strategic game of the french & indian war · wilderness war is a two-player game based on the...

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1.0 Introduction ........................... 2 2.0 The Game Map ........................ 2 3.0 The Playing Pieces ...................... 2 3. Units .............................. 2 3.2 Leaders ............................ 3 3.3 Markers ............................ 3 4.0 Sequence of Play ....................... 3 5.0 Strategy Cards ......................... 4 5. General ............................ 4 5.2 Card Deck .......................... 4 5.3 Activation .......................... 5 5.4 Construction ........................ 5 5.5 Events ............................. 6 6.0 Movement ............................. 7 6. General ............................ 7 6.2 Land Movement ..................... 7 6.3 Boat Movement ...................... 7 6.4 Naval Movement ..................... 7 6.5 Moving Into Enemy-Occupied Spaces .... 8 6.6 Infiltration .......................... 8 6.7 Interception ......................... 9 6.8 Avoid Battle ......................... 0 7.0 Battles ................................ 10 7. General ............................ 0 7.2 Resolving Battles..................... 0 7.3 Militia ............................. 0 7.4 Events Influencing the Combat .......... 0 7.5 DRMs & Column Shifts ............... 0 7.6 Step Losses ......................... 7.7 Leader Losses ....................... 7.8 Winner/Loser ........................ 7.9 Retreat ............................. 8.0 Forts, Fortresses and Sieges .............. 12 8. Battles Outside Forts or Fortresses ....... 2 8.2 Sieges.............................. 2 9.0 Assaults ............................... 13 9. General ............................ 3 9.2 Winner/Loser ........................ 3 10.0 Raids ................................. 13 0. Targets ............................ 3 0.2 Militia Deployment Against Raids ...... 3 0.3 Resolving a Raid .................... 4 0.4 Going Home ....................... 4 11.0 Attrition .............................. 14 11.1 Who Suffers Attrition ................ 4 .2 Attrition Losses ..................... 4 12.0 Supply ................................ 15 2. General ........................... 5 12.2 The Supply Line .................... 5 12.3 Out-of-Supply Effects ................ 5 13.0 Victory ............................... 15 3. How to Win ........................ 5 3.2 Victory Points ...................... 5 3.3 Bidding ........................... 5 14.0 Optional Rules ........................ 16 Credits ................................... 16 Wilderness War TABLE OF CONTENTS Strategic Game of the French & Indian War Designed by Volko Ruhnke 3rd Edition RULEBOOK ©2006 Rodger B. MacGowan

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Page 1: Strategic Game of the French & Indian War · WILDERNESS WAR is a two-player game based on the French and Indian War—the climactic struggle between Britain and France for control

Game of the French & Indian War �

© 2010 GMT Games, LLC

1.0 Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . 22.0 TheGameMap . . . . . . . . . . . . . . . . . . . . . . . . 23.0 ThePlayingPieces. . . . . . . . . . . . . . . . . . . . . . 2 3.�Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3.2Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3.3Markers. . . . . . . . . . . . . . . . . . . . . . . . . . . . 34.0 SequenceofPlay . . . . . . . . . . . . . . . . . . . . . . . 35.0 StrategyCards. . . . . . . . . . . . . . . . . . . . . . . . . 4 5.�General . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 5.2CardDeck. . . . . . . . . . . . . . . . . . . . . . . . . . 4 5.3Activation . . . . . . . . . . . . . . . . . . . . . . . . . . 5 5.4Construction . . . . . . . . . . . . . . . . . . . . . . . . 5 5.5Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66.0 Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6.�General . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6.2LandMovement . . . . . . . . . . . . . . . . . . . . . 7 6.3BoatMovement. . . . . . . . . . . . . . . . . . . . . . 7 6.4NavalMovement. . . . . . . . . . . . . . . . . . . . . 7 6.5MovingIntoEnemy-OccupiedSpaces. . . . 8 6.6Infiltration . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6.7Interception. . . . . . . . . . . . . . . . . . . . . . . . . 9 6.8AvoidBattle. . . . . . . . . . . . . . . . . . . . . . . . . �07.0 Battles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 7.�General . . . . . . . . . . . . . . . . . . . . . . . . . . . . �0 7.2ResolvingBattles. . . . . . . . . . . . . . . . . . . . . �0 7.3Militia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �0 7.4EventsInfluencingtheCombat. . . . . . . . . . �0 7.5DRMs&ColumnShifts . . . . . . . . . . . . . . . �0

7.6StepLosses . . . . . . . . . . . . . . . . . . . . . . . . . �� 7.7LeaderLosses . . . . . . . . . . . . . . . . . . . . . . . �� 7.8Winner/Loser. . . . . . . . . . . . . . . . . . . . . . . . �� 7.9Retreat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��8.0 Forts,FortressesandSieges. . . . . . . . . . . . . . 12 8.�BattlesOutsideFortsorFortresses. . . . . . . �2 8.2Sieges.............................. �29.0 Assaults. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 9.�General . . . . . . . . . . . . . . . . . . . . . . . . . . . . �3 9.2Winner/Loser. . . . . . . . . . . . . . . . . . . . . . . . �310.0Raids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 �0.�Targets. . . . . . . . . . . . . . . . . . . . . . . . . . . . �3 �0.2MilitiaDeploymentAgainstRaids . . . . . . �3 �0.3ResolvingaRaid. . . . . . . . . . . . . . . . . . . . �4 �0.4GoingHome . . . . . . . . . . . . . . . . . . . . . . . �411.0Attrition. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 11.1WhoSuffersAttrition . . . . . . . . . . . . . . . . �4 ��.2AttritionLosses. . . . . . . . . . . . . . . . . . . . . �412.0Supply. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 �2.�General . . . . . . . . . . . . . . . . . . . . . . . . . . . �5 12.2TheSupplyLine . . . . . . . . . . . . . . . . . . . . �5 12.3Out-of-SupplyEffects. . . . . . . . . . . . . . . . �513.0Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 �3.�HowtoWin. . . . . . . . . . . . . . . . . . . . . . . . �5 �3.2VictoryPoints . . . . . . . . . . . . . . . . . . . . . . �5 �3.3Bidding . . . . . . . . . . . . . . . . . . . . . . . . . . . �514.0OptionalRules. . . . . . . . . . . . . . . . . . . . . . . . 16Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Wilderness War

TABleOFCOnTenTS

StrategicGameoftheFrench&IndianWarDesignedbyVolkoRuhnke

3rdEdition

R U l e B O O K

©2006RodgerB.MacGowan

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WIlderness War2

© 2010 GMT Games, LLC

1.0InTRODUCTIOnWILDERNESS WARisatwo-playergamebasedontheFrenchand IndianWar—the climactic struggle betweenBritain andFranceforcontrolofNorthAmerica.OneplayeristheBritishandtheotheristheFrench.

3RDeDITIOnRUleS:Thisrulebookfoldsthe“AdvancedRules”ofpreviouseditionsintoitsmainbodyandincludesOp-tionalRulespreviouslyavailableonlyonline.Otherminoreditsandclarificationsmadeforthe2ndor3rdeditionsareindicatedwitha~symbol.Nootherruleshavebeenchanged.

WILDERNESS WARincludes:• One22”x34”mountedmap• Twocountersheets• 24leaderstands• Twoplayerreferencecards• 70strategycards• Twosix-sideddice• Oneplaybook• Thisrulebook

Ifthereareanycomponentsdamagedormissing,pleasecontactusat:GMTGamesP.O.Box�308Hanford,CA93232-1308

Ifyouhaveanyquestionsabouttherules,we’llbegladtoanswerthemifyousendthemtotheaddressabovewithaself-addressed,stampedenvelope.Forfasterresponse,we’reontheInternetatwww.gmtgames.com and on WILDERNESS WAR discussionforums atwww.consimworld.comandwww.boardgamegeek.com—[email protected]@gmtgames.com.

2.0THeGAMeMAPCultivatedSpacesandDepartments:All cultivated spaces,except the holding boxes ofLouisbourg andHalifax, are inoneofthreeDepartments.ThespaceswithintheSt.LawrenceDepartment, plusLouisbourg, are “originally controlled” byand“originallyfriendly”totheFrench.ThespaceswithintheNorthernandSouthernDepartments,plusHalifax,are“originallycontrolled”byand“originallyfriendly”totheBritish.Aspacethatis“originallyfriendly”toonesideis“originallyenemy”totheother.

Fortifications: “Fortifications” include fortresses, completedfortsandstockades.Fortressesaremarkedonthemapandcannotbebuiltordestroyed;fortsandstockadeshavemarkers.Fortsunderconstruction(pickaxecounters)donotcountasfortifica-tionsuntilcompleted.

Fortresses:Friendlycontrolofafortress(orfortress/port)spacerequiresthatitbeunbesieged,freeofenemyunits,and—iforigi-

nallyenemy-occupiedbyatleastonefriendlyunitor“Amphib”marker.HISTORICAL NOTE: Hostile population centers had to be garrisoned.

Settlements:IndiansettlementspacesaremarkedwithcoloredbordersthatcorrespondtoIndianunitcountersandEventcardsymbols.There is one settlement for each tribe except theCherokee,whosesettlementisoffthemap.

Connections:Spacesareconnectedbyeitherwater(riverorlakeshore)orland-onlyconnections.Eitherconnectioncanbeusedtomovefromspacetospace,retreat,andsoon. Important:Water connections are assumed to have landconnectionsaswellandcanbeusedforeitherlandorboatmovement.

Arrows:The arrows leavingHalifax andLouisbourg are forBritishAmphibiousLandingsonly.AllfourarrowsleavingPaysd’enHaut(theupperGreatLakes)canbeusedforeitherlandorboatmovement,butonlyinthedirectionmarked.Spaceswitharrows between themareNOT“adjacent” for retreat or anypurposenotlistedhere.

HoldingBoxes:Mostleadershaveholdingboxes,whereunitsandotherleadersstackedinthesamespacemaybeplacedforeaseofplay.

Stacking:TheonlystackinglimitisthatnomorethanfourunitsmaybeINSIDEafortwhenanenemyentersaspacewithafort.StackingaffectsvariousgameaspectssuchasAttrition,Small Pox,andwhetheraBattleresultsinavictorypointaward.Playersmayalwaysinspectthecontentsofenemyunitstacks.

3.0THePlAYInGPIeCeS3.1UnitsThere are threemain types—DrilledTroops,Auxiliaries, andMilitia—eachwithspecialabilitiesandrestrictions.Ingeneral,DrilledTroops(squarecounters)arebestinconcentratedopera-tionsagainstfortifications.Militia(alsosquare)defendcultivatedareas(thesquarespacesonthemap).Auxiliaries(roundcounters)are best in dispersedoperations in thewilderness (the roundspacesonthemap).

Units are rated for combat strength andmovement.All unitshavetwosteps—fullstrengthonthefront,reducedstrengthontheback(boxedinwhite).

FullStrength ReducedStrength

Strength ReducedStrength MovementAllowanceUnitType(shape:square=drilledtroops)

UnitI.D.

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Game of the French & Indian War 3

© 2010 GMT Games, LLC

3.11DrilledTroopsinclude:Regulars—Professionallytrainedinfantry,mostlyfromEurope,accompaniedbyartillery,engineers,andsoforth(all4-4and3-4unitsplustheFrench1-4MarineDetachments).

Provincials—RegimentsraisedbyBritishcoloniesinemulationofEuropeanRegulars.

light Infantry—Professionally trainedBritishtroops selected, equipped, and conditioned forflankingandadvanceguardduty.Theyemphasizemarksmanshipanduseof terrainbut commonlyoperate as an extension of an European armyrather than in themore independent styleofNorthAmericanirregulars.

3.12Militiasinclude:British Colonial and French Canadian Mili-tia—Localinhabitantsorganizedtemporarilyforfrontieror territorialdefenceandgivenminimaltrainingandequipment.

3.13Auxiliariesinclude:Indians—NorthAmerican Indianwarriors al-liedtotheEuropeancombatantsfortheirtribe’sstrategic advantage, out of personal loyalty orantagonism,orforplunder.Theyexcelledatwil-dernessfighting,butwerehesitanttoparticipateinprolongedcampaigns.

Coureursdesbois—”Runnersof theWoods,”French irregulars recruited from trappers andotherFrenchCanadianfrontiersmen,andadeptatIndian-stylewildernessfighting.

Rangers—TheBritish equivalent ofCoureurs des bois, recruitedmost famously byRobertRogersofNewHampshire.

3.2leadersLeadersareusedtocommandunits.Leadersareratedfor:• Initiative—howeasyitistoActivatethem(1=easiest).• Command—howmanyunits theycancommandformove-ment (the forceactivation limit).This ratingalso serves todenoterank—subordinateleadersmusthavethesameorlowerCommandratingastheleadertowhichtheyaresubordinate[5.3.4].

• Tactics—theirtalentforcombat,siege,andraiding.

~ 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.

3.3MarkersMarkersareincludedforfortifications,Indianalliances,raidedspaces,gamerecordtracks,andtheeffectsofvariousEvents.Their use is explained in the applicable rules or on Eventcards.

4.0SeQUenCeOFPlAYSeethescenariosinthePLAYBOOKforgamelengthandsetupinformation.WILDERNESS WARisplayedinaseriesofhandsofcards,eachofwhichconstitutesaseason.Twohands(represent-ingan“EarlySeason”anda“LateSeason”)plussomeyear-endactivityconstituteayear.Playfollowsthisorder:

A.earlySeasonA.1DealCards.Dealeachplayercardsasspecifiedinthesce-nariosetup.Eventsduringthegamecanchangethenumberofcardsplayersreceive.

A.2ActionPhases.BeginningwiththeFrench,playersalternatetakingActionPhases.EachActionPhaseconsistsofplayingacardtoactivateleadersandunits,buildfortifications,orintro-duceanEvent.Continueuntilbothplayershaveplayedalltheircards.

CommandsIroquois/Mohawkforfree

BritishCommander-in-ChiefBand (maximumof2onmap)

ScenarioLimit

British

French

Initiative

Command

Tactics

Optionalsquareleader

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WIlderness War4

© 2010 GMT Games, LLC

Exception:Whenaplayerhasonecardleft,hemayannouncethathewillpassandholdhiscard.Theheldcard,ifapplicable,maybeplayedasanEventduringanenemyActionPhase[5.5.6]orhelduntilthefollowingseason.Ifhelduntilthefollowingseason,theplayermustplayALLhiscardsthatseason.(Placea“CardHeld”markerontheYeartrackasareminder.)~Aplayer’sheldcardcountsagainstnextturn’shandsize.

Ifaplayerhasexpendedallhiscards—orheldhislastcard—whilehisopponenthas twoormoreremaining, theopponentplayshiscardsoneafteranotheruntilfinished.

B.lateSeasonB.1DealCards.SameasEarlySeason.

B.2ActionPhases.SameasEarlySeason.

B.3Indians&leadersGoHome.AnyIndianunitsNOTinfriendlyfortificationspacesGoHome[10.4].Also,anyleadersinwildernessormountainwithout troopsor fortificationsareplacedinthenearestfriendlyfortification.

B.4RemoveRaidedMarkers.Awardhalfavictorypointforeach “Raided”marker on themap to the side that placed it,roundingtotalsup[10.3.1and13.2.2],thenremoveallRaidedmarkersfromthemap.

B.5WinterAttrition.Unitsinstacksmeetingcertainconditionslosesteps[��.0].

B.6VictoryCheck.Checktoseeifthegamehasendedbecausevictoryconditionsweremet[13.1]orthelastyearofthescenariohasbeenplayed.Otherwise,beginanotheryear.

5.0STRATeGYCARDS5.1GeneralThecardsarethe“engine”thatdrivesagameofWILDERNESS WAR.Theplayersinitiatemovement,combat,construction,andavarietyofspecialeventsthroughtheplayofcards.

5.11Allcardsareusablebybothplayersforactivationofleadersandunitsorforconstruction.

5.12RedsymbolcardsareusableasEventsonlybytheBritish,whilebluecardsareEventsusedbytheFrench.AcardwitharedandbluesymbolisusableasanEventbyeitherplayer.

5.13Eventswithbrownbackgroundsaroundtheirnameareplay-ableasresponsecardsduringthemiddleofanActionPhase.

5.2CardDeck5.21Bothplayersaredealtcardsfromasingle,facedowndrawpile.The scenario instructions state howmany cards playersreceive.

5.22Ascardsareplayed,theyareplacedintoafaceupdiscardpile.CertainEventsallowaplayertodrawacardfromthediscardpileintohishand.

5.23Ifacardwhichsays“REMOVE”isplayedASANEVENT(only), it is removed from thegame rather thanadded to thediscardpile.

5.24Playersmayinspectthenumberofcardsleftinthedrawpile,thenumberofcardsinplayers’hands,andwhichcardshavebeendiscardedorremovedfromplay.

5.25 If the drawpile runs outwhenmorecardsareneededforthedeal,orattheendofanyseasoninwhichtheSurrender!cardhasbeenplayed—whetherornotfortheEvent(andevenifaplayerwasforcedtodiscardit)—thenreshufflethediscardpileandanyremainingundealtcardstogether.

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: IfSurrender! hasn’t been played,andtherearen’tenoughcardsintheDrawPiletorefreshbothplayer’shands,dealouttheremainingcardsintheDrawpile.Then reshuffle theDiscardPile anddeal enoughcards tofillbothhands.

5.26CardOptions.DuringeachActionPhase,theactiveplayerplaysacardandchoosesoneuse—EITHER“activating”lead-ersand/orunits[5.3],ORcarryingoutconstructionoffortsorstockades[5.4],ORcausingthecard’sEventtooccur[5.5].

ActivationValue(#)ofCard

EventColorSymbolThis card has a red and blue

symbol and is usable as an Event by either player.

ResponseCardBrownColoring

EventText

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Game of the French & Indian War 5

© 2010 GMT Games, LLC

5.3Activation5.31Eithersidecanuseanycard(regardlessofcoloredsymbol)toactivateleadersorunits.Onlyactivatedleadersorunitsmaymove,initiatecombat,carryoutsieges,orRaid.AnindividualunitorleadermayonlybeactivatedonceperActionPhase.

5.32Eachcardcanbeusedtoactivate:• IndividualAuxiliaryunitsand/orleadersmovingalonetotalinguptothecard’snumbervalue.IndianunitseachcountasonlyHALFaunittowardthistotal,OR

• OneDrilledTroopsunit,regardlessofthecard’snumbervalue,OR

• Oneforce[5.3.4]underaleaderwithanInitiativeratingequaltoorlowerthanthenumbervalueofthecard.

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.

5.33ActivatingIndividually.Unitsandleadersactivatingalonecanbeanywhereonthemap.Whenseveralunitsareactivatedindividually,theplayerdesignatesallthatwillbeactivated(wesuggesttiltingthecounters),thentheplayercompletesthemove-ment,combat,andRaidingforeachbeforebeginningwiththenext.Movementorderneednotbepredesignated.

5.34ActivatingaForce.Aleadermay“command”(activateasaforcetomovetogether)unitsstackedwithhimuptohisCom-mand rating,PLUSany subordinate leaders,ALONGWITHunitsuptotheCommandratingsofeachofthosesubordinateleaders.Anyleaderinaspacemaybechosentocommand,butonlyleaderswiththesameorlowerCommandratingmaybesubordinate.

Definition:A“force”isanygroupofunitsandleaderssubor-dinatetoaparticularleader(aleaderMUSTbepresent).ForceactivationlimitsmustbeobservedforMovement[6.0],Intercept[6.7],andAvoidBattle[6.8].~SuchlimitsdonotaffectBattles[7.0],Sieges[8.2],Assaults[9.0]orRaids[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).

5.35Co-existence.Commandingandsubordinateleadersandtheirforcecompositionneedonlybedefinedforthedurationofanactivation,orattheinstantofdefendinginaBattle,AvoidingBattle[6.8],Intercepting[6.7],andsoon.Otherwise,numerousleadersandunitscancoexistinaspacewithoutdefiningsubor-dinatesorforces.

5.36SequenceofActions.Eachactiveforceor individually-activatedunitorleaderconductsanyofthefollowingactions

thatapplyinthefollowingorder:• Movement[6.0]• Battle[7.0]• Raid[�0.0]

Alternatively,anactivatedforcethatdoesnotmovemaySiege[8.2]and/orAssault[9.0]afortorfortress.

~ Important:Aunitorleadermaynotbeactivatedifitprevi-ouslyparticipatedincombat(per8.251)orassault(per9.12)inthecurrentActionPhase.

5.4ConstructionAplayermayplay any card to buildEITHER stockadesORforts(notboth).

Exception: AplayermayNOTcarryoutconstructionwithtwocardplaysinarow,evenafterbeginninganewseason.

5.41Stockades.Placestockademarkers(oneperspace)totalinguptothenumbervalueofthecard.Stockadesmaybeplacedinanyspacesoccupiedbyfriendlysupplied[12.0]DrilledTroopsunits,orinanycultivatedspacesthatwereoriginallyfriendlytotheplacingplayer(nofriendlyunitsneedbepresent).Theymaynotbeplacedinspacescontainingenemyunitsorfortifications.

5.42Forts.Constructfortsinspacesoccupiedbyfriendlysupplied[12.0]DrilledTroopsunits.FortsUnderConstructioncounters(pickaxesymbol)maybeplaced,andpreviously-placedPickaxesmaybeflippedtotheircompletedside,uptothevalueofthecardbe-ingused.

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.

5.43OnePerSpace.Nospacemayhavemorethanasinglecompletedfortification.Constructionmaynotoccurinasiegespace.Stockadesandfortsmaynotbebuiltinfortressspaces.Stockadesmaynotbebuiltinspaceswithcompletedforts.Ifafortiscompletedinaspacewithastockade,removethestockade.Fortressesmayneverbebuiltorremoved.

5.44FortsUnderConstruction.Theseprovidenobenefitstotheowner,noranyhindrancenorVictoryPoints to theenemy—ineffect, theydonotexistuntilcompleted.

5.45 enemy Destruction/Capture.A stockade is Destroyed(removed) if enemyDrilledTroops unitswin aBattle in thespace.ThestockadeisCapturedintact(flippedovertothenewowningside)ifenemyDrilledTroopsunitsenteranotherwiseunoccupiedstockadespace.Ineithercaseaward1VP.AFortUnderConstructionisremovedwheneveraspaceissolelyoc-cupiedbyenemyDrilledTroopsunits.SeeSieges[8.2]forhow

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WIlderness War6

© 2010 GMT Games, LLC

fortressesandcompletedfortsarecaptured.StockadesalsocanbedestroyedinRaids[10.31].

5.46Demolition.AtanytimeduringhisOWNActionPhaseandatnoactivationcost,aplayermaydemolish(remove)anyofhisownUNBESIEGEDfortsorstockadesanywhereonthemap.Stockades andFortsUnderConstructionmaybedemolishedwithoutVPpenalty,butdemolishingafortcosts1VP.

5.5events5.51IfacardisplayedasanEvent,followtheinstructionsonthecard.MarkersareprovidedforuseontheYeartrackasap-propriateremindersoftheeffectsofthefollowingEvents:

• diPlomatic revolution

• William Pitt

• louiSbourg SquadronS/no amPhib

• louiSbourg SquadronS/no French naval

• quiberon

• britiSh/FrenchblockhouSeS

• cherokeeS/cherokee uPriSing

5.52ReinforcementsandReplacements.WhenanEventcallsfortheplacementofunits,theymustcomefromcounterswhicharenotcurrentlyinplay.Thecountersprovidedinthegamearealimitontheentryofunits.

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.

5.521Unitsalwaysenteratfullstrength.

5.522UnitsmayNEVERenterthegameataspaceoccupiedbyenemyunitsorfortifications,includingbesiegedspaces[8.2].IfnosuitableentryspaceisavailablewhenanEventisplayed,thereinforcementsarenotreceived.

5.523CertainEventsallowreduced-strengthunitstoberestored(flippedback) to their full-strengthsides.UnitsmayNOTberestoredfromreducedstrengthtofullstrengthwhileBesieged[8.22]oriftheyareOut-of-SupplyDrilledTroops[12.3].

5.53IndianAlliances.Cards23through30maybeplayedasEventstosecureIndian allies, either entering them asnew units or restoring reduced unitsalreadyonthemap.

5.531Indianunitcounters,settlementsonthemap,andrelatedEventcardsarecolor-codedforeaseofplay:• northernIndians(pro-French,bluestripe):Abenaki,Algonquin,Caugh-nawagaandMississauga.

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

• Paysd’enHautIndians (pro-French,halforangeandhalfbluestripe):Huron,Ojibwa,OttawaandPotawatomi.ThesecanbeplacedwitheitherthenorthernorWeStern allianceEvents.

• Iroquois(neutral,graystripes):Seneca,Cayuga,Onondaga,TuscaroraandOneida.

• Mohawks(pro-British,redstripes).• Cherokee(pro-British,greenstripes).

5.532 Players shouldmark settle-mentswithAlliedmarkerswhilethecorrespondingIndianunitsareonthemap,asremindersofwhereunitsareto“GoHome”andofalliedsettlements’vulnerabilitytoenemyRaids.IfallIndianunitsfromasettlementare eliminated, immediately remove theAlliedmarker—thatsettlementisnolongeraRaidtarget.

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 toenemymovement.

5.533Thegamehas(gray)counterstorepresentIroquoistribesalliedtoeithertheFrenchortheBritish.AnIroquoisunitmaynotbeenteredifthecorrespondingenemyIroquoiscounterofthesamenameisalreadyonthemap.

5.534TheonlyBritishleaderwhocancommandMohawkorIroquois units is Johnson, and he commands any number ofthemforfree(theydonotcountagainsthiscommandrating).FrenchleaderscommandIndiansnormallyandBritishleaderscommandCherokeenormally.(AnyIndiansmaybeactivatedindividually.)

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.

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5.54 British Colonial Politics.Thecolonial PoliticS eventmoves thepositionofthemarkerontheProvincialAssembliesTrack—whichrestrictsthenumberofBritishProvincialunitsthatmaybeinplay,byDepartment.WhentheFrenchplaycolonial PoliticS,theBritishplayermustimmediatelyselectProvincialunitsinexcessofthelimitsstated on the ProvincialAssembliesTrackandeliminatethem.

Exception:IntheunlikelyoccurrencethatmorethantheallowednumberofProvincialunitsarebesieged[8.2],theyareexemptfrom this restriction until the next French play ofcolonial PoliticS.

5.55BritishleaderReinforcements:WhenaBritishEventcallsforleaderplacement,theBritishplayerdrawstheappropriatenumberofleadersrandomlyfromapool,thenchooseswheretheyenter.TheBritishmayNOThavemorethantwoleaderswithCommandratingsof“7”inplay.Wheneverathirdischosenfromthepool,theBritishplayermustimmediatelychooseandremovefromthegameoneoftheothertwoalreadyonthemap.Ifbothon-map“7”leadersarebesieged,returnthethirdtothepool(withoutsubstitution).

HISTORICAL NOTE: The British suffered command disruptions until a satisfactory commander-in-chief for North America was found.

5.56 Response events. Eventswith aBROWNbackgroundaroundthename(only)maybeplayedduringfriendlyorenemymovementorotherunitactivity.TheirplaydoesnotreplacethenormalcardplayduringtheActionPhase.

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.

6.0MOVeMenT6.1GeneralActive forces, individualunits,or individual leadersmove inoneofthreeways,whichmaynotbecombinedduringthesameactivation:• Landmovementisalonganyland(brown)orriver/lake(blue)

connections.• Boatmovementisfaster,butismostlyrestrictedtoriver/lake

connections.• Navalmovementisfromporttoport.

A forcemayNOT“pickup” additional units or leaders as itmoves,butMAYdropoffsubordinateunitsorleaders,whichmovenofurtherthatActionPhase.

6.2landMovementLandmovementisconductedbyenteringadjacentspacesuptothemovementallowanceof themovingunit/force,alonganycombinationoflandAND/ORriver/lakeconnections.

• DrilledTroopsthatpassthroughawildernessspacestopintheNEXTspace—UNLESSmovingwithAuxiliaries.

• AuxiliariesthatpassthroughanenemycultivatedspacestopintheNEXTspace—UNLESSmovingwithDrilledTroops.

• Allunits/leadersmuststopuponenteringamountainspace.

Exception: Spacesthathavefriendlyfortificationsdonotcountfor theabove threerestrictions.Forexample,aRegularsunitmaypassthroughfourwildernessandmountainspacesifeachspacehasafriendlystockadeorfort.

HISTORICAL NOTE: Auxiliaries help Drilled Troops find their way in the wilderness. Auxiliaries without Drilled Troops move more cautiously amidst hostile populations.

6.21Leadersmovingalonehaveamovementallowanceof6.

6.22Aforcemovesattherateofitsslowestunit.Ifslowerunitsaredroppedoff,fasterunitsmaycontinuemovinguptotheirhighermovementrate.

PLAY NOTE: French play of a Foul Weather event precedes any British play of george Croghan.

6.3BoatMovementBoatMovementisconductedbymovinguptoninespaces(re-gardlessofterrain)usingonlyriver/lakeconnections.

Exception:AforceorunitmovingbyboatmaypassoverONEland connectionduring its activation if each end is either anoriginally-friendly cultivated space or a friendly fortification(evenifbesieged,thoughtheforceorunitwouldhavetostopuponenteringit).

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.

6.4navalMovementNavalMovement is conducted bymovingdirectly fromonefriendly-controlledporttoanother.TheFrenchmaynavalmoveonlybetweenQuébecandLouisbourg.

6.41AFORCEmayonlynavalmoveifactivatedwitha3-valuecard.(All3-valuecardsaremarkedwithananchortoshowthattheyenableanentireforcetonavalmove.)

6.42Units or leaders activated INDIVIDUALLYmaynavalmovewithanycard.

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6.43 BritishAmphibious landings.TheBritishmayuseaspecialkindofnavalmovementonlyalongthe“Am-phibious”arrowsonthemap.

6.431TomakeanAmphibiousmove,inadditiontothecardusedtoactivatemovement,theBritishplayermustplayanamPhibiouS landingcard(whichhasanEventnameonabrownbackground).TheBritishmust control the port ofdeparture,butnotthedestinationspace.Placean“Amphib”markerinthedestinationspace.Ifthatspace ever becomes solely occupied byFrenchunitsthatincludeDrilledTroops~oranunbesiegedFrenchfortification,removetheAmphibmarker.

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:IftheFrenchplayerwishestoblockaBritishnavalmovementwithaFoul Weatherevent,heplaysitAFTERtheBritishplayerplaysacardforactivationbutBEFOREplayofamPhibiouS landing.

6.432An“Amphib”markerhasthefollowingeffects:• It allowsnormalBritish navalmovement (notAmphibiousLandings)between theAmphibspaceandanyBritish-con-trolled port—even if a Siege is underway in theAmphibspace.

• ItmaintainsBritishcontrolofLouisbourg(noBritishunitneedbepresent).

• ItallowsBritishretreatfromtheAmphibspacedirectlytoanyBritish-controlledport.

• ItallowsBritishplacementofreinforcementsasifthespacewereaport.

~ Clarification: ReinforcementsCANNOTbeplacedonanAmphibMarkerinabesiegedspace[8.22].

• ~ItallowsBritishAvoidBattlefromtheAmphibspacedi-rectlytoanyBritishcontrolledport,notjustanadjacentspace[6.8��].

6.5MovingIntoenemy-OccupiedSpaces6.51Aunitorforceusinganykindofmovementtoenteraspaceoccupiedbyunbesiegedenemyunitsorfortificationsmuststopandtaketheappropriateactionaslistedbelow:• Ifthespacehasenemyunits,themovingunitorforcemustat-tack(theenemyunitsdefend).AttackersmaycontinuemovingafteranOverrunBattle[7.82],orifalldefendersAvoidBattle[6.82].

• Ifthespacehasanenemyfortorfortresswhilenoenemyunitsdefendoutside[8.1],placea“Siege0”markeronthefortification.

• IfthespacehasanunoccupiedenemystockadeandthemovingunitorforceincludesDrilledTroops,thestockadeiscapturedintact(flipthestockademarker,award1VP).

• IfthespacehasanunoccupiedenemystockadeandthemovingunitorforceincludesAuxiliarieswithoutDrilledTroops,thentheAuxiliariesmustRaid[10.0].

6.52OnlyaunitorforcethatincludesDrilledTroopsmayenteranunbesiegedenemyfortorfortressspace.

6.53 Leaders moving alone cannot enter an enemy-occupiedspace.Ifaleaderiseverwithoutfriendlyunitsorfortificationsinanenemy-occupiedspace,hemustretreatorbeeliminated[7.92].

6.54Leadersalone,FortsUnderConstruction,andsettlementsarenohindrancetomovement.

6.6 Infiltration~AloneAuxiliaryunit(eitheractivatedindividuallyorcom-mandedbyaleaderandmovingwithoutanyotherunits)maymovebylandorboatTHROUGHoneormorespacesoccupiedbyenemyunitsorunbesiegedenemyfortifications.

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.

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~ 6.61A unit that attempts to Infiltratemust have sufficientmovementallowance(orremainderoftheninespacesbyboat),assumingsuccessfulInfiltration,toreachaspacethatitmayenterwithoutusingInfiltration.

6.62Regardlessofterrainandunittypes,anInfiltratingunitissubject to Interception [6.7] by enemyunitswithin the samespace.

6.63AnInfiltratingunit(alongwithanyaccompanyingleaders)iseliminatedifitisforcedback(eitherbyretreatfromBattleorbythelake Schoonerevent)intoanenemy-occupiedspace.

6.64AnInfiltratingunitmayenditsmovementorkeepmoving(andmayconductadditionalInfiltrations).Ifitendsmovementinanenemy-occupiedspace,itcausesabattle[6.51].

6.7Interception6.71General.UnitsmayattempttoInterceptenemyunitsthatareusingland,boat,ornavalmovement(notRetreating,Intercepting,orAvoidingBattle)toenterspacesadjacenttothem.UnitsbeingInfiltratedalsomaytrytoInterceptwithintheirspace.ForeachInterceptionattempt,firstdesignatewhichleadersandunitswillmaketheattempt.ThenrollonedieandaddtheTacticsratingoftheInterceptingcommander,ifany,totheroll.Interceptionsucceedsonamodifieddierollof4orhigher.

• ~Ifsuccessful,placetheInterceptingforceorunit intothespacewith the Intercepted enemy—whomust immediatelyattack in aBattle (i.e., the activated,movingunit or forcewillbetheattacker,theInterceptingunitorforcewillbethedefender.)All defenders not inside a fort or fortressmustparticipate[7.�].

• IftheInterceptionattemptfails,themovingunitsmaycontinuenormally.

6.711IfunitsInterceptintoaspacewheretheirsidehasanunoc-cupiedstockade,thestockadeisnotcapturedbutremainsinplaceandbenefitsthemintheensuingBattle[anexceptionto6.51].

6.712IfanAuxiliaryunitisInterceptedwhileattemptingtoIn-filtrateanenemyfortorfortessspace,itattackstheInterceptingunitsinanormalBattleoutsidethefortification,buttheInfiltrator(only)mustretreat—regardlesswhowins.

~ Clarification: First, attempt Interception.Then, units thatstartedinthefort/fortressspacemayretreatinside(Interceptingunitsmustfight).

6.72WhoMayInterecept.Foreachspaceamovingenemyforceorunitenters,youmayattemptInterceptionwithanyONEunbesiegedforceorindividualunitthatisadjacentorinthesamespace.LeadersmaynotInterceptalone.Aninterceptingforceneednotincludeallunitsinaspace,anditmaynotexceedtheforceactivationlimitsofthecommandingleaderandanysub-ordinateleaders[5.34].

6.721AloneAuxiliaryunit(withorwithoutleaders)enteringawildernessormountainspacemaybeInterceptedONLYbyaloneenemyAuxiliaryunit(withorwithoutleaders).

Exception:This restriction doesNOT apply to InterceptionagainstInfiltratorswithinthesamespace[6.62].

6.722Unitsenteringaspacealreadyoccupiedby their side’sunbesiegedunits(notleadersalone)orfortificationsmayNOTbeIntercepted.

6.723LeadersmovingalonecanNOTbeIntercepted.

~6.724Unitsmaynot Interceptanenemy leaving theirownspace.

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.

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6.8AvoidingBattleAnyONEunbesiegedforceorindividualunitinaspaceabouttobeattackedmayattemptinsteadtoAvoidBattle.AnAvoid-ingforceneednotincludeallunitsinaspace,anditmaynotexceedtheforceactivationlimitsofthecommandingleaderandanysubordinateleaders[5.34].RolladieandaddtheTacticsratingoftheAvoidingcommander, ifany.Onamodifiedrollof4orhigher,theAvoidingforceorunitisplacedinasingleadjacentspace.Exception:Inwildernessormountainspaces,anAuxiliaryunitoraforcewhoseunitsincludeonlyAuxiliariesmayautomaticallyAvoidattackerswhohavenoauxiliaries.

6.81Theadjacentspacetowhichtheavoidingunitsmovemaynotbetheonefromwhichtheattackerentered,normayitcontainunbesiegedenemyfortificationsorunits.

~6.811BritishunitsinanAmphibspacemayAvoidBattledi-rectlytoanyBritish-controlledport[6.432].

6.82IfalldefendingunitssuccessfullyAvoid,theactiveforceor unitmay continuemoving. If the active force/unit againmoves into the defenders’ space, theymay again attempt toAvoidBattle.

Exception:Ifthespacehasanenemyfortification,theactiveunitsmuststop.Ifitisafortorfortress,placea“Siege0”marker.IfitisaStockade,DrilledTroopscaptureit—flipitandaward1VP—whileAuxiliarieswithoutDrilledTroopsmustRaid.

6.83AforceorunitcanAvoidoutofa fortor fortressspacewhileotherunitsstayinside[8.1].ButifAvoidancefails, theAvoidinggroupmustdefendinaBattlewhilethegroupinsidethefortificationremainsinside.

~ Clarification:Declaration of “inside” or “outside” comesbefore“AvoidBattle”dierollismade.

6.84InterceptedandInterceptingunitsarenotallowedtoAvoidBattle.Interceptingunitswhichfail theirInterceptionattemptalsomay notAvoidBattle if later attacked during the sameenemymove.

6.85AplayermaynotAvoidBattlefromaspacewithsomeunitsandattempttoInterceptintoitwithothers(whethersuccessfulornot)during thesameenemymove—hemustchoseoneortheother.

7.0BATTleS7.1GeneralABattleoccurswhenanactiveforceorunit(“theattackers”)movesintoaspacecontainingenemyunits(“defenders”).Withtheexceptionofunitsand/orleadersinsideafortorfortress[8.1],Battleinsuchaspaceismandatoryandallotherunitspresentmustparticipate.

Important: “Battles” are distinct from“Assaults,”which arecombatbetweenbesiegingandbesiegedunits[9.0].

7.2ResolvingBattlesBattlesareresolvedwiththefollowingprocedure:

A.DetermineifanyMilitiawillparticipate[7.3].

B.Theattackerandthenthedefender,iftheywish,playoneormoreEventstoinfluencethecombat.

C.EachsidetotalsitscombatfactorstodeterminetheircolumnontheCombatResultsTable(CRT),appliesdierollmodifiers(DRMs)orothermodifications[7.5],androllsadie.

D.Unitstepandleaderlosses,ifany,areinflictedaccordingtotheresultsreadfromtheCRT.

e.Awinnerisdetermined[7.8]andVPsawarded.

F.Militiareturntotheirboxandtheloserretreats.

7.3MilitiaWhenanyBattleistooccurinanoriginally-friendlyCULTI-VATEDspace(includingoutsideafortorfortress),anyorallMilitiaunitsintheboxcorrespondingtothatDepartmentmayparticipate.TheowningplayersimplyplacesthemintheBattlespace.BecauseLouisbourgisnotpartofanyDepartment,Militiamayneverdeploythere.Exception: MilitiamaynotdeployonthemapforBattleiftheenemyhasplacedany“Raided”markerswithinthatDepartmentthatyear(but,see10.2).

7.4 Events Influencing the CombatTheattackermustplayallEventcardshewishestouseforthatBattlebeforethedefenderdoes.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.

7.5DRMsandColumnShiftsTheCombatResultsTable(CRT)summarizesthefollowingdierollmodifiers(DRMs)andothermodificatonsforleaders,unittypesincertainterrain,stockades,andEventcards.

~ 7.51 ForBattles, Sieges [8.231],Assaults [9.0], andRaids[10.0],theactivesideaddstheactivatedleader’sTacticsRating,andthenon-activesideusestheTacticsratingofanyoneleaderwiththehighestCommandratinginthespace.ForIntercepting[6.7]orAvoidingBattle[6.8],usethecommanderoftheforcemakingtheattempt.For“droppedoff”Raids[10.13],useanyleaderinthespacethatcouldcommandtheforce.Forceactiva-tionlimits[5.34]donotapplytocombat.

7.52IfonlyonesideinaBattle(notAssault)inwildernessormountainterrainhasAuxiliariesorLightInfantry,theothersidesuffersa–1DRM.

7.53IfonlyonesideinaBattle(notAssault)incultivatedterrainhasRegulars,theothersidesuffersa–1.

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7.54IfattackinginanAmphibiousLandingand/oragainstdefendersinastockadespace,theattackersuffersa–1foreachthatapplies.

7.55 If attacking defenders under a Fieldworksmarker(regardlessofwhenthemarkerwasplacedorwhattypeofunitsaredefending),theattackershiftsonecolumn to the left.~OneFieldworksmarkerperspace.

7.56 If only one side in aBattle (notAssault) inwildernessormountainplayedanambuSh! event, its combat strength isdoubled(beforeanycolumnshift)anditfiresfirst.Theothersidetakeslossesfirst,thenfireswithitssurvivingcombatstrength.

7.6SteplossesEach side’sfire on theCRT inflicts a number of step losses.UnlessanambuSh!eventhasbeenplayed,resultsaresimultane-ous.However,theattackermustassignhissteplosses(flipandeliminateunits)beforethedefenderassignshis.

7.61Allunitsatfullstrengthhavetwo“steps.”Afullstrengthunitthatlosesonestepflipsover.Areducedstrengthunit(already“flipped”)thatlosesonestepiseliminated.Wheneliminated,theRegularsandCoureursunitsareremovedpermanentlyfromthe game.However, eliminated Provincials, Light Infantry,Indians,MilitiaandRangersmayre-enterthegamebyplayoftheappropriatecard.

~7.62Theownerchooseswhichspecificunitstakelosses,butat leasthalf (roundedup)of the step lossesmustbe fulfilledfromaDrilledTroopsunit,ifavailable.Thistakesprecedenceover7.63.~ 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.

~7.63Exceptasrequiredtomeet theDrilledTroopslossre-quirementabove,aplayermaynotassignoveralllossesfromabattlesuchthatsomeunitsareeliminatedwhileothersremainatfullstrength.~ 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).

7.64Leadersareneverremovedduetosteplosses.IfallunitsareeliminatedinaBattle,anyleadersretreat[7.9].

7.7leaderlossesEitherside’sleadersmaybekilled(removedfromthegame).Ifyourollanatural“1”or“6”(beforeDRMs)ANDcauseatleastonesteploss,theopposingplayermustrolladieforEACHofhisleadersinvolvedintheBattle.Arollof“1”foranyleaderkillshim.

7.8Winner/loserIfonlyonesidehassurvivingunits,itwins.Otherwise,thesidethatcausedthehighernumberofsteplosseswins.Thedefenderwinsatie.~ThesidethatcausedmoststeplossesontheCRTwinsifbotheliminated.Defendersstillwinties.

7.81ThewinneroftheBattleisawarded1VPifthelosingsideincludedat leastoneRegularunitormore than fourunitsofanykind.

7.82Overrun.Iftherearenodefendingfortificationsandtheattackereliminatedallenemyunitswithoutsufferinganysteplosseshimself,hemaycontinuemovingasifthespacehadbeenunoccupied.

7.9Retreat7.91InstepFoftheBattle,returnanysurvivingMilitiatotheirbox(reducedunitsremainreduced).Thenretreatthelosinglead-ersandunitstooneormorespacesadjacenttotheBattlespace(defendersmaysplitup).

Exceptions:Unitsdefendingoutsideafortorfortressmayretreatinside[8.1].Britishretreatingfroman“Amphib”spacemaybeplacedinanyBritish-controlledports[6.432]withintheusualrequirements[7.92].

7.92Anyretreatingunitsorleadersthatcannotmeetthefollow-ingrequirementsareeliminated:• TheFrenchmayneverretreatvianavalmovement(andthusmaynotretreatfromLouisbourg).TheBritishmaydosofroman“Amphib”space[6.432].

• Losersmaynotretreattoaspacewithunbesiegedenemyunitsorfortifications.

• Defendersmaynotretreatintothespacefromwhichtheenemyentered.

• Attackersmustretreatbackintothespacefromwhichtheyentered.

• DrilledTroopsmustretreattoeitheracultivatedspaceorafriendlyfortification.

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:See6.53forleadersaloneinaspace.

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8.0FORTS,FORTReSSeSAnDSIeGeS8.1BattlesOutsideFortsorFortressesWhenunitsmove intoaspacewithbothenemyunitsandanunbesiegedenemyfortor fortress, thedefendingplayermustdecidewhichunits and leaderswill defend inside andwhichoutside.Playersmaydesignateunits“inside”byplacingthemunderthefortmarkeroronthefortresssymboldirectly.Defend-ersatastockademayNOTsimilarlyavoidanattackbygoing“inside”—instead aBattle results normallywith the attackersufferinga–1DRMforthestockade.

~ Clarification:IfInfiltratingafortorfortressspace[6.6],theinactivesidefirstattemptsanyInterception[6.7].Then,unitsthatstartedinthefort/fortressspacemayretreatinside(Interceptingunitsmustfight).

~ Clarification:Declaration of “inside” or “outside” comesbefore“AvoidBattle”dierollismade.

8.11Nomorethanfourunitsandanynumberofleadersmaydefendinsideafort.Anynumbermaybeinsideafortress.

8.12Ifanyunitsdefendoutside,theyfightaBattlewithouthelpfromthefortificationoranyunitsorleadersinsideit.

8.13IfthedefendersloseaBattleoutsideafortorfortress,theyretreateitherintoadjacentspacesnormally,orsomeorallmayretreatinsidethefortification(uptofourunitsifafort).

8.2Sieges8.21Iffriendlyunitsareinaspacewithanenemyfortorfortress(notstockade)butnoenemyunitsareoutsidethefortification,thenthefortorfortressisbesieged.Placea“Siege0”markeronthespace.Anyspacewithasiegemarker(0,1,or2)onitis“besieged”(a“siege”space),andanyunitsorleadersinsidethefortorfortressare“besieged”unitsorleaders.

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:OnlyaunitorforcethatincludesDrilledTroopsmayenteranenemy fortor fortress space that isnotalreadybesieged[6.51].Stockades,thoughincludedintheterm“forti-fications,”canneverbebesieged.TheyprovideaDRMinBattlebutareeliminatedifthedefenderslosetheBattle[6.5].

~8.22SiegeSpaces.Abesiegedfortress(orfortress/port)spaceiscontrolledbyneithersideforthepurposesofnavalmovement,reinforcements,victory,orrequirementsfortheplayofanEvent[Exception:13.12].Reinforcementsmayneverbeplacedinasiegespace,althoughunitsoutsidecanberestoredtofullstrength.UnitsandleaderswhichareINSIDEafortificationunderSiegecannotberemovednorrestoredtofullstrengthbyanEvent.IfsubsequentlytheSiegeislifted,theycanberestoredorremovedonlybynewly-playedEvents.

Exception:BesiegedunitsCANlosestepsandberemovedbytheSmall Poxevent.

8.23ResolvingaSiege.Tocaptureafortorfortress,besiegersmustfirstincreasethe“siegelevel”byrollingontheSiegeTable.Thesiegelevelbeginsat“0”andcanbeincreasedtoeither“1”or“2.”

8.231Toincreasethesiegelevel,thebesiegingstackmustbeginanActionPhaseinthebesiegedspace(therewouldalreadybeasiegemarker)andmustincludesupplied[�2.0]DrilledTroopsandat leastone leader.Thebesiegingplayer thenactivatesaleaderwiththehighestcommandratinginthespace(regardlessofhowmanyunitsorsubordinateleadersarepresent).Thereisnomovement.EitherplayermayplaythecoehornSevent.ThentheActiveplayerrollsadieandcheckstheSiegeTable,applyingallapplicablemodifiersandadjustingthesiegemarkerasindicated.PossibleDRMs(alsosummarizedontheSiegeTable):• AddtheTacticsratingofthebesieger’scommandingleader.• Subtract theTactics rating of the defender’s commanding

leader.• If thebesieger played thecoehornS event, add two; if thedefenderplayedtheEvent,subtracttwo.

• IftheSiegeisatLouisbourg,subtractone.

~ Clarification: TorollontheSiegeTable,aFORCE(notanindividualleaderorunit)mustbeactivated,thoughforcelimitscanbeignored.Forexample,ifLoudounisthehighestrankingleaderinasiegespace,a“3”cardwouldneedtobeplayedtorollontheSiegeTable.

~ Clarification: Surrender!maybeplayedaftercoehornS.AsiegerollmayenableSurrender!evenifthefortification’ssiegelevel[8.24]hasbeenreached.Surrender!doesnotpreventtheeffectsofmaSSacre!.

8.232Ifabesiegedspaceeverbecomesvacantofbesiegingunits,removethesiegemarker.

8.24Assault Possible. If the required siege level has beenreached(“1”forforts,“2”forfortresses),theactiveforcemayIMMEDIATELYAssault[9.0]inthatActionPhase.Assaultisnotmandatoryaftersiege,but,oncedeclared,mustproceedevenifthedefenderwaitsuntilthentoplaycoehornS.UnoccupiedfortsorfortressesstillmustbeAssaulted.

Exception: Acaptured,originally-enemyfortressthatthecaptorleavesunoccupiedimmediatelyrevertstoenemycontrol,award-ingtheowner3VPs.

8.25BreakingtheSiege.Besieged leadersandunitsmaybeactivatednormally.Theymaynotleavethespace,butmayattackthebesiegingstackinaBattleoutsidethefortification.Militiamayparticipate.

8.251Ifunitsmoveintoaspaceinwhichtheenemyisconductingasiege,friendlyunitsinsidethefortorfortressMAYparticipateinthesubsequentBattleeventhoughtheywerenotactivated.

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8.252IfthebesiegedunitslosetheBattle,theyretreatbackinsideandremainundersiege.Unitsthatenteredfromanadjacentspacemaynotretreatinside.

9.0ASSAUlTS9.1GeneralCombattocaptureafortorfortressiscalled“Assault.”ToAs-sault,anactivestackmaynothavemovedandthefortorfortressmusthavereachedtherequiredsiegelevel(1forafort,2forafortress).

~9.11AnAssaultmayoccurimmediatelyafterthesiegelevelisreached(1forafort,2forafortress).IfthesiegelevelwasreachedinapreviousActionPhase,thebesiegingforce(itmustincludealeader)maybeactivatedtoAssaultwithoutrollingontheSiegeTable.

~9.12Asinallcombat,forceactivationlimitsareignored(allunitsandleadersparticipate).Ifoneforceactivatedbyacam-Paignevententersaspacewherethesecondactivatedforceisbesieging,bothmaybecombinedforasubsequentAssault,eventhoughtheforcethatmovedwouldnolongerbeactivated.

9.13TheseDRMsandcolumnshiftsareapplicabletoanAssault(alsosummarizedontheCRT):• BothsidesaddtheTacticsratingoftheircommander(high-

est-ratedleader)• AddtwotothesidethatplayedthecoehornSeventthatphase(includingaplaytoinfluenceasiegeroll).

• Theattackerautomaticallysuffersaonecolumnshifttotheleft.

9.14AnAssaultworks just like aBattle,with the followingdifferences:• NoMilitiatakepart.• StepsmustfirstbelostbybothsidesfrominvolvedDrilledTroops(evenifsomeDrilledTroopunitswouldbeeliminatedbeforenon-DrilledTroopunitsarereduced.)

• Noretreatoccurs.• NoVPsareawardedforthecombatitself(butareawardedforcaptureofthefortorfortress[9.22].)

9.2Winner/loserTheAttackermustcauseaHIGHERenemysteplossresulttowinanAssault,otherwise theDefenderwins.EliminatingalldefendingunitsisNOTsufficienttowin:unoccupiedfortsandfortressescontinuedtodefendthemselvesonthe0columnoftheCRT.

9.21Ifthedefenderwins,theSiegecontinues.

9.22Iftheattackerwins,afortressiscapturedintact.AfortisreplacedwithaFortUnderConstrucitonmarkeroftheattacker’snationality(torepresentdamagetothecapturedfort).Unitsandleadersdefendinginsideareeliminated.Removethesiegemarkerandaward2VPsforafortand3VPsforafortress.

REMINDER:Youmust occupy the captured enemy fortresswithat leastone friendlyunitorAmphibmarker tomaintaincontrol.

10.0RAIDSSuccessfulRaids earnVPs, destroy stockades,eliminate Indian units, and block someMilitiadeployments.A“failed”Raidinthegamedoesnotmeanthatnodamagewasdone—onlythatithadnoparticularpoliticalormilitaryimpact.

10.1TargetsAnyactiveAuxiliaries not stackedwithDrilledTroopsandendingtheiractivationinanyofthefollowing spacesMUSTRaid (roll on theRaidTable):

• Anoriginallyenemycultivatedspace,OR• Anenemystockade,OR• AsettlementwithcorrespondingenemyIndianunit(s)CUR-RENTLYonthemap(anenemy“allied”settlement).

~ Clarification:All leaders and auxiliaries in a space Raidtogetherwithoneroll.

10.11Spaceswithforts,fortresses,friendlystockadesorfriendlyDrilledTroopsmaynotbeRaided.

10.12ActiveunitsstillRaidafterfightingaBattle[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.

~10.13Aforcemay“dropoff”Auxiliaryunitsandsubordinateleadersinanyspacesthroughwhichitpasses.Thedropped-offAuxiliaryunitsRaid,usingthehighestCommandleaderwiththem,aftertheforcethatdroppedthemoffhasresolvedanyBattle.

10.2MilitiaDeploymentAgainstRaidsIf aRaid is against a stockade in an enemyCULTIVATEDspace,theenemyplayerMAYplaceONEMilitiaunitfromthatDepartment’sMilitiaBoxintothespace.Hemaydosoregard-lessofwhetherornotRaidedmarkersarepresentalreadyinthatDepartment(i.e.,the7.3exceptiondoesnotblockthiskindofMilitiadeployment).~ Exception: MilitiamaynotdeployiftheRaidingunit(s)alreadyfoughtaBattleinthestockadespacethatActionPhase.

10.21IfaMilitiaunitdeploys,theRaidingunit(s)mustimme-diatelyattackit(inthestockade)inaBattle.AftertheBattle,survivingMilitiareturnstoitsBox.

10.22IftheRaiderswin,theycarryouttheRaidnormally.

10.23 If they lose, they retreat normally (they do notGoHome.)

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10.3ResolvingaRaidFirst, the defendingplayermayplay theblockhouSeS event.ThentheRaidingplayerrollsadieontheRaidTable.Useeitherthe“Stockade/Settlement”or“Cultivated”column,dependingonthespacebeingRaided(forastockadeorcurrentlyenemy-alliedsettlementincultivatedterrain,usetheStockade/Settle-mentcolumn),andapplyanyDRMs(alsosummarizedontheRaidTable):

• Addthecommandingleader’sTacticsrating.• AddoneifanyRaidingunitsareRangers.• SubtractoneiftheRaidiswithinanenemyDepartmentwhoseMilitiaBoxhas twoormoreMilitiaunits in it (reducedorfull).

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.

10.31RaidsresultineitherSuccessorFailureandcanresultinsteplosses(owner’schoice)orleaderlossesfortheRaiders.Ifsuccessful:• PlaceaRaidedmarker,• Eliminateanystockadeinthespace,• EliminateallunbesiegedIndianunits,whereveronthemap,belongingtothetribewhosesettlementhasbeensuccessfullyRaided,and

• ScorehalfaVPduring theRemoveRaidedMarkersphase(totalroundedup).

10.32Ifanatural“1”isrolledonanyRaid—oranatural“6”is rolledonaRaidagainsta stockadeorenemy-alliedsettle-ment—rollanotherdieforeachleaderinvolved.Arollof“1”killsthatleader.

10.33Previously-RaidedSpaces.ForadditionalVPs,youmayaddRaidedmarkers to spaces that alreadyhave themONLYfor successfullyRaiding stockades or currently enemy-alliedsettlements—NOT to an empty cultivated space that alreadyhas aRaidedmarker.Auxiliaries ending amove alone in anemptycultivatedspacewithaRaidedmarkerstillmustrollontheRaidTableandthenGoHome—eventhoughSuccesswillhavenoeffect.

10.4GoingHomeRegardlessoftheoutcomeofaRaid,allsurvivingRaidersim-mediatelyredeploy.IndiansmustredeployiftheyarenotinafortificationduringtheIndians&LeadersGoHomePhaseattheendofeachyear(4.0B.3).

10.41Indians.Pickupandplace the Indianunit in itshomesettlementspace.

10.411Ifitssettlementisoccupiedbytheenemy,theRaidingunitiseliminated.

10.412IftheunitisCherokee,itiseliminated.Exception:See�0.422.

PLAY NOTE: A non-Cherokee Indian unit that has Gone Home to its Settlement is still available for activation in a later Action Phase.

10.413AnIndianunitthatGoesHomemaybeaccompaniedbyanyleadersorCoureurs des boisunitsstackedwithit.

10.42non-Indians:Coureurs des bois,Rangers,andleadersareimmediatelyplacedintheclosestfriendly,unbesiegedfortifica-tion(owner’schoice).

10.421“Closest”isdeterminedbycountingconnectedspaces,regardlessofinterveningenemypresenceorterrain.

10.422AnyIndiansstackedwithaleadermayaccompanyhimtotheclosestfortification.

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.

11.0ATTRITIOnEighteenth 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.

11.1WhoSuffersAttritionDuringeachWinterAttritionPhase,DrilledTroopsmaysuffersteplosses.AllbesiegedDrilledTroopsaresubjecttoAttrition,asareanythatdoNOToccupyoneofthefollowingspaces:• Anoriginally-friendlycultivatedspace,OR• Anunbesiegedfortorstockadespacewithnomorethanfourfriendlyunitsofanykind(leadersdonotcount),OR

• Anunbesiegedfortress.

11.2AttritionlossesApplythefollowinglossestoeachaffectedstack:• ~ First, eliminate half (roundedup) of the reducedDrilledTroopsunits(owner’schoice).

• Second,reduceEVERYfull-strengthDrilledTroopsunit.

Exception:Thelastfriendlystepinaspace(i.e.,alone,reducedunit)isneverremovedbyAttrition.

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.

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12.0SUPPlY12.1GeneralDrilledTroopsunits(only)musttraceasupplylinetoanorigi-nally-friendlyfortresstobefullyeffective.BritishunitsalsocantracetoacapturedportortoanAmphibspace.Thesupplysourcemustbefriendly-controlledandunbesieged.

12.2TheSupplylineThesupplylineconsistsofanunbrokenchainofspaces,noneofwhichisoccupiedbyunbesiegedenemyfortificationsorunits.AnenemyfortorfortressthatisundersiegedoesNOTblocksupply.

12.21Eachspace,exceptthespacebeingsupplied,musthaveatleastoneofthefollowingcharacteristics:

• Water-connectedtoeachadjacentspaceinthechain(includingthesuppliedspace,ifadjacent),OR

• Cultivated,OR• Friendlyfortification,OR• Amphib.

Important:Unitsinawildernessormountainspaceneednothaveafortificationtobeinsupply,aslongasthenextspaceinthesupplylineisoneoftheabove.

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.

12.3Out-of-SupplyeffectsDrilledTroopsunitsthatcannottraceasupplylinehavetheiractivitiesrestricted.They:• Maynotbuildfortsorstockades.• May not roll on the SiegeTable (or use theSurrender!

event).• Maynotberestoredtofullstrength.

Important:A space is “supplied” the instant a supply line isestablished.Therefore,aplayercouldusea2-valuecardtoplaceastockadethatcreatesasupplylinetoasecondspaceandim-mediatelyplaceasecondstockadethere.

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.

13.0VICTORY13.1HowtoWin13.11SuddenDeath.CheckduringeachVictoryCheckPhase(4.0B.6)toseeifanyoftheseconditionsprevail:• If theBritishcontrol [2.0]all fortressesplussolelyoccupyNiagaraandOhioForks,theywinregardlessofVPs.

• Ifeithersidehas11ormoreVPs,itwins.• After1759,theFrenchwiniftheyhaveatleastasmanyVPsastheboxontheVPTrackmarkedwiththatyear(8in1760;5in�76�).

13.12Scenariosendingin1759.Ifnoneoftheabovehasoc-curredby theendof1759, theBritishwin if theycontrolalloriginally-Britishfortressesplustwoofthefollowingfourspaces:Québec,Montreal,Niagara,OhioForksOtherwise,whicheversidehasatleast1VPwins.~For purposes of the above conditions only [as an excep-tionto8.22],theBritishcontrolabesiegedoriginally-BritishfortressUNLESSthebesiegingforcequalifiestorollontheSiegeTable[8.231].

13.13Scenariosendingin1762.TheFrenchwinattheendof1762iftheyhaveatleastoneVP.TheBritishwiniftheyhaveatleast5VP.

13.14Anyotherresultisadraw.Exception:Inatournament,adrawisconsideredaFrenchwin.

13.2VictoryPoints13.21VictoryPoints(VPs)areawardedduringthecourseofthegameasspecifiedintheVictoryPointTable.WhentheBritishorFrenchsidegainsVPs,movetheVPmarkerthatmanyspacestowarditsrespectiveendoftheVPTrack.Tomarkascoregreaterthan10,flipthemarkertothe“+10”side.

13.22DuringtheRemoveRaidedMarkersphase(4.0B.4),awardhalfaVPforeach“Raided”markeronthemaptothesidethatplacedit,roundingupthetotalsforeachside.(Inotherwords,youget1VPforeveryODDsuccessfulRaidyouconducted.)

13.23WheneverNiagaraorOhioForkschangeshands(becomessolelyoccupiedbyunitsand/orfortificationsoftheotherside),the capturing side receives 1VP (in addition to anyVPs forcapturingfortificationsorwinningBattles).

13.3BiddingIntournaments,orifplayersbothwanttoplaythesameside,eachplayershouldwritedownabidofatleast0VPs.Thehigherbidderplaysthefavoredside.TheotherplayerbeginswiththenumberofVPsbidbytheopponentaddedtothescenario-definedstartlevel.Ifbothplayersbidthesame,rolladietorandomlydeterminesides(theloserstilladdsthebidVPs).

PLAY NOTE: Tournament-level players in the Annus Mirabilis scenario over time have tended to bid 1 or 2 points to play the French.

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14.0OPTIOnAlRUleSThe following modifications appeal to some players, particu-larly for the longer scenarios; use any of them only if both sides agree.

14.1 Ifoneof thecards#67William Pittor#69diPlomatic revolutionhasbeenplayedasaneventandtheotherisinthediscardpile,thesidethatcouldplaytheunplayedeventautomati-callyreceivesthatcardaspartofitsnextdeal[5.21].

HISTORICAL NOTE: European diplomacy linked the escalation of British and French war efforts.

14.2AnenemyraidmarkerplacedwithinaDepartment[10.31]immediatelycausesasteplosstoonemilitiaunitinthatDepart-ment(owner’schoice).

HISTORICAL NOTE: The population that supported militias would flee from hard hit frontiers.

14.3WheneverasideplaysabritiSh regularSorFrench regu-larSevent(#55-59,64or68)in1755or1756,itsuffers–1VP[13.0VictoryPointTable].

HISTORICAL NOTE: The political cost of committing European units to the New World was greater before general war was underway.

14.4Eitherthesiegingorbesiegedsidemayplayevent#6,Sur-render!(requirementsandeffectsarethesame).

HISTORICAL NOTE: A local commander might grant an enemy more generous terms than distant superiors desired.

14.5Eithersidemayplayevent#66,acadianS exPelled(theeffectsarethesame).

HISTORICAL NOTE: Pro-French guerrilla activity in Acadia helped inspire British deportation of the French-speaking populace.

14.6Each turnafter1756, immediatelyafterdealingandex-aminingcards,theBritishplayermayrandomlydiscardacard

CreditsDesigner: VolkoRuhnke

Developer: RobWinslow

Art Director: RodgerB.MacGowan

Map, Card and Counter Artist: MarkSimonitch

1st Edition Project Editor: StuartK.Tucker

Layout: MarkSimonitch

Box Cover Artist: RodgerB.MacGowan

Playtesters: StevenBucey,AnandaGupta,ChrisHall,RicManns,Johnnebauer,MarknovaraandJimWatkins

Production Coordination: TonyCurtis

Producers: TonyCurtis,RodgerMacGowan,AndyLewis,GeneBillingsleyandMarkSimonitch

SpecialthanksgotoJohnFoleyforhisassistancewiththeexamplesofplay.Finally,thanksareduetoalltheothers,toonumeroustolist,whosatdownwithVolkoorRobtotestthegameduringdevelopment.

toaddanyonebritiSh regularSorhighlanderScard in thediscardpile tohishand.IfSurrender! isdiscarded,reshufflenormally[5.25].

14.7AlternativeBidding.Eachplayerrollsadie.TheonewiththehigherrollmustbidbystatingtheVPshewouldgiveuptoplayachosenside.Theotherplayerthenmayeitherraisethebidtoplaythatsideoracceptittoplaytheother.Alternateuntilabidisaccepted.BidsmaybeanywholenumberofVPs,includingzero.[Replaces13.3]