pays d ’en haut Indians still

+

with the French, several thousand militia from regions of Québec,

+

Trois-Rivières and Montréal—and even 150 Acadian volunteers.

+

Montcalm also has fortified the approaches to the city with artillery

+

redoubts and other formidable fieldworks. Wolfe makes an attempt

+

at the French defenses at their northeastern extremity, Montmo-

+

rency, but is bloodily repulsed (VPs to French 2). Wolfe also sends

+

his rangers to raid the Baie-St-Paul and Rivière-Ouelle areas in a

+

largely unsuccessful effort to induce Canadian militias to desert

+

Montcalm’s army.

+

Late Season 1759

+

Having succeeded Abercromby and transferred his headquarters to

+

the Champlain front, Amherst is in position to take advantage of

+

Montcalm’s concentration against Wolfe. British strength on Lake

+

George forces the French to abandon Forts Carillon and St. Fred-

+

eric (VPs to 0). Amherst moves deliberately, beginning construc-

+

tion on a large, five-bastioned fort at Crown Point.

+

William Johnson leads a British force that includes some 1,000

+

Iroquois warriors in an investment of a weakly-defended Fort Ni-

+

agara. Using concealed fieldworks in a skillful ambush at La Belle-

+

Famille, he defeats a mixed French relief force moving up from the

+

Ohio forts (VPs to British 1). Niagara falls, and with it France’s

+

“Gateway of Nations”, its link to pays d’en haut allies and trade

+

(VPs to British 4). The French abandon Forts Machault, Le Beouf,

+

Presqu’île and Rouillé.

+

In Germany, a Hanoverian-British victory under Prince Ferdinand

+

at Minden causes thousands of French losses and stabilizes the

+

situation for London’s allies. The battlefield success helps siphon

+

French resources from a planned invasion of England and obviates

+

the need for large contingents of British regulars either to reinforce

+

the Continent or defend the homeland.

+

At Québec, Montcalm stymies Wolfe for another six weeks after

+

Montmorency. However, Wolfe’s army finally circumvents Mont-

+

calm’s fieldworks around his right, through a combination of ruse,

+

audacity and luck, and assembles for battle on the Plains of Abra-

+

ham outside the fortress city. Montcalm decides to engage in a field

+

battle with his force (roughly equal to the British in numbers, but

+

not in training). Controlled British musket volleys undo the ragged

+

French advance, resulting in a major British field victory (VPs to

+

British 5). Wolfe and Montcalm both fall in the engagement, and

+

Vaudreuil withdraws up the St. Lawrence. A besieged Québec ca-

+

pitulates in six days (VPs to British 8).

+

Setting out from Amhert’s fort at Crown Point (still under construc-

+

tion), Robert Rogers’ New Hampshire rangers infiltrate French de-

+

fenses to raid and destroy the Abenaki settlement at St-François

+

(VPs to British 9). A much-reduced ranger force returns down the

+

Connecticut River to Fort No.4.

+

Off the French coast southeast of Brest, British Admiral Edward

+

Hawke pursues his French counterpart, the Comte de Conflans, and

+

a major French fleet into the restricted waters of Quiberon Bay.

+

Under gale conditions, Hawke destroys or runs aground most of

+

Conflans’ ships—one of the most decisive naval victories of the

+

century and a fitting close to Britain’s “Year of Miracles.” This

+

strategic victory ends the threat of invasion of England, and Cana-

+

da is cut off from any resupply or reinforcement from France.

+

Early Season 1760

+

The escalating war with the Cherokee forces the British to dispatch

+

regulars from the 1st and 77th regiments to the Carolinas. Virgin-

+

ia provincials are already fighting the Cherokee in the southern

+

mountains.

+

Intent on retaking Québec, French commander François-Gaston de

+

Lévis regroups a French army of 7,000 at Montréal, sails down

+

river, and meets a disease-ravaged British army under James Mur-

+

ray on the Plains of Abraham—inflicting a defeat and besieging the

+

city (VPs to British 8). Lévis’ siege makes little progress for want

+

of guns and especially ammunition, for it is the British Royal Navy

+

and not the French Marine that controls access to the St. Lawrence.

+

After three weeks, Lévis lifts the siege and returns up river to de-

+

fend Montréal.

+

Late Season 1760

+

The British begin a campaign of coordinated convergence on Mon-

+

tréal. While one British force pushes north from Crown Point and

+

Murray leads his up the St. Lawrence from Québec, Amherst trans-

+

fers his command to the upper St. Lawrence and captures a French

+

stockade (Fort Lévis) at Oswegatchie (VPs to British 9).

+

The French abandon Île-aux-Noix on the Champlain front, hoping

+

for an opportunity to use their central position at Montréal to de-

+

feat the three approaching British forces in detail. The opportunity

+

never arises, as the British pincers approach Montréal simultane-

+

ously. With French forces and Montréal’s defenses unfit to sustain

+

a hopeless siege, Vaudreuil and Lévis surrender the city (VPs to

+

British 12). The British army ends the year in occupation of the

+

entire St. Lawrence Valley, Ohio Forks and Lake Ontario—the war

+

for French Canada is finished.

+

+

DESIGN NOTES

+

WILDERNESS WAR is an adaptation of Mark Herman’s card-driven

+

wargame system, first introduced in the game We the People. Mark

+

Simonitch’s Hannibal: Rome vs.Carthage refined the strategy card

+

mechanics and showed that the system could be felicitously adapt-

+

ed to widely different historical eras. Finally, Ted Raicer’s Paths of

+

Glory took the system in new directions in options of strategy card

+

use, combat systems and named units and reinforcements.

+

WILDERNESS WAR also owes a great debt to Rob Markham’s pio-

+

neering game on the French and Indian War, Montcalm and Wolfe.

+

Among several innovations, this handy little game meshed raiding

+

by France’s native-American allies with other activities and objec-

+

tives in the game in a way that was both consequential and fun—an

+

effect I had tried but failed to achieve in a paper campaign of the

+

war that I had run for my gaming group in the early 1990s.

+

In WILDERNESS WAR’S mechanics for raiding, I have built on

+

the success of Rob Markham’s design. With the variety of raiders,

+

raid targets and effects of success—not to mention the defensive

+

options of militias, stockades and posting Drilled Troops in tar-

+

get areas—the frontier border battles come alive in WILDERNESS

+

WAR as a game within a game. Infiltration and interception rules

+

add further twists.

+

One historical aspect missing in Montcalm and Wolfe is the con-

+

struction and demolition of forts in the wilderness—one of the

+

principal strategic activities of the war and objectives of its cam-

+
+
+

23

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

paigns. A second such activity was the construction of roads—such

+

as those of Braddock and Forbes—typically studded with supply

+

depots along the way. The design puzzle for me was how to allow

+

players the option to carry out all this essentially logistical activity

+

without complication and tedium.

+

The answer was to combine both functions—fortification and road

+

building—into a card-use option that would supplant placement of

+

political control markers (which do not apply to a wilderness con-

+

text). Fortifications in the game offer not only defense and bases

+

for raiding, but also speedy movement over mountain and forest.

+

Players are free to take their armies anywhere they would like in

+

the wilderness—but they must either spend the time to hack out a

+

supply route (and potential refuges for retreat) or risk losing that

+

army to a disaster. A side can repair a captured fort and use it it-

+

self—but risk its recapture by the enemy—or can choose to demol-

+

ish it and return home (as Montcalm did at Oswego and William

+

Henry).

+

In the game, stockades generally represent small, palisaded places

+

which are as important in their role as supply depots as for their

+

defensive benefit. Forts represent earth and wood (or stone) con-

+

struction with bastions, ditches and artillery embrasures. Both for-

+

tification marker types in the game also represent such activities as

+

road building and the movement and accumulation of supplies—in

+

short the logistical activity needed to support a European army in

+

the American wilderness. Fortresses represent particularly large

+

and permanent fortifications, as well as cities large enough to pro-

+

vide their own local defense.

+

Because so much in the war revolved around these forts, many

+

of the larger engagements were sieges rather than field battles. So

+

WILDERNESS WAR pays particular attention to siege-craft. Roll-

+

ing on the Siege Table represents construction of approach trench-

+

es and battery positions close enough for effective bombardment

+

and assault.

+

To explore the differences and interactions of the European-style

+

troops that carried out such construction and sieges—and the fron-

+

tier auxiliaries who pursued the petit guerre of raids and wilderness

+

ambushes—WILDERNESS WAR departs from the simpler, generic

+

strength points for troops and introduces seven different troop

+

types, all differing in their capabilities. This part of the design saw

+

much evolution during Rob Winslow’s able development of the

+

game—mostly in the direction of streamlining and lessening the

+

differences. I hope that players will agreed that we achieved the

+

right balance between accessibility and period character.

+

One note on French unit types is necessary. French Canada had a

+

numerous and relatively well-trained “militia” (milice), rather dif-

+

ferent than that of the decentralized British colonies. In the game,

+

much of this militia is represented by the Coureur units and part of

+

the strength of the French regular units. The game’s Canadian Mili-

+

tia units represent emergency local augmentations of the milice.

+

There is too much to say about the composition of the various

+

events, so I will not attempt that here—with two exceptions: Qui-

+

beron and Small Pox.

+

Linking the far away event of Quiberon Bay to the amphibious

+

struggle for Louisbourg may at first seem odd. The premise of

+

the linkage is that the success or failure of French naval actions

+

off North America are a barometer of their success globally—and

+

therefore of the pressure on them to take the risks off European

+

waters that led to the defeat in November 1759.

+

Small Pox originally had generated normal winter attrition, but in

+

game development evolved into its own form. Players may initially

+

question how it treats Indian units—in particular, that the afflicted

+

side is allowed to choose step losses from Indians which are to be

+

eliminated anyway, thereby in effect shielding non-Indian troops.

+

However, it should be noted that the Indian units add to the stack

+

size that draws a Small Pox event in the first place, and that their

+

very vulnerability does so as well. For the side playing the event,

+

choosing whether to inflict the disease on a stack with lots of In-

+

dians is more interesting for having to consider that all Indians are

+

automatically eliminated, but that any European troops are likely

+

to remain unaffected. The historical premises are that Indians were

+

particularly susceptible and that warriors wouldn’t hang around if

+

their comrades are dropping to the Pox.

+

The WILDERNESS WAR map is largely based on period maps (see

+

Evans in Selected Sources), though judgment calls were of course

+

needed with regard to which spaces are cultivated and which not,

+

which rivers are substantial enough to depict, and so forth. A major

+

decision was which theaters to include and which to leave out.

+

Far from being the channelized conflict that some have viewed it,

+

the war saw major action over the course of six years along numer-

+

ous fronts from Ohio in the west to Louisbourg on the seaboard—

+

and that does not even consider the interminable raiding and coun-

+

ter-raiding that spanned the frontier. There was much to cover on

+

the map; some things I decided to relegate to offmap events. These

+

included the Acadian campaign of 1755 in Nova Scotia and the

+

Cherokee border war of 1759 and 1760 in southwestern Virginia

+

and the Carolinas.

+

The area around Québec saw a major change during develop-

+

ment—the addition of a space for Île d’Orléans. The added space

+

made a closer facsimile of Wolfe’s famous 1759 campaign more

+

likely in the game. Note that the French player would be able to

+

receive European reinforcements at Québec even if British Units

+

were in Île d’Orleans but not Québec—the British historically were

+

not able to establish firm naval control of the approaches to Canada

+

until Québec was in their hands.

+

A great deal of discussion, testing and thought went into the victory

+

conditions. More than most other aspects of WILDERNESS WAR,

+

these were not only streamlined considerably during development

+

but altered repeatedly in direction. With too much focus on Mon-

+

tréal and Québec, players would tend to ignore historic scenes of

+

action in the west. With too little, and the British player could ahis-

+

torically ignore populated Canada—and the French player could

+

similarly ignore its defense. With too little victory-point incentive

+

to raid, the border war never happens; with too much, the British

+

are unable to make up with territorial gains for the damage the

+

French raiders are likely to do in the first years of the war. Finally,

+

the victory levels—including sudden death— required almost end-

+

less tinkering to achieve what we hope is a historical and balanced

+

contest. We cannot expect the typical game to recreate Britain’s

+

phenomenal “Year of Miracles” in 1759, but it is possible.

+

What should the British player be expected to accomplish to win?

+

French global strategy during the Seven Years War—of which the

+

French and Indian War was but a part—sought to defeat Britain’s

+

allies on the European continent while holding British gains in the

+

colonies to a minimum. If New France could hold out—and inflict

+

enough pain on British colonists—France could hope to regain any

+

lost territory at the peace table, as she had in the previous war.

+

WILDERNESS WAR’S victory conditions reflect both the holding

+

action assigned to New France and the progressive fraying of rela-

+
+
+

24

+

Wilderness War PLAYBOOK

+

© 2010 GMT Games, LLC

+

SELECTED SOURCES

+

Anderson, Fred. Crucible of War—The Seven Years’ War and

+

the Fate of Empire in British North America, 1754-1766 (2000).

+

Touted as an analysis of the war as a precursor to the Revolution,

+

it also offers an engrossing narrative of the campaigns. Critiques

+

of the commanders are rather harsh on Montcalm, Wolfe and

+

Rogers.

+

Bird, Harrison. Battle for a Continent (1965). Handy chronolo-

+

gies of raids, battles and unit arrivals.

+

Chartrand, Rene. Québec 1759. The most helpful of the many

+

Osprey books relevant to the war, particularly in its individual

+

histories of each of the units that participated in the Québec cam-

+

paign. Another Chartrand Osprey title, Ticonderoga 1758 (2000)

+

provides the clearest view available of the maneuvers involved in

+

Abercromby’s debacle.

+

Eckert, Allan. Wilderness Empire (1969). A Shelby Foote for the

+

American colonial and Indian wars. Narrative peppered with long

+

extracts of letters and such, but also with enough ostensibly inside

+

thoughts of the participants to raise skepticism. Use with caution.

+

An alternative in this vein is Dale Van Every, Forth to the Wilder-

+

ness: The First American Frontier 1754-1774 (1961).

+

Evans, Lewis. A General Map of the Middle British Colonies, in

+

America (1754). The all-around most useful of the period maps

+

relevant to the war, spanning Kentucky to Montréal and replete

+

with Indian place names.

+

Gipson, Lawrence. The British Empire Before the American Rev-

+

olution, Volumes VI & VII (1959). Rich discussion of the war in

+

the context of British global strategy.

+

Parkman, Francis. Montcalm and Wolfe (1884). The classic Eng-

+

lishlanguage treatment of the war. Luscious prose; consciously

+

pro-British in his disappointment with what became of a great

+

French empire.

+

Stacey, C.P. Québec, 1759—The Siege and the Battle (1959, An-

+

niversary edition).

+

Steele, Ian. Betrayals—Fort William Henry & the “Massacre”

+

(1990). Could have been called “Last of the Mohicans: The True

+

Story.” In addition to the events at William Henry in August

+

1757, good lead-up narrative on the action along the Champlain

+

corridor. Interesting discussion of competing Indian and French

+

agendas.

+

Washington, George. Papers. Primary source on aspects of the

+

campaigns in Virginia, Pennsylvania and the Ohio country in

+

which Washington participated—including his frustrated efforts

+

to thwart French and Indian raids on the Virginia frontier in 1756

+

and 1757 while commanding the 1st Virginia Regiment. If you

+

haven’t got the chance to stop by the Library of Congress, check

+

them out on line.

+

For those who share my particular interest in Virginia’s role in the

+

war, see James Titus, The Old Dominion at War (1991), Hayes

+

Baker-Crothers, Virginia and the French and Indian War (1928),

+

Louis Koontz, The Virginia Frontier, 1754-1763 (1925), and, for

+

oral histories, Samuel Kercheval, History of the Valley of Virginia

+

(1925).

+

tions between Britain and her colonies, should the British crown

+

prove unable to protect colonial frontiers. Victory points represent

+

in part perceptions—among the colonial population, back home

+

and by the Indians—of who is winning the war. If the British can

+

hold things together (avoid a French automatic victory) and gain

+

enough territory to make the suffering seem worthwhile—at least

+

to the classes that mattered—the war can be called a British vic-

+

tory.

+

WILDERNESS WAR owes a great deal to the veteran designers al-

+

ready mentioned above. I have been amazed at how effectively their

+

original concepts combined to produce the game on the French and

+

Indian War that I have always wanted to play. The game also re-

+

flects the efforts of Rob Winslow and his multiple teams of testers,

+

who guided the design to something that gamers—who may or

+

may not be devotees of the colonial era—will enjoy. GMT Games’

+

continuing philosophy of bringing the less-often treated historical

+

eras to the gaming public has played its decisive role here. Finally,

+

I dedicate this design to Jill, Daniel and Andrew—who have pa-

+

tiently put up with all those years of fife and drum music.

+

—Volko F. Ruhnke

+

Vienna, Virginia

+

January, 2001

+

GMT Games, LLC

+

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

+

www.GMTGames.com

+
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+

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]

+
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