0% found this document useful (0 votes)
310 views48 pages

GMBayonets&Tomahawks PLAYBOOK 1

Playbook

Uploaded by

John O'Kane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
310 views48 pages

GMBayonets&Tomahawks PLAYBOOK 1

Playbook

Uploaded by

John O'Kane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

The French and Indian War

Playbook
by Marc Rodrigue

GMT Games, LLC • P.O. Box 1308 • Hanford, CA 93232–1308


2 Bayonets & Tomahawks

The rulebook’s text has precedence over the playbook.


Table of Contents
Examples of Play.................................................. 2
Game Year Example (4.1).......................................................2 Examples of Play
Reserve Cards (7.1)...................................................... 3
First-time players should start here!
Action Round Procedure (7.1)...................................... 3
Fleets Arrive Logistics Round (15.0)............................ 5
This short 18th-century boot camp will help you learn the
Colonials Enlist Logistics Round (16.0)....................... 6
rules and become a competent mid-18th-century commander.
Winter Quarters Logistics Round (17.0)...................... 6
The game’s core mechanics are simple and will look familiar
Detailed Action Round Example (7.0) .................................6 to anyone used to card-driven games. This section is NOT a
Action Phase (7.2)........................................................ 7 continuous example of play: each example explores a specific
Sail Movement (10.6)................................................... 7 rule using different units and situations.
Indian Nation Control Procedure (8.1)........................ 8
Reaction AP (7.3.6) / Construction (12.0)................. 10 • First, familiarize yourself with the game components by going
End-of-AR Steps (14.0).............................................. 11 through the sections of the rulebook covering the dice (1.3),
Raid Example (9.0)...............................................................12 the game map (2.0), the units (3.0), and the cards (6.0) as well
Battle Example (13.0)...........................................................14 as the Action Point symbols (7.3).
Marshal Troops (11.0)................................................ 15 • Then go through each example. They are ordered according
Militia (13.2.1)........................................................... 17 to the sequence of play. Use the relevant cards and counters
Rout (13.8)................................................................. 17 as it will help you better remember what you learn. Refer to
Battling a Fortress Space (2.1.10)........................................18 the rulebook for the full rule.
Landing (10.6.1)........................................................ 18 To complete your understanding of the game, you may also check
Bastion Prevents Retreat (13.9)................................. 20 the Strategy Primer section included in this playbook.
Open Seas Marker (10.6.2)......................................... 21
Retreat Examples (13.9).......................................................22 Game Year Example (4.1)
Supply Check Example (14.1)..............................................24
This example is an overview of what takes place during a game
Return to Colonies Example (17.3).....................................25
Year. It focuses mostly on the card draw mechanics of the Action
Reduced Units Combination (17.3 #4)....................... 26
Rounds (ARs). It also covers key aspects of Logistics rounds
Strategy Primer................................................. 27 (LRs). For more, see Detailed AR example (next, p. 6). You may
Faction Assets.......................................................................27 also refer to the rulebook for Logistics Rounds (15.0, 16.0, 17.0).
Play Hints..............................................................................29
Card Clarifications & Events’ Background........ 30 Scenario Setup (5.0)
British Card Events...............................................................30 This paragraph simply indicates the steps performed prior to
French Card Events...............................................................31 AR1. No need to actually place units and markers, or prepare
Indian Card Events...............................................................33 unit pools.
Design Notes...................................................... 34 This game Year example takes place during Scenario 2 “Loudoun’s
Game Scale............................................................................36 Gamble,” after both factions’ units have been placed on the board
Geographic Locations...........................................................37 (5.1) and units pools have been prepared (5.2), using the British
Counters Info........................................................................38 and French setup sheets specific to the scenario plus the Indian
Scenario Variants............................................... 39 unit setup sheet (used by the French in all scenarios).
1B. Early French & Indian War 1755-1756.........................39 As indicated on Scenario 2’s setup sheets, the Victory marker
3B. An Ambitious British Offensive 1758...........................39 starts at position 2 on the French side of the Victory track (blue
4B. Historical French & Indian War Campaign..................40 squares). Other relevant markers have also been placed on the
1760 Extended Play..............................................................42 board (5.3).
Optional Rules (Setup / Play Balance / OOS)......................42
Team Play Rules................................................. 42
Pointers for Solitaire Play.................................. 44
Select Sources...................................................... 44
Credits / Acknowledgements............................... 45
Card Deck Preparation (5.3)
British and French cards with no Year tag (6.0) are used in all
Counter Manifest............................................... 47
scenarios. To these, the cards with the “1757” Year tag (three for
Easily Forgotten Rules....................................... 48 each faction) have been added (as indicated on Scenario 2’s setup
sheets). Each player separated these cards to form a Buildup deck
© 2020 GMT Games, LLC
Bayonets & Tomahawks 3

with the cards that have a “Buildup” tag (six for each faction), Steps of AR1 Are Performed
and his Campaign deck with the remaining cards used in that
scenario (no Indian card in either deck). In addition, the French AR steps: other than the Reserve card draw (in AR1 only), all
player took all Indian cards to form a separate deck. All five decks ARs follow the same 10 steps (table 7.1).
have been shuffled. Each faction’s Campaign deck has been set There is no hand management in the game: at each AR, a
aside (enters play in LR2). player will draw a single card from his faction’s active deck
(Buildup AR1-3 or Campaign AR4+) and choose to play either
this card or his Reserve card. The non-played card becomes (or
remains) the Reserve card for the next AR. Thus, the Reserve
card gives each player a tiny amount of control on the APs
and Event he will get at each AR.
In addition, the French player draws one card from the In-
dian card deck at each AR and must play it with the French
card in play.
Example of card used Example of card used to form French
to form British Buildup deck Campaign deck (no Buildup tag) AR step #1 – Card draw: Both players draw one card from their
Buildup deck: the British player draws card #1, and the French
For this example, prepare the following decks in the indicated player draws card #25. He also draws one Indian card (#49).
order (top to bottom): British cards #2-5-1-10-4-3, French AR step #2 – Choose card to play: The British player chooses to play
cards #23-35-25-26-22-24, and Indian cards #49-52-54. the card he just drew (#1) and places it face down on the board.
He keeps his current Reserve card (#5) for next AR. The French
AR1 Begins — Reserve Card Draw (7.1) player, after inspecting his three cards (drawn, Reserve and
Each player draws two cards from his Buildup deck (no Indian Indian), decides to play his Reserve card (#23) and places it on
card). The British player draws cards #2 and #5. He chooses the board alongside the Indian card, both face down. The French
card #5 with the “Disease in French Camp” Event (7.4) as his card he just drew (#25) becomes his Reserve card for next AR.
Reserve card (6.0.1). The French player draws cards #23 and #35.
He chooses card #23 with the most Action Points (7.3) as his AR step #3 – Reveal cards in play: All three cards on the board are
Reserve card. Players discard the other card they drew (starting revealed. Reserve cards remain undisclosed.
their respective discard piles). Cards are not revealed to the other
player when drawn, chosen or discarded.

Reserve card is drawn only in AR1: each player will hold a


single Reserve card at all times (that card may change as ARs
unfold — read on).

Chosen as Reserve Cards


(Undisclosed to Opponent)
Die icons determine
initiative at step #4

Discarded AR step #4 – Determine First Player: Initiative is determined by


(Starts the discard pile of each faction) the die icons on the cards (7.1 #4). The French wins it and chooses
to play second in the AR (if tied, he would also have won it).
AR step #5 – Resolve “AR Start” Events: This Event type must
be resolved before Action Phases (next step). But both faction
cards played have no Event (7.4), and the Indian card’s Event is
not an “AR Start” Event (it will be playable during the French
Action Phase).

© 2020 GMT Games, LLC


4 Bayonets & Tomahawks

AR step #10 – End-of-AR: Played cards are discarded (face down),


In steps #6-9 of this example: Actions, etc. are simply outlined.
players keep their Reserve card (British #5, French #25), markers
AR step #6 – First Player’s Action Phase: The British player per- relevant to Actions (Spent, Landing, Marshal) are removed from
forms his Action Phase (7.2). In this example, he has no units to the board, Supply (14.1) is checked, the Routed British stack
Land (7.2 #1) so this step is skipped. The next step is relevant for attempts to Rally (14.2). Then the Round marker is moved to
the French Action Phase only. In step #3 of the British Action “AR2” on the Round track.
Phase, he chooses to hold the Army AP (7.3.1) of his card in
play as a Reaction AP (7.3.6). It will allow him to react after the AR2 Begins
French player completes his own Action Phase. A correspond- Like in this example’s AR1, Actions, etc. are only outlined.
ing Reaction marker (7.3.6) is placed on the selected British AP.

British Action Phase step #3:


The Army AP is selected
for Reaction. The Reaction marker
with the same icon (solid square)
is placed on it.

British Reserve card French card that became the


Finally, at step #4 of the British Action Phase, the remaining two unchanged during AR1 new Reserve card during AR1
APs of the British card in play are used to perform Actions with Following the same 10 steps as in AR1, both players start by
British units, each AP allowing him to activate one stack (3.0.3) drawing one card from their respective Buildup deck (British
of units. The British Action Phase is now completed (British card #10, French card #26), and the French also draws one
Reaction may take place at step #8 of the Action Round). Indian card (#52). In AR step #2, the British player decides to
AR step #7 – Second Player’s Action Phase: The French player fol- play his Reserve card (#5) and the French player chooses to play
lows with his own Action Phase. He has no units to Land (7.2 #1). the card he just drew (#26). The Indian card is placed alongside
At Action Phase step #2, he can use the APs of the Indian card them on the board.
in play. He thus performs one Raid Action (9.0) with each of The three cards in play are revealed (7.1 #3):
his two Indian APs. As one Raid roll fails (9.3), the “Pursuit of
Elevated Status” Event on his card (#49) allows him to reroll. Step
#3 (Reaction AP) is not applicable as he is the Second Player. At
step #4 of his Action Phase, the French activates one stack (3.0.3)
with each of the two APs of his French card in play. The French
Action Phase ends as these units complete their Actions.

Card Event: “AR Start” Events must always be resolved if ap-


plicable (7.4). Other Events may be optional, as indicated in
the Event’s text (e.g. rerolls).
AR step #8 – Reaction (First Player only): The British player uses
his Reaction AP to counter a French move on a Victory space
(2.1.9).The activated British stack performs an Army Movement
(10.4) to reach that space. As units of both factions share the
same space, a Battle marker (13.0) is added to it.

Unused APs: are forfeited if not used in the relevant AR step.


The die icons on both cards are tied (6): in that case the French
No Battle can take place until AR step #9: during both players’ player wins the Initiative (7.1 #4). He decides to play first.
Action Phases and the First Player’s Reaction, simply add In AR step #5, the British “AR Start” Event “Disease in French
a Battle marker on each space where units of both factions Camp” must be resolved: the French player grudgingly chooses
finish their move. one Metropolitan Brigade on the Québec space and places it on
his Losses box.
AR step #9 – All Battles are resolved: The only Battle marker on
the board is the one on the Victory space the British reached dur- If both factions had an “AR Start” Event: the First Player would
ing their Reaction. Players resolve that Battle (13.0). The British resolve his Event first (7.1 #5).
suffer a Rout (13.8) and the French keep that space.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 5

Both factions perform their Action Phase one after the other (7.1 Most British Fleets are placed on Coastal Home Spaces (2.1.1,
#6-7). As First Player, the French may decide to hold an AP of 2.1.6): 2 Fleets on Halifax with 3 Metropolitan Brigades, 1 Fleet
his French card as a Reaction AP, but he chooses not to. on New York with the Commander, Highland Brigade and the 2
Light units, and finally 1 Fleet on captured Chignectou, allowed
Indian AP: may never be used as a Reaction AP (7.3.6). because it is a captured space adjacent to the always British-
friendly Atlantic Ocean SZ (10.6.2).
After both Action Phases are completed, Battles are resolved (7.1
#9) on two spaces with Battle markers (British and French units The French places his first Fleet on Miramichy and his second
present). In AR step #10, cards in play are discarded and the on Québec with his 3  Metropolitan Brigades. As all draws of
Round marker advances to “Fleets Arrive” on the Round track. Fleets Arrive LR are completed, the Round marker is advanced
to “AR3” on the Round track.
Fleets Arrive Logistics Round (15.0)
In that first Logistics Round (LR), both factions draw and place Non-drawn counters of pools: In a single-Year scenario such as
Fleets and reinforcements (land units and Commanders). this example, they will not be used except for Emergency Ar-
tillery (13.2). In multi-Year scenarios (e.g. Scenario 3), pools
First, the common British and French Fleets pool (5.2) is put in
remain for the following Year(s), sometimes with additions.
the small fabric bag supplied with the game. In all scenarios, the
British player draws a random mix of Fleets of both factions, and Drawn VoW Tokens: Most VoW counters are removed from
possibly the French Navy Vagaries of War token (VoW 15.2.1). play after application. Those marked “Put token back in pool”
As indicated on the British Scenario 2 setup sheet, he draws go back in the relevant pool after all draws (15.2.1).
7 counters: 2 French Fleets and all 5 British Fleets of the pool.
The remainder of the pool (1 French Fleet and the VoW token) AR3 Starts
is removed from the bag and put back near the board top.
Next, the British player puts his Metropolitan Brigades pool in the
bag and draws 6 counters (as indicated on his Scenario 2 setup
sheet): 1 “Fewer Troops” VoW token (in place of a much-needed
Brigade), another VoW token that compensates by allowing him
to pick 2 Light or Artillery units (he picks 2 crucially needed Light
units), 3 Metropolitan Brigades, and 1 Highland Brigade with
its useful Battle Reroll (13.5). The officer gorget symbol (golden
crescent) on that unit allows him to draw one Commander (3.7). British card that became the French Reserve card
He removes the remaining counters from the bag. Then he draws new Reserve card during AR2 unchanged during AR2
one Commander from his facedown Commanders pool (5.2). As in previous ARs, both players draw one card from their re-
He gets the Howe Commander and it enters play alongside the spective Buildup deck (British card #4, French card #22). It is
Highland Brigade that triggered its draw. the last AR using these decks (to be replaced by the Campaign
decks at Colonials Enlist LR). The Event on drawn Indian card
#54 forbids Indian unit activation this AR (compensated by one
bonus Light AP to the French card in play).
Both players choose to play the cards they just drew. Then they
VoW tokens drawn Gorget symbol on drawn Highland Brigade are revealed.
by the British player triggers Commander draw (Howe)
AR3 Revealed Cards in play
Now, the French player puts his Metropolitan Brigades pool in
the bag. He draws 3 counters: all are Metropolitan Brigades.
Luckily, he got none of the 2 “Fewer Troops” VoW tokens in
that small pool.

Reinforcement placement (15.3): The British is always first to


place his units. Fleets must be placed on a legal Coastal Space.
Other units must be placed with Fleets (or on a single legal
Coastal space if no friendly Fleets were drawn).
Unit placement (15.3) is only outlined in this example.

© 2020 GMT Games, LLC


6 Bayonets & Tomahawks

The British player wins the Initiative and chooses to be First Detailed Action Round Example (7.0)
Player. The British “AR Start” Event is resolved: one Reduced
Colonial Light unit on captured Baye de Cataracouy and one This example jumps directly to AR7 of Year 1757 (four ARs
Reduced Metropolitan Brigade on Lake George are flipped back after the Colonials Enlist LR of the previous example).
to Full (3.0.2). Remaining steps of the AR are completed, and no
Battle occurs as there is no space with units of both factions on it. British and French Reserve Cards (unchanged since last example)
At End-of-AR, the round marker advances to “Colonials Enlist.”

Colonials Enlist Logistics Round (16.0)


Making sure the bag is empty, the British player puts his Colonial
Brigades pool in it. As indicated on Scenario 2 British setup sheet,
he draws 8 counters: 4 New England Colonial Brigades (most nu-
merous in the pool), 1 New York & New Jersey Colonial Brigade,
1 Virginia & South Colonial Brigade, and 2 Colonial VoW tokens
(16.2.1). One of these allows him to pick one Colonial Light unit
Each player starts by drawing one card of his Campaign deck.
(he chooses Putnam). The other, “Pennsylvania Musters,” gives
The British player draws card #8 with the “Lucky Cannonball”
him the 2 Pennsylvania & Delaware Colonial Brigades from
Event and the French player draws card #34 with the “Disease
Scenario 2’s British bonus units pool. Remaining counters are
in British Camp” Event. The latter draws one Indian card as well
removed from the bag.
(#47, no Event).
Next, each player chooses either his Reserve or his newly drawn
card to play. The British player chooses his Reserve card (#10)
and the French chooses his drawn card (#34). The chosen cards
are put face down on the board and the French player places
Colonial VoW tokens drawn by the British player the drawn Indian card face down alongside his other card. The
The British player then places all Colonial Brigades on friendly non-played cards remain undisclosed and become each player’s
spaces of a corresponding British Colony (16.3). The Colonial Light Reserve card. Then, all three cards in play are revealed simul-
unit may be placed on any friendly Colony Home Space: the British taneously.
player places it on Carlisle to hamper any Raid attempt on that
space worth 2 Raid points. There are no French reinforcements
in the Colonials Enlist LR.

Disbanded Colonial Brigades placement: not relevant in a sin-


gle-Year scenario, or in the first Year of a multi-Year scenario.
The all-important last step of LR2 is performed (16.4): both
players take their Campaign deck (with more APs per card on
average). The last card of each Buildup deck is discarded (Brit- British Reserve card chosen for play Drawn French card chosen for play
ish #3, French #24). The Indian deck remains, and each player
keeps his Reserve card.

Remaining ARs
After Colonials Enlist LR, all units of the Year are in play. The
AR procedure is repeated from AR4 to AR9. The next example
covers one of these ARs in detail.

Campaign Deck: used from AR4 to AR9 (more APs per card). Drawn Indian card in play
The Initiative value of the British card in play is 4 (4), that of the
Winter Quarters Logistics Round (17.0)
French card in play is 3 (3). The British player, having the highest
That LR takes place after the last AR of the Year (AR9). It starts Initiative value, gets to choose who plays first in this AR (if tied,
by a Victory Check (17.1, 18.2). In single Year scenarios such as the French would get to choose). He opts to play first (7.1 #4).
Scenario 2, one faction or the other wins (no draw possible). In
The French has an “AR Start” Event on his card in play (black
multi-Year scenarios, if no faction reached the Victory Thresh-
tag under the Event’s title). He performs it at the fifth AR step.
old indicated on the scenario sheet, a series of steps (17.2) are
According to the “Disease in British Camp” instructions on the
performed to prepare the following Year. It includes Return to
card for Year 1757, the British player must choose one Metro-
Colonies (17.3), where most units of both factions must reach
politan Brigade and one Colonial Brigade currently on the map
friendly Home Spaces on friendly Colonies (no AP required).
and place them on the British Losses Box.
© 2020 GMT Games, LLC
Bayonets & Tomahawks 7

British Player’s Action Phase (7.2) Road Construction marker is flipped to a Road (12.0). When
He is First Player, so he performs his Action Phase in AR step #6. moving, units may be picked up or dropped off (10.2.1), but not
The Action Phase has four steps: the Highland Brigade on Oneida Lake because as a non-Light
unit it cannot be activated by the Light AP used by the Mohawk
1. Landing: no British units are currently on the Sail box (2.3), unit. A Spent marker must be placed on the Mohawk unit at
making that step irrelevant. the completion of its Light Movement Action (to keep track of
2. Use Indian card APs: N/A for the British. activated units).
3. Choose to Hold Reaction AP: Because he is the First Player of
this AR, the British player may choose to hold one of the three
Action Points (triangle and square icons) on his card in play
as a Reaction AP (7.3.6). Thinking it is better to have the last
word so to speak in this AR, he selects the Army AP on his
card as the Reaction AP. He then places a Reaction marker
with the same AP symbol (square) over it. This AP will allow
one of his stacks to perform an Action after the Second Player’s
Action Phase.
Reaction AP: one is allowed per AR, for the First Player only.

Reaction Marker is placed over chosen Army AP

In any Movement Action (10.4, 10.5): respect Connection


Limits (10.1) and restrictions for movement along Connec-
tions (10.2.1).
4. Carry out Actions with APs of the faction card: The Army AP
chosen for Reaction cannot be used at this step. Each of the Stack on Halifax Performs a Sail Movement (10.6)
2  remaining APs on the British card can activate one stack Next, the British player uses the Sail/Army AP (with anchor
(3.0.3) to perform an Action (7.3.7). APs can be used in any icon) on his card. It may be used for Sail Movement (10.6) or
order. Unused APs are forfeited (rare occurrence as they are to do any Action allowed by a basic Army AP (7.3.1, 7.3.7). At
in short supply on cards!). least one Fleet is required for Sail Movement. In Sail Movement
and Landing (10.6.1) only, a Fleet may transport up to 4 units
AP use (7.3): an AP (7.3) may activate one stack to perform plus any number of Commanders (Reduced units are counted
one Action (7.3.7). as Full). On Halifax, the British player chooses the Durell Fleet
to transport the Commander and a mix of 4 units stacked with
Stack (3.0.3): Depending on the rule used, that term either it to the Sail box (2.3) in the top right area of the board. The
designates units on the same space or “the units activated Holburne Fleet and a Metropolitan Brigade remain on Halifax.
by the AP used.”. E.g. Units on a same space could be split in This concludes the British Action Phase.
multiple stacks: one Brigade (single unit stack) using an AP to In the next AR, all British units on the Sail Box will have to Land
perform Construction (12.0), other units constituting a stack (10.6.1) at the first step of the British Action Phase. Landing will
that uses another AP for Army Movement, and remaining cost no AP and will have to take place on a single Coastal Space of
units on the space not being activated at all. a friendly Sea Zone (2.3). Because the Open Seas marker of the
Sail Box is on its French face (10.6.2), the Gulf of Saint Lawrence
The Light AP (triangle) on his card allows the British player
Sea Zone (SZ) is not friendly to the British yet. A Spent marker
to perform a Raid (9.0) with a single Light unit or to activate a
will have to be placed on the stack after it lands.
stack composed of Light units only for Light Movement (10.5).
He chooses to activate for Light Movement the British-controlled
Open Seas Marker (10.6.2): Is flipped to its “British & French”
Mohawk Indian unit currently on Lake George. Light units
face when Louisbourg is captured, granting the British access
have 3 Movement Points (MPs, 10.2), each allowing movement
to Coastal Spaces of to both Sea Zones (SZs). Until then, that
across 1 Connection (2.2). The Indian unit moves to Oswego,
faction is limited to Landing on Atlantic Ocean SZ Coastal
via one Path and one Highway, forfeiting its third MP. Non-
Spaces only, while the French have access to Coastal Spaces
Light units also on Lake George could not have been activated
of both SZs.
by the Light AP — and the Path is unusable to them unless the

© 2020 GMT Games, LLC


8 Bayonets & Tomahawks

British stack Sails from Halifax.


This unlikely French move serves only to highlight how im-
portant it is not to enter Villages of a neutral Indian Nation
(dark grey Paths leading to them serve as a reminder). To
gain control of an Indian Nation (8.0), players would seek to
fulfill the relevant Indian Diplomacy card Event’s conditions.
Though it had one of its three MPs left to continue moving, the
French-controlled Delaware Indian must stop on Kanistioh
because enemy units are on that space (10.2). It receives a Spent
marker, and a Battle marker is added to the space. The Battle
will be resolved after completion of both Action Phases and the
British Reaction (7.1 #9).

The second Indian AP is used to move the Mingo unit currently


on Tu-Endie-Wei to Rays Town, via Forks of the Ohio and Loyal-
Second Player’s Action Phase (7.1 #7)
hanna. On Forks of the Ohio, it cannot pick up the Chaouanons
The French player has no friendly units on the Sail box. He as both are not part of one Indian Nation (7.3.2, 8.0). Nor can it
moves on to step #2 of the Action Phase (7.2): APs on the Indian pick up the French Light unit as Indian APs can only activate
card may be used or forfeited. The Indian card #47 in play has Indian units (7.3.2). The Mingo Indian unit ends its move on
2 Indian APs (7.3.2). Only Indian cards have such APs. That Rays Town. Because that space has no enemy units or Militia
Light AP variant is a hollow triangle (instead of solid). It may (13.2), a French control marker is added immediately to the
be used only to activate a single Indian unit or a stack of units space (if the Mingo unit had MPs left, it could have moved on).
from the same Indian Nation (8.0). It allows a Raid (9.0) or a A Spent marker is placed on the Mingo unit.
Light Movement (10.5).
The French Trespass on a Neutral Indian Nation (8.1) A space may change control several times in the same AR: E.g.
First Player gains control of an enemy Outpost (2.1.4) he
The French player uses the first Indian AP to move the Delaware moved through, then the second player reoccupies it. If it is a
Indian unit currently on La Presqu’Île to Kanistioh in the neutral Victory Space (2.1.9), the Victory track is updated each time.
Iroquois Confederacy territory. By trespassing on that neutral
Indian Nation Village, the control of the Iroquois Confederacy
(8.1) is given immediately to the opponent: Iroquois Indian units
enter play on the British side. The British player places a control
marker on the neutral placeholder of the Iroquois Confederacy
Territory (green area), indicating that the three Indian Villages
on it become friendly to his units by default for the rest of the
game. The British player also takes the three Iroquois units near
the top of the board (5.2) and places one on each Iroquois Vil-
lage, with their red face up.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 9

Now that the two APs of the Indian card have been used (7.2 The French stack’s Army Move from Québec to Baye de Cataracouy,
#2), the French player jumps to step #4 of his Action Phase (step including the Overwhelm of the Rogers Light unit.
#3 is not relevant for him as Second Player). He may now use
the APs on his French faction card #34 in play. Light APs on a
faction card can activate any stack composed exclusively of Light
units, including friendly-controlled Indian units. The French
player uses the Light AP to activate the Abénaki Indian unit
currently on Zawakwtegok in order to perform a Raid (9.0). It
moves through the vacant Rumford enemy space (British Militia
cannot interfere) to reach Northfield, worth 2 Raid Points (9.3),
and makes immediately a Raid die roll on that target space. The
Raid fails and the raiding unit must go back to its starting space
(Zawakwtegok). A Spent marker is added to it. A Raid, successful
or not, does not affect space control.

Detailed Raid example: page 12

Next, the French player uses the powerful Double Movement


(“2x”) Army AP of his card to activate the mixed-unit stack
currently on Québec.

“2x” AP (7.3.4): doubles the MPs of unit(s) in Raid or Move-


ment, or allows them to Sail and Land in the same AR.
The Rogers Colonial Light unit on La Présentation would nor-
That stack performs an Army Move (10.4) to liberate Baye mally block enemy units (10.2). But the five-unit French stack
de Cataracouy, currently occupied by two enemy Light units. outnumbers it more than three to one (10.3.1). The French stack
Non-Light units have 2 MPs, which is insufficient to cover the thus Overwhelms (10.3.2) the Rogers Colonial unit which re-
4 Connections to reach Baye de Cataracouy. But the “2x” AP treats immediately to the adjacent space Kahuahgo (13.9). It does
gives them 4 MPs. As it moves, the stack cannot split in different not receive a Spent marker because being Overwhelmed is not
directions but can drop off or pick up friendly units (10.2.1). It an Action (7.2.1). It could have joined instead friendly units at
picks up the Langis Light unit on Montréal and moves on. Taking Baye de Cataracouy as that space is also adjacent, but the Brit-
part in the same Action that uses the “2x” AP, the 3 MPs of that ish player prefers to spread out his few Light units. The British
Light unit are doubled to 6 MPs. The MPs spent by the Langis Control marker is removed from the space and the French stack
unit are counted from Québec, the starting space of the stack moves on to Baye de Cataracouy. A Spent marker is placed on
that picks it up (it is considered spending MPs waiting for the the French stack and a Battle marker is added on the space as
stack to reach it). Thus it has 4 MPs left to use when it starts to there are opposing units that cannot be Overwhelmed this time.
move with the units from Québec. More than enough to reach The Battle on that space will take place, like all other Battles, in
Baye de Cataracouy! AR step #9.
As there is no AP left to use on the French card, this concludes
the French Action Phase.

© 2020 GMT Games, LLC


10 Bayonets & Tomahawks

British Reaction AP is Used for Construction (12.0) Battle #1: Baye de Cataracouy
Using the Army AP held for Reaction at step #3 of the British
How to win a Battle? The attacker wins (13.6) if, after all Battle
Action Phase, the 1st Royal American Metropolitan Brigade is
rolls, his Battle Victory marker ends up at a higher position
activated on Lake George to perform Construction (12.0): the
on the Battle track (13.3.1) than the defender’s. Otherwise
British player flips to its Road face the Road Construction marker
the Defender wins.
on the Connection between Lake George and Oneida Lake (that
marker was placed by performing Construction in a previous We start by determining the Defender (13.1) of Baye de Cata-
AR). The Road marker indicates that this Connection may be racouy: it is the British as their units occupied that space at the
used by all unit types from now on, except Fleets (because the current AR start. There is no stack preparation in this Battle
marker is not on a Coastal Path). The 1st Royal American Metro- (13.2): no Militia, Fleets, or Reduced units to combine.
politan Brigade must now be moved to the adjacent Oneida Lake
space Connected by the Road. Non-Spent units stacked with it Both players now place their Battle Vic-
may move along, and the whole stack must stop at Oneida Lake tory markers on the “0” (zero) position of
(single Connection move, MPs disregarded). A Spent marker is the Battle Victory track (13.3.1). The
added to the stack. French attacker’s marker goes on the top
portion of the position and the British Defender’s marker goes
Construction (12.0): May be performed only by a Brigade on to the bottom. In this Battle, no faction has Battle Penalties
an enemy-free space. N/A if Routed (13.8) or OOS (14.1.1) (13.3.2), so their markers remain at zero.
Players can begin Battle Rolls (13.3.3): one die will be rolled for
each battling unit. As the attacker, the French will roll first for
all his units, then the British defender will do the same, includ-
ing any unit eliminated by the attacker’s rolls. Each player must
group his units by type (3.0.1) and follow the roll sequence (13.3.3
second table). His Battle Victory marker will move forward one
position on the Battle track for each: 1. scored Hit (13.3.4), 2. suc-
cessful B&T roll by Metropolitan Brigade/Artillery/Fort/Bastion
(13.3.3 last table); or 3. Flag. Follow that priority order to adjust
the marker on the track.

Group Rolls by Unit Type: Then follow the Unit Battle roll
sequence (13.3.3 second table). Some units have the same
shape but are not the same type (3.0.1), such as: Indian/non-
Indian Light units, Highland Brigades/Metropolitan Brigades/
non-Metropolitan Brigades. On the other hand, Colonial
Light/British Light units are both non-Indian unit type even
The British Reaction is the last Action of the AR. The card #10 though they are a different color.
“Forced March” Event is forfeited as the British player performed The French attacker first performs his Battle rolls, referring to
no Army Movement (10.4) during this AR. the Battle Roll table (13.3.3) to determine each roll’s result. His
2 non-Indian Light units roll a B&T (   ) and a Flag (   ). The
Resolve all AR7 Battles (7.1 #9)
table indicates that a B&T roll by a Light unit has no effect in
A Battle is resolved on each space that has a Battle
Battle. The Flag moves the French Battle Victory marker from
marker (13.0). Baye de Cataracouy and Kanistioh
“0” to “1” on the Battle track. The next eligible unit type in the
have a Battle marker, resulting from Actions that
roll sequence (13.3.3) is his Metropolitan Brigade that rolls a
caused units of both sides to remain on these spaces.
Triangle/Circle Hit (   ). It triggers a Hit Check (13.3.4): using
The Battle on Baye de Cataracouy will be resolved first, as Battles
the shapes on the rolled face, the player verifies if a Hit is actually
must be resolved from top to bottom of the board (when in doubt,
scored (possible shapes are the triangle, square or circle). First,
follow the list on the back page of rulebook).
one of the shapes must match the rolling unit’s shape; in addition,
The following Battle examples are kept simple for a basic un- an enemy unit of the same shape must be present. Both condi-
derstanding of Battle rules. For more, read the elaborate Battle tions must be met, otherwise the roll has no effect (it misses).
example on p. 14 and the Fortress Battle example that follows it. The Triangle/Circle Hit rolled by the French Metropolitan Bri-
gade has no square shape to match the Metropolitan Brigade’s
square shape, so no Hit is scored. Next unit type to roll is the
non-Metropolitan Brigade: it rolls a Square/Circle Hit (   ). A
Hit Check is triggered: this time the die face rolled has a square
shape that matches the rolling Brigade’s square shape, but there

© 2020 GMT Games, LLC


Bayonets & Tomahawks 11

is no square enemy unit present. Again, no Hit is scored. Last Battle #2: Kahnistioh
eligible unit type to roll is the Artillery: it rolls a Flag (   ). This
moves the French attacker’s Battle Victory marker from “1” to “2.”
Now the British defender rolls for all his units. Following the roll
sequence (13.3.3 second table), he starts with his two non-Indian
Light units. He rolls a Triangle/Circle Hit (   ) and a Miss (   ).
The first roll triggers a Hit check: the triangle shape on the rolled
die face matches the rolling Light unit’s triangle shape, and there
are triangle French units in that Battle. This time, a Hit is scored:
the British Battle Victory marker moves to “1,” and the Hit is
applied (13.4) to one of the French Light units (French player’s
choice), flipping the Lacorne unit to its Reduced face.
Battle rolls and Battle Victory track at end of Battle.
The Battle on that space follows the same steps as Battle #1. Each
opposing unit rolls a Flag (   ). The Battle Victory track being
tied at “1,” the defending British-controlled Iroquois unit wins.
The French-controlled Delaware Indian unit must retreat to an
adjacent space via the connection it attacked from. Thus it goes
back to Kithanink.

Capturing a Village of an enemy Indian Nation: Does not affect


the British control marker on the Indian Nation Territory’s
(2.5) placeholder. If the Delaware had won, a French control
marker would have been placed only on Kahnistioh (see 17.2
#4 for the effect of Control markers on Indian Villages).

End of AR7 Steps (14.0)


With his Battle Victory marker one position above the British After all Battles of AR7 are resolved, players perform the end-
defender’s after all Battle rolls, the French stack achieves just what of-AR steps (14.0). Played cards are discarded face down (each
it takes to win the Battle on Baye de Cataracouy (13.6). player keeps his Reserve card) and Spent markers are removed.
Next, a Supply Check (14.1) is made for each stack: an Out of
The post-Battle procedure (13.7) is performed: the defeated Supply marker (14.1.1) is placed on the British stack on Toronto
British stack may retreat either to Toronto or to Oswego, both as it cannot trace to a friendly space in a friendly Colony, or a
adjacent British-controlled non-Battle spaces. The British player friendly Fleet. Rally (14.2) is skipped as there are no Routed
chooses Toronto. stacks (13.8). Finally, on the Round track, the marker is advanced
to Action Round 8.
Detailed Retreat example: page 22
Control of the Baye de Cataracouy French Home Space reverts Detailed Supply Check example: page 24
to the French (2.1.1). The British control marker is removed. The
thick yellow outline indicates it is a Victory Space (2.1.9), and it
is worth one Victory point (small “1” on the space symbol). The
Victory marker is currently at “2” on the British side of the Vic-
tory track (2.0). It is moved one position towards the French side
of the track (as many positions as the VPs gained by the French).

The Battle marker is removed from the space and both Battle
Victory markers are placed back at “0” on the Battle track. Play-
ers can move on to the next Battle of that AR.

© 2020 GMT Games, LLC


12 Bayonets & Tomahawks

Raid Example (9.0) French and Indian cards in play (British card not relevant)
This example focuses on Raids by the French faction only. The many
French and Indian Light units give them more opportunities than
the British to conduct Raids. Raids provide an alternate way to
gain Victory Points (18.1).

RECAP OF RAID RULES

What space may be raided? Any enemy Home Space, or Wil-


derness Space with an enemy Fort. This includes friendly- Relevant board area before Raids
controlled enemy Home Spaces, and even an enemy space
the raiding unit starts on if a legal Raid target. A space with a
Raided marker (meaning it has already been raided success-
fully in the current Year) cannot be the target of a Raid.
Which unit may perform a Raid? Any Light unit. Each Light
(7.3.1) or Indian AP (7.3.2) may activate a single unit for Raid.
How is the Raid resolved? The raiding unit uses up to 3 Con-
nections to reach its target space (6 when using a “2x” Light
or Indian AP). It may go through enemy units, but risks In-
terception. On the target space, it rolls one die to resolve the
Raid (table 9.3). After its roll, it must go back to its starting
space (EXC. Indian unit goes to the Losses Box if successful).
How Does Interception Work? A single enemy unit may roll for
Interception (table 9.2) on each enemy-occupied space the
Raiding unit finds itself on, including its starting space and
the target space (before Raid roll). Militia cannot Intercept.
If Intercepted, the raiding unit goes back to its starting space.
There is no limit to the number of Interceptions a unit may Raiding Options for the French
perform during an AR, and its capacity to perform an Action • Gnadenhütten: May be targeted for 1 Raid Point. Though
in its own Action Phase is unaffected. Interception may take friendly-controlled, it is an enemy Home Space.
place only on the way to the target space (never as the unit • Easton: cannot be targeted as it has a Raided marker (Raided
returns to its starting space). markers are removed at Winter Quarters LR).
Is it possible for Hits to be scored during a Raid?  No: a Raid is • Philadelphia: cannot be targeted as French units may not enter
not a Battle, so no Hit Checks (13.3.4) are possible. a British Base Space (2.1.7).
• Shamokin: May be targeted for 1 Raid Point. The Fort may
What happens when a Raid is successful? The raiding faction
roll to Intercept any raiding unit entering its space. Like all
gains Raid Points equal to the space’s value (1 point for a
non-Light units it Intercepts only on a Flag roll (   ).
Wilderness Fort). Each time “8” is reached on the Raid Point
track, the raiding faction gains one Victory Point (18.1). Also, • Carlisle: May be targeted for 2 Raid Points. Either the Highland
if the successful Raid is by an Indian unit, that unit goes to the Brigade or Artillery may Intercept. Like all non-Light units
Losses box (it goes home with plunder and captives). either may Intercept only on a Flag roll (   ). Highland reroll
is not applicable to Raid (only to Battle).
Is it possible for a space to change control during a Raid?  No: the • Rays Town: May be targeted for 1 Raid Point. The Light unit
raiding unit cannot remain on the target space after its roll. there has serious chances to hamper raiding units entering its
space. It Intercepts on a Flag, triangle/circle Hit, or B&T roll
Example Setup (  , , or    ).
Victory track: marker at position “1” on British side of track. • Winchester: May be targeted for 2 Raid Points. Its Militia can-
not Intercept.
• Wills Creek: cannot be targeted as it has a Raided marker
(Raided markers are removed at Winter Quarters LR).
• Beverley: May be targeted for 1 Raid Point. A “2X” Light or
Indian AP is required to reach it as it is more than 3 Connec-
Raid Track: British marker at position “0,”
tions away from all French Light units.
French marker at position “5.”

© 2020 GMT Games, LLC


Bayonets & Tomahawks 13

French Action Phase of the AR non-Light unit Intercepts only on a Flag roll). When the raiding
As the French player’s Raid Points marker is at “5” on the Raid unit reaches Shamokin, the Fort’s Interception roll is resolved
track, all he needs is 3 more Raid Points to reach the end of the first (9.2): if successful, the raiding unit goes back to its starting
Raid track (“8”). That would award him 1 Victory Point, thus space; otherwise, it moves through the Interception space. The
moving the Victory marker one position towards his side of the Fort rolls a Flag (   ). The Lignery Light unit is Intercepted and
Victory track. must go back to La Presqu’Isle where it started its Raid. A Spent
marker is placed on it.
Indian card’s APs: Following the Action Phase sequence,
the French player starts by using an AP of his Indian card Raid with the “2x” French Light AP: Interception at Shamokin
(7.2 #2) for a Raid. He chooses the Mississagué Indian unit
on Forks of the Ohio and moves it 3 connections to Raid
Winchester. Once on that space, the Indian unit performs
its Raid roll (Militia cannot Intercept). As per table 9.3,
the Raid is successful on a Flag, triangle/circle Hit, or B&T
roll (  , , or    ). The raiding unit rolls a Square/Circle Hit
(   ): the Raid fails. The French player decides to use the Reroll
capacity of his Indian card #49 Event. This time a Flag (   )is
rolled: the Raid is now successful! A Raided marker is added to
the space (control is not affected), and the French scores 2 Raid
Points, making his marker on the Raid track advance from posi-
tion “5” to position “7.” And because the successful raiding unit
is Indian, it goes to the Losses box for the rest of the Year instead
of returning to Forks of the Ohio where it started its Raid. The
other Indian AP of card #49 is used to perform a Light movement
of an Indian unit elsewhere on the board. The French player can
now start using APs of his French card in play (7.2 #3).
Raid on Winchester with an Indian AP
French Card’s Light/Army AP: The French decides to use his
Light/Army AP (7.3.5) as a Light AP for a Raid. He attempts
to Raid Carlisle with the Villiers Light unit from Forks of the
Ohio, moving it through the Armstrong British Light unit on
Rays Town. As the raiding unit enters its space, the British Light
unit must roll Triangle/Circle Hit, B&T or Flag to Intercept ( 
, or  ). Armstrong rolls... a Miss (   )! Villiers moves on
to Carlisle. On that space, there are several British units but the
defender is limited to a single die for Interception. The Highland
Brigade is chosen and rolls a Triangle/Circle Hit (   ), failing to
Intercept (that same roll would have Intercepted if it had been
by a Light unit). The Highland Reroll capacity is not relevant to
Interception (only to Battle). Now it looks good for the French
raiding unit and it rolls a B&T (   ). The Raid is successful: a
Raided marker is added to the space and the French scores 2 Raid
Points, making his Raid Points marker advances from position
“7” to position “8” on the Raid track with the first Raid Point
gained. Because he reached the end of the Raid track, the French
player scores 1 VP. On the Victory track, the marker is moved
French Card’s “2x” Light AP: The French player uses that AP to in the French direction (left) from position “1” on the British
activates his Lignery Light unit on La Presqu’Isle (outside the side of the track to position “1” on the French side of the track.
example graphic) to perform a Raid on Carlisle. This target is
at a distance of 4 Connections (beyond the normal range of 3
Connections). But the “2x” AP gives an extended range of up to
6 Connections (7.3.4). As a Raid is always conducted by a single
unit, the Delaware Indian Light unit stacked with the French
Light unit stays behind (but the French Light AP could have Back to the Raid track: the French Raid Points marker goes back
activated it instead, contrary to an Indian AP that is limited to to “0” as a VP has been scored . Let’s not forget that second Raid
Indian units only). The French player chooses to go via Shamokin Point gained by the successful Raid on Carlisle: it moves the
as his raiding unit is less likely to be Intercepted by the Fort (a French Raid Points marker from “0” to position “1.” Another

© 2020 GMT Games, LLC


14 Bayonets & Tomahawks

VP will be scored if the French reaches position “8” again in a


subsequent AR. The French raiding unit must go back to Forks RECAP OF BATTLE RULES
of the Ohio where it started its Raid and receives a Spent marker.
Armstrong cannot Intercept on the way back: no Interception Battle marker (13.0): added to each space where units/Militia
attempt is allowed against a unit after its Raid roll. of opposing factions remain at the end of an Action.

Second Raid attempt against Carlisle with the French Light/Army AP Battle(s) resolution: from top to bottom of the board after both
players’ Action Phases and First Player’s Reaction (7.1 #9).
Battle Victory markers: Start at “0” on the Battle track (13.3.1).
A faction’s marker is moved back one position (negative) for
each Battle Penalty (13.3.2).
Stack preparation for Battle (13.2):
• One Militia counter added per printed silhouette on a Settled
Space (one less Militia if space is enemy-controlled) (13.2.1).
• One Fleet may be replaced by one Artillery unit (13.2.2).
• Each faction must combine same type Reduced units on
Battle space (13.2.3).
Battle Rolls (13.3.3): One die for each unit and Militia. Militia
may also roll when friendly units attack (liberate) their space.
• 1. Attacker rolls, 2. defender rolls (including eliminated
units), 3. attacking or defending Militia rolls (unless re-
moved by B&T roll).
• Rolls are grouped by unit type for each faction (13.3.3).
Rerolls (13.5): Highland unit, Commander, and card Event.
All French Raids are Completed
• Battle Roll table determine results. A faction’s Battle Victory
No more Raid may take place in the French Action Phase of the marker advances one position for each: 1st scored Hits, 2nd
current AR. The only remaining AP on the card is a French Sail/ successful B&T rolls; or 3rd Flags   (follow that order).
Army AP (7.3.3). As it may not be used for Raid, another Action
type is performed elsewhere on the board with that AP.
Scored Hit (13.3.4)  
Battle Example (13.0) • Occurs only if Hit die face (1.3) rolled has same shape as
rolling unit and there is an enemy unit of the same shape. Hit
Example Setup scored in priority on same type enemy unit (table 13.3.4).
Victory track: at position “3” on French side of track • Overflow scored Hits do not count (e.g. 3 Hits vs. 1 Brigade).

Successful B&T rolls  : Metropolitan Brigade/Artillery/


Fort/Bastion only (13.3.3 Battle roll table). Possibility of Hit
application and advancing Battle Victory marker.
Starting spaces of units involved: Hit application to the enemy unit type Hit: only if rolling fac-
French tion’s Battle Victory marker is at “0” or above. In priority order:
1. eliminate Reduced unit, or 2. flip Full unit to Reduced (13.4).
Les Trois-Rivières: 1 reduced Light Unit (Lacorne)
Battle victory (13.6): Attacker wins if after all Battle rolls his
Isle aux Noix: 1 Metropolitan Brigade (Béarn & Guyenne)
Battle Victory marker is higher than the defender’s marker.
Montréal: 1 Fort (Lévis), 1 Artillery, 1 Reduced Otherwise the defender wins (13.6).
non‑Metropolitan French Brigade (Canadiens), 2 Indian
Rout (13.8) of defeated stack: If at least 3 positions below win-
units (Kahnawake, Outaouais), 1 French Light unit (Belestre).
ner on Battle Victory track. Also when last friendly Bastion of
Battle space is eliminated (see Fortress Battle example).
British Wiped out winning stack: opposing stack wins but retains any
Rout marker received in that Battle.
Baye de Cataracouy: control marker, Commander Howe,
2 Artillery, 1 Highland Brigade (Royal Highland), Retreat of defeated stack (13.9): follow attacker/defender Re-
2 Metropolitan Brigades (27th & 55th, 43rd & 46th), treat Priorities (to adjacent space most of the time).
2 Colonial Brigades (N. York & N.J., New England), Defender will not retreat if a friendly Bastion unit remains on
2 Colonial Light Units (Putnam, Rogers), 1 Light unit (Gage) the space (see Fortress Battle example).

© 2020 GMT Games, LLC


Bayonets & Tomahawks 15

The British Attack Montréal Battle Resolution (13.0)


British and French cards in play (Indian card not relevant) Montréal is the only Battle in that AR. Players start by checking
which stack is defender (13.1): it is the French stack because it
started its Action Phase on the Battle space (13.1 priority #1).
Stacks are prepared for Battle: one French Militia marker is added
per printed silhouette on Montréal (13.2.1). These are not units:
they always roll after both factions’ units, unless B&T rolls by the
enemy remove them (13.3.3 Battle Roll table). There’s no Fleet to
swap for Artillery (13.2.2). There are two Reduced French units
but they are of different type, so they are not combined (13.2.3).
Then Battle Victory markers of each faction are placed on the “0”
The British player is First Player. He uses one Army AP of his
space of the Battle track (attacker on top, defender on bottom).
card to move the whole stack currently on Baye de Cataracouy
The French have a Marshal Troops penalty (yellow marker):
to Montréal. A British Control marker is added on vacant La
their Battle Victory marker slides back to “-1.” The British have
Présentation as the British stack moves through it. After its
one Battle penalty against the enemy Fort (would be doubled if
move, the stack receives a Spent marker and a Battle marker is
no British Artillery were attacking). His marker also slides back
added on Montréal. (The British spends the 3 remaining APs of one position to “-1.” The Howe British Commander is placed on
his card in play elsewhere on the board.) the top of position “2” on the Commander Rerolls track, cor-
The French Marshal Troops (11.0) responding to that Commander’s rating of 2 (3.7).
The French player is hard pressed to defend a Victory Space worth 1. British Attacker Rolls
3 VPs. He uses his Light/Army AP (7.3.5) as an Army AP (7.3.1) As the attacker, the British player is first to perform Battle Rolls
to activate the Fort unit on Montréal for a Marshal troops Ac- for all his units. He groups his units by type (3.0.1) and follows the
tion (11.0). In that Action, the space where the activated unit is Unit Battle roll sequence (13.3.3). All units will roll once during
becomes the target space where all units from all adjacent spaces the Battle (one die per unit), unless a card Event, the Commander,
may converge (Connection Limits and Movement Restrictions or their Highland type allows a reroll (a unit may use all three
apply). The Reduced Light unit from Les Trois-Rivières and the instances). Complete all rolls/rerolls of a given unit type before
Metropolitan Brigade from Isle aux Noix move to Montréal and the next unit type starts its rolls.
a Spent marker is added to them and the Fort. Also, a Marshal
Troops marker is added to the French stack as this Action gives • First, the non-Indian Light units: The two Colonial Light
a Battle penalty (13.3.2) to all friendly units on the target space. units and the British Light unit roll 3  triangle/circle Hits ( 
 ). Each of these Hit rolls triggers a Hit Check (13.3.4)
The French player spends the 2 remaining AP’s of his card in play to see if the roll results in a scored Hit. First: does the icon on
elsewhere on the board. The British player has no Reaction AP. the Hit roll include the same shape as the rolling unit’s shape
Players proceed to resolution of all Battles of that AR. (triangle)? Yes for each of the three rolls. Second: is there an
< British First Player opposing unit of the same shape (triangle) to receive a Hit?
attacks Montréal. Yes: There are four French Light units (two of them Indian),
French Second Player so three Hits are scored. A very lucky roll for the British.
Marshal troops.
Same shape rolling unit + Hit face + enemy unit = scored Hit
Battle Victory markers Note: B&T rolls may also cause Hits (table 13.3.3).
are adjusted for
Battle Penalties Because the British Battle Victory marker is currently at “-1,”
the first scored Hit is not applied but still counts for the Battle
track, thus the marker slides forward from position “-1” to
“0” (13.3.3 Battle roll table). The second scored Hit is applied
to an enemy unit because it moves the Battle Victory marker
above position “0” (ending up on position “1”). It must be
applied in priority to a non-Indian French Light unit as it
is of the same type as the rolling unit (triangle units may be
Commander Rerolls of two types: non-Indian and Indian). The already Reduced
track setup (see next)
Lacorne French Light unit (on its blood spatter face) must be
eliminated (13.4) and is placed on the French Losses box. The
third scored Hit moves the British Battle Victory marker to
position “2” and that Hit is also applied to a non-Indian Light
unit. The Belestre Light unit is thus flipped to Reduced.

© 2020 GMT Games, LLC


16 Bayonets & Tomahawks

• Fifth in the Battle Roll sequence are non-Metropolitan Brigades.


Alternate situation: Without a second non-Indian Light unit to
The two Colonial Brigades roll a square/circle Hit and a Flag
Hit, an Indian unit could have received the scored Hit because
and (   ). When units of a given type roll, the Battle Vic-
it has the same shape as the rolling British units (table 13.3.4).
tory marker is affected first by scored Hits (because they may
Having no Reduced face, an Indian unit goes to the Losses
not be applied), then by successful B&T rolls and finally by
box when first Hit (13.4).
Flag rolls. So the Hit check for the square/circle Hit roll is
• Indian unit rolls: the British have none in Battle. done first. The roll scores a Hit: a square unit rolled it, there’s
• Next, the Highland Brigade is rolled. Though it is also a Metro- a square shape on that Hit face, and there is still a square en-
politan Brigade, it rolls separately because of its reroll capacity emy unit facing the British. The British Battle Victory marker
(3.2.1). It rolls a Miss (   ), but rerolling it yields a B&T (   ). moves from position “4” to “5” and, because the Battle Vic-
The Highland’s B&T roll (as a Metropolitan Brigade, table tory marker is not on a negative position, the Hit is applied
13.3.3) removes one enemy Militia (13.2.1). Also, because an to the Reduced Canadiens Brigade, eliminating it. No WIE
enemy Brigade is present, that B&T roll moves the Battle Vic- chit is drawn because it is a non-Metropolitan Brigade. That
tory marker forward one position to “3,” and a Hit is applied eliminated Brigade is kept near the French battling stack as it
to an enemy Brigade (Metropolitan if possible). The French will roll before going to the Losses box. Any Flag roll in Battle
Metropolitan Brigade Béarn & Guyenne is flipped to Reduced. moves the Battle Victory marker forward on the Battle track.
Thus the British marker moves to position “6.”
B&T Hit: It is not a Hit Check. Units shapes don’t have to match.
• Fleets, Bastions or Fort roll: the British have none in Battle.
• Fourth in the Battle roll sequence are the two other Metropolitan • Last unit type to roll is Artillery. The two British Artillery units
Brigades. They roll a triangle/circle Hit and a square/circle Hit roll a square/circle Hit and a B&T (   ). The first roll scores
(   ). The first roll’s Hit Check fails as that Hit face has no a Hit: it was rolled by a circle unit, there’s a circle on that Hit
square icon. The square/circle Hit roll scores a Hit: roll was face, and there are circle shaped opposing units (Artillery and
by a square unit, Hit face has a square symbol, and there is a Fort). The British Battle Victory marker advances to position
square enemy unit to receive the Hit. The British Battle Victory “7” on the Battle track and the Hit is applied in priority to
marker advances to position “4” and the Hit must be applied to enemy Artillery (table 13.3.4) as it is the same type, flipping
the same type Reduced Béarn & Guyenne French Metropoli- it to Reduced. Had there not been an enemy Artillery, another
tan Brigade, eliminating it (it is kept near the French battling French circle unit could have received the Hit (following the
stack as it will roll before going to the Losses box). The British priorities in table 13.3.4). Next we check the effect of the B&T
draws one War in Europe (WIE) chit from his pool (5.2) for roll by the other British Artillery (table 13.3.3): as there is no
eliminating an enemy Metropolitan Brigade and may place it enemy Brigade left, it has no effect.
on his WIE placeholder at his end of the Victory track (18.3.1)
where there was none.
WIE chit: They are gained trough the elimination of enemy
Metropolitan Brigades. Each faction may have one chit on his
WIE placeholder (may be replaced by each new chit drawn).

Now the British player decides to use the “Perfect Volleys”


Event of his card in play (#14). As stated on the card, it allows
him to reroll the useless triangle/circle Hit roll. But he gets the
same roll (   ) again! As a last resort, the British player chooses
to use one of the two rerolls the Howe Commander unit may
give to Light units or Brigades (indicated by the triangle/square
symbols on that Commander counter). The British player slides
the Howe Commander counter on the Commander’s Rerolls
track to the “1” position and rerolls the triangle/circle Hit: a
Miss is rolled (   ). Such a roll on a Commander Reroll trig-
gers a Commander Casualty test (13.5.1). Another Miss (   )
is rolled: the Commander, who would have been unaffected
by any other roll, is removed permanently from the game
(13.4.1). The second reroll possible with Commander Howe
vanishes with him. Though the same unlucky Metropolitan
Brigade could not have used a second Commander reroll (13.5),
the non-Metropolitan Brigades rolling next could have done so.
Commander Rerolls: Must be done one at a time (13.5) in case a
Commander Casualty test (13.5.1) is triggered. When a Com-
mander counter has two shapes on it (triangle and square), Successful rolls are highlighted (yellow and red)
any combination of Light units and Brigades may reroll.
© 2020 GMT Games, LLC
Bayonets & Tomahawks 17

Artillery, Bastion, Forts, and Fleets’ higher Hit probability:


As there is a circle on both Hit die faces, circle units are twice
as likely to trigger a Hit check. And the first three types may
Hit a Brigade with a successful B&T roll.

2. French Defender Rolls


The same roll sequence (13.3.3) is used. Units that were elimi-
nated by British rolls may also roll. No rolls for French Militia
at this step.
• First, the two non-Indian French light units. One rolls a B&T
(   ) that has no effect for a Light unit in Battle (table 13.3.3),
the other rolls a Miss (   ). Now that it performed its Battle
roll, the previously eliminated Lacorne Light unit is sent to
the French Losses box.
• Next the two Indian units roll. One rolls a triangle/circle Hit
(   ) and the Hit check results in a scored Hit: a triangle unit
rolled a Hit face with a triangle, and there are triangle enemy
units. The French marker thus slides from position “-1” to “0”
on the Battle track. As the French Battle Victory marker did
not end up above “0,” the scored Hit is not applied. The second
Indian unit’s roll is a square/circle Hit (   ). The Hit Check Successful rolls are highlighted (yellow and red), including later Militia roll
fails: no triangle on that Hit face. 3. Militia Rolls
• Jumping to fourth in the Battle Roll sequence, Metropolitan • The British B&T roll by the Highland Brigade (p. 16) removed
Brigade rolls. The eliminated Béarn & Guyenne Brigade rolls one French Militia marker. The remaining French Militia rolls
a square/circle Hit (   ). The Hit check is successful: a square one Flag (   ). That is the only successful roll possible for
unit rolled a Hit face with a square, and there are square en- Militia (13.2.1). The Flag roll slides the French Battle Victory
emy units present. The French Battle Victory marker slides
marker to position “4.”
to position “1.” That marker being above “0,” the scored Hit
can be applied in priority to an enemy Metropolitan Brigade
Militia (13.2.1): These counters are re-used on all Battles tak-
(same type). As this is the French’s first scored Hit against that
ing place on Settled Spaces. A faction may use friendly Militia
unit type in that Battle (13.4), the Hit must be applied to the
when attacking its own Settled Home Space (with one less
Highland Brigade (this applies to a scored Hit only; not to a
B&T Hit). The Highland Brigade is flipped to Reduced. counter because of enemy-control).
• Fifth in the Battle Roll sequence, non-Metropolitan Brigade Battle Outcome (13.6)
rolls. The eliminated Canadiens Brigade rolls a triangle/circle
Hit (   ). Hit Check fails: no square icon on Hit face. The
Canadiens Brigade is sent to the French Losses box.
• Fleets or Bastions roll: the French have none in Battle.
• Next, the Fort rolls. It rolls a Miss result (   ). The French
player uses his card in play’s Event “Lucky Cannonball” (#27).
As stated on the card, this Event allows up to three French
circle shaped units to reroll. The Fort rerolls a triangle/circle The British attacker’s Battle Victory marker ended up at posi-
Hit (   ). The Hit check is successful: a circle unit rolled a Hit tion “7”: it is a British Victory.
face with a circle and there are circle enemy units present. The A French Rout Occurs (13.8)
French Battle Victory marker slides to “2” on the Battle track.
One same type British Artillery is flipped to Reduced. A Rout is inflicted to the French stack (13.8) because
the British Battle Victory marker is at least three
Fort Battle Roll: A Fort is a unit (as is a Bastion). It may per- positions above the French marker. First, a Rout
form a Battle roll like other units. marker is added to the French stack. Then Rout
penalties are applied to it: one of the retreating units is elimi-
• Finally, the French Artillery rolls. It rolls a B&T (   ). As nated. It must be an Artillery unit if present (otherwise another
there are enemy Brigades, the French Battle Victory marker
unit, Indian unit as last resort). The Reduced French Artillery
advances to position “3” on the Battle track, and a Hit is applied
unit goes to the Losses box. Also, the Routed stack cannot remove
(13.4) in priority to a Metropolitan Brigade (table 13.3.3). The
from play its Fort as it retreats (13.9.5). The British player re-
43rd & 46th Metropolitan Brigade is flipped to Reduced.
places it with a Fort taken from his pool, placed on its Full face
(because the French Fort was not Reduced). The French stack

© 2020 GMT Games, LLC


18 Bayonets & Tomahawks

will be penalized for Movement, Construction, Battle, and even Battling a Fortress Space
future Retreat. Its Rout marker may be removed by Rallying
(14.2) or by joining a non-Routed stack (13.8). RECAP OF FORTRESS SPACE RULES
Other Post-Battle Steps
Louisbourg and Québec French Settled Space: Each is a Fortress
• The defeated defending French stack retreats from the Battle
as long as it has a Bastion unit remaining (2.1.10). Without
space (13.9). All its remaining units must go to the same legal
Bastions they are Settled Spaces only (2.1.5).
adjacent space (13.9.1, Defender’s Retreat Priorities). The
French player chooses to move his defeated stack to Les Trois Bastion unit in Battle: prevents the French defender from
Rivières (see page 22 for a detailed Retreat example). retreating even if the attacker wins (13.9).
• A British Control marker (2.1.2) is added to Montréal. Because Though they give no Battle penalty (unlike a Fort), they make
it is a Victory Space (2.1.9), the British score 3 VPs (equal to a Fortress Space impossible to capture as long as they stand.
the space’s value). On the Victory track, the VP marker is slid
3 positions to the right (18.1). From position “3” on the French Artillery unit: it is the only unit type that may Hit a Bastion.
side of the track (before the Battle), it ends up on position “1”
Elimination of last Bastion: Triggers a Rout (13.8) of the
on the British side of the track. The Battle marker is removed.
defending stack. If in the same AR enemy Battle rolls also
inflict a Rout (Battle Victory marker 3+ positions above
defender): all non-Light units of the defeated stack are
eliminated.
Note: Bastions may never be repaired or rebuilt.
Battle marker on a Fortress Space: not removed if the defeated
defending stack remains on the space (13.7).
British stack may leave a Fortress Space: Outnumber of the
opponent is not required (10.2.1).

Louisbourg Battle Example Setup


The example uses forces similar to those that actually took part
in the summer 1758 siege. The outcome is the same, but liberties
have been taken in order to cover all required rules.
The example takes place in AR4 of game Year 1758, with a power-
ful British stack on the Sail box (2.3). Cards in play #2 (British),
#26 (French) and #43 (Indian) have no Event. The French wins
the Initiative and chooses to be First Player (7.1 #4). He declines
to hold an AP for Reaction (7.2 #3). He then performs his Ac-
tion Phase (7.2), using the APs of his Indian and French cards
for Actions elsewhere on the board (not shown).
British Landing on Louisbourg
Right at the start of his own Action Phase (7.2 #1), the British
must perform a Landing (10.6.1, no AP cost) with all his units
The relevant board area and the Losses boxes after Battle and Retreat. that are currently on the Sail box, and they must land on a single
Fort replacement and Rout loss are highlighted.
Coastal Space. Because the Open Seas marker (10.6.2) is on its
French face, British units can land only on Coastal Spaces that
Control marker: It makes an enemy Home Space friendly to
border the Atlantic Ocean SZ (2.3). As Louisbourg borders both
the faction that captured it (2.1.2). Captured Settled Home
SZs (10.6.1), the British may land on it. Once landed, the British
Space: reverts to its faction if left vacant.
stack receives a Landing Penalty marker and a Spent marker.
• The Marshal penalty and Militia markers are removed. A Battle marker is added to the space. The British player then
• The Howe Commander has been removed from play during continues his Action Phase (7.2 #4), using all the APs of his card
Battle reroll by the failed Casualty test (13.5.1). Finally, the in play for Actions elsewhere on the board (not shown). Players
Battle Victory markers are reset to position “0” on the Battle move on to resolve all Battles of the AR (7.1 #9).
track (the next Battle will determine which one goes on top).
• Other steps are not relevant to this example.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 19

Landing of the British stack on Louisbourg, Both factions are now ready to perform their Battle Rolls.
French Militia counter placement, and Commander Reroll track setup.
This example focuses on circle unit Battle rolls: As Bastion units
elimination will determine the Battle’s duration, only the rolls
of circle units are covered in detail. Rolls by other unit types
and by Militia are only summarized.
Refer closely to the last three rows of the Hit Check table
(13.3.4) to grasp the different Hit priorities for Fleets, Bastions,
and Artillery in the example.

1. British Attacker Roll


The priority order (#) of the Unit Battle roll sequence (13.3.3) is
used for unit types present in the Battle.
Non-circle units roll:
#1 The British Light unit rolls a Flag (   ), sliding the British
Battle Victory marker from position “-1” to “0.”
#3-4. The Highland Brigade and the six other Metropolitan
Brigades make a very unlucky initial roll, but thanks to the
Highland’s and Commander Wolfe’s rerolls (13.5), three suc-
cessful rolls occur: a B&T roll (   ) that removes one Militia
counter and flips to Reduced one French Metropolitan Brigade,
and two Flag rolls (   ). The British Battle Victory marker
moves to position “3.”
Circle units rolls:
#6 Two British Fleets remain after the Artillery swap (13.2.2).
They roll a triangle/circle Hit (   ) and a B&T (   ). A Hit
is scored: a circle Fleet unit rolled a Hit face with a circle, and
there are enemy circle units. The British Battle Victory marker
slides to position “4.” The Hit is applied in priority to same type
Battle track setup Emergency Artillery (13.2.2) Fleet swap
unit (table 13.3.4), flipping to Reduced the sole French Fleet.
Battle is Resolved The B&T roll allows one British Fleet to go to a friendly Coastal
Louisbourg is the only Battle in that AR. Only the effect of Bas- Home Space (table 13.3.3), but the British player decides not
tions on the defending force (Retreat, Rout) distinguish Battle on to use that option (by keeping only one Fleet on Louisbourg,
a Fortress Space from Battle on any other space. Other than that, he would be able to transport only four units (10.6) out of that
there is no change to the steps of a Battle (13.0) when battling on space after the Battle).
a Fortress Space. #8 The five Artillery units roll (including the one swapped
with the British Fleet before rolls). It is a devastating roll for
• The French stack is the defender as it had units on the Battle
the  French: two triangle/circle Hits (   ), one square/
space at the beginning of the AR (13.1).
circle Hit (   ), one B&T (   ) and one Flag (   ). All three
Both stacks are prepared for Battle: Hit faces score Hits: circle Artillery units rolled Hit faces
• 2 French Militia markers are added to the space (13.2.1) with circles (both Hit faces of a die have a circle), and there
• The British player may benefit from Emergency Artillery are enough enemy circle units to apply all Hits. The British
(13.2.2) because he has more than one Fleet on the Battle space Battle Victory marker slides to position “7.” The first two Hits
and has Artillery units available in his Artillery units pool or are applied in priority to the same type French Artillery unit
on his Losses box. He swaps one British Fleet of his stack for (table 13.3.4): it is flipped to Reduced by the first Hit, and
one Artillery unit from his Losses Box. The Fleet goes back to eliminated by the second (but kept nearby for its upcoming
the Fleets pool. Battle roll). The third Hit flips one French Bastion to Reduced
• There are no Reduced units to combine before Battle as it is the secondary Hit priority for Artillery. Now the B&T
rolls (13.2.3). roll: because there is an opposing Brigade, it is successful. It
slides the British Battle Victory marker to position “8” (table
• Both Battle Victory markers are placed at position “0” on the 13.3.3), and it also applies a Hit to the Reduced French Met-
Battle track. The British attacker marker goes on top (13.3.1). ropolitan Brigade, eliminating it. It triggers in turn a War in
The British Battle Victory marker slides back to “-1” for the Europe (WIE) chit draw by the British player and he places it
Landing Penalty (13.3.2). The French marker stays in place. on his currently empty WIE chit placeholder to the right of
the Victory track (18.3.1). Finally, the Flag slides the British
Battle Victory marker one position further to “9.”

© 2020 GMT Games, LLC


20 Bayonets & Tomahawks

2. French Defender Rolls The Bastions Prevent French Retreat (13.9)


#4 The three French Metropolitan Brigades (including the one The defeated (and Routed)
eliminated by the attacker’s rolls) get two successful rolls: one French defender does not
square/circle Hit (   ) that scores a Hit, and one Flag (   ). retreat because it still includes
The French Battle Victory marker slides two positions for- at least one friendly Bastion
ward to position “2” of the Battle track. The scored Hit must
(13.9). Both stacks remain on the Fortress Space. Control of the
be applied to the Highland Brigade in priority: it is flipped
space does not change, and the Battle marker remains on the
to Reduced. The previously eliminated French Metropolitan
space. The Militia and the Landing markers are removed
Brigade is now sent to the Losses box.
(Landing penalty applies only to the AR the Landing takes place).
#6 The French Fleet rolls a B&T (   ): it allows that unit to leave
Louisbourg for a friendly Coastal Home Space (13.3.3 Battle The Wolfe Commander is removed from the Commander reroll
Roll table). Feeling the Battle might end badly, the French track and placed back with its stack. Both Battle Victory markers
player spares his Fleet by placing it on Côte de Beaupré. are reset to “0” on the Battle track. Battle rolls will occur again
#7 The two Bastions roll a Miss and a square/circle Hit (   ). in the next AR (7.1 #9), provided the British stack is still on the
The Hit check is successful: a circle unit (Bastion) rolled a Hit Louisbourg space at that time. It will not be possible for the
face with a circle, and there are enemy circle units to receive French stack to leave because it cannot Outnumber the numer-
the Hit. The French Battle Victory marker slides to “3.” The ous British units currently on its space (10.2.1). On the other
Hit is applied in priority to an Artillery unit (table 13.3.4), hand, an exception that applies only to British units on a Fortress
flipping it to Reduced. lets the British stack leave a Fortress Space even if it does not
#8 The eliminated French Artillery rolls a triangle/circle Hit(   ). Outnumber its opponent (10.2.1).
The Hit check for the triangle/circle Hit is successful: a circle At the end of AR4, the French stack on Louisbourg fails to Rally
unit (Artillery) rolled a Hit face with a circle, and there is an (14.2), thus keeping its Rout marker.
enemy circle unit to receive the Hit. The French Battle Victory
marker slides to “4.” The Hit is applied in priority to a same What if this was the last AR of the Year (AR9 instead of AR4)?
type Artillery unit (table 13.3.4). As there is a Reduced Artil- The British stack would have to leave the space during the
lery unit, it must be eliminated (13.4). Having performed its Winter Quarters LR (17.3 Return to Colonies) because it
Battle roll, the previously eliminated French Artillery unit is does not control it.
sent to the French Losses box.
Summary of Next AR’s Actions
3. Militia Rolls At the start of AR5, no card with an “AR Start” or Battle-relevant
Now that both factions’ units have performed their Battle roll, a Event is drawn (7.1 #1). The British player wins the Initiative
Flag (   ) is rolled by the remaining French Militia (the other (7.1 #4) and chooses to be First Player. While performing his
Militia was removed by the British Brigades’ B&T roll). The Actions (7.2 #4), he leaves his stack on Louisbourg to complete
French Battle Victory marker slides to position “5.” its capture. During his own Action Phase (7.1 #7), the French
player activates three Light units he has on Miramichy and moves
The British Attacker is Victorious (13.6)
them two Connections to Louisbourg to bolster its defense. The
The Battle track after all Battle rolls Rout marker on Louisbourg’s defenders is immediately removed
because a friendly non-Routed stack joined it (13.8).

The British Battle Victory marker ended up at “9” on the Battle


track, and the French marker ended up at position “5.” It is a
British Victory (13.6).
Furthermore the British Battle Victory marker is four
positions above the French marker, more than enough
to trigger a Rout of the French defending stack (13.8).
A Rout marker is added to the stack, and the French
player must eliminate one of his units (Artillery in priority but
there is none left). He chooses to eliminate one of his two remain-
ing Metropolitan Brigades. This triggers a WIE chit draw by the After the French player completes all his Actions, there is no Brit-
British player, and after seeing it has a lower value than the chit ish Reaction as that player chose to hold no Reaction AP (7.2 #3).
already on his placeholder, he shuffles it back facedown in his
WIE chit pool (18.3.1).

© 2020 GMT Games, LLC


Bayonets & Tomahawks 21

AR5’s Battles Are Resolved (7.1 #9) Louisbourg’s Second Battle Outcome
The example covers exclusively the Battle on Louisbourg. The British Battle Victory marker ended up at “8” on the Battle
Last AR’s Battle marker is still in place. Obviously, the French are track, and the French marker ended up at position “4.” It is a
the defender again (13.1). Two French Militia markers are added again a British Victory (13.6).
to their stack (13.2.1), the British player declines to swap one of Like in last AR’s Battle, the British marker is four po-
his two Fleets for Artillery (13.2.2), and there are no same type sitions above the French marker on the Battle track.
Reduced units to combine (13.2.3). Battle Victory markers are It exceeds the required gap of three positions needed
placed at “0” the Battle track. None of the factions has a Battle to inflict a Rout. A Rout marker is thus added to the
penalty (the Landing marker was removed at last AR’s Battle end). defeated French stack. More importantly, the elimination of the
The Wolfe Commander is placed again on position “3” of the last Bastion during this AR’s Battle also causes a Rout (13.8) to
Commander Reroll track. the defender. The single Rout marker first placed encompasses
The British attacker performs the Battle roll sequence for his both Routs (never more than one Rout marker per stack). The
units (13.3.3). His Light unit misses (   ). Next eligible, his fate of a stack that is Routed both by the Battle track gap AND
Highland Brigade rolls one Flag (   ): the British Battle Victory the last Bastion elimination in the same Battle is harsh: all its
marker slides to position “1.” Then his other Metropolitan Bri- non‑Light units are eliminated in addition to other Rout penalties.
gades roll one Miss (   ), four square/circle Hits (   ), But there are no surviving non-Light units on Louisbourg. Rout
and one Flag (   ). The Wolfe Commander is used to reroll penalties are now applied to the French Light units: the non-
the Miss: it misses again with a triangle/circle Hit (   ). A Indian Light must be chosen for elimination and is sent to the
Hit check is performed for the four square/circle Hits: the first Losses Box (penalty #1).
two score Hits on the last French Metropolitan Brigade, flip- With the elimination of its Bastions, Louisbourg lost permanently
ping it to Reduced then eliminating it (this triggers a WIE chit its Fortress status: it is just a Settled Space from now on (Militia
draw by the British). After that, the Hit check fails for the last are not affected). A British control marker is added to the space.
two square/circle Hits in that roll because there are no French The British score 3 VPs , sliding the marker on the Victory track
square units left to Hit. In all, the British Metropolitan Bri- 3 positions to the right (British direction).
gades moved the British Battle Victory marker three positions
forward to “4.” Next in the Battle rolls, the Fleets roll one Flag The Open Seas Marker Is Flipped to “British & French”
and one Miss (   ): the marker slides to position “5.” Finally, The capture of Louisbourg triggers the flipping of the
the four remaining British Artillery units roll one square/circle Open Seas marker to its “British & French” face
and two triangle/circle Hits (   ): three Hits are scored, (10.6.2). From now on, the British may land on
moving the Battle Victory marker to position “8.” The Hits are Coastal Spaces of both Sea Zones like the French. Once
all applied to Bastions: the first Hit must be applied to the Re- flipped, the Open Seas marker cannot revert to its previous state.
duced Bastion, eliminating it (13.4). The second and third Hits
flip to Reduced the other Bastion, then eliminate it. The fourth The remaining post-Battle steps are performed (13.7). The two
Artillery rolled a B&T (   ) that missed as there are no more Indian units must retreat to an adjacent space (13.9 Defender’s
French Brigades. Retreat Priorities). The French player chooses to place them
on Port La Joye. The Battle and Militia markers are removed
Now, the French player performs his Battle rolls. His Indian units from the space, and the Wolfe Commander is placed back on
roll one B&T (miss) and one Flag (     ), moving his Battle its stack. Battle Victory markers go back to the zero position of
Victory marker to “1.” Then the non-Indian Light unit moves it the Battle track.
to “2” with another Flag (   ). Before going to the Losses box,
the just-eliminated Metropolitan Brigade rolls a Miss (   ). Alternate Outcome 1 – If the Battle track gap had not inflicted
Before being removed from play (13.4.1), his two Bastions roll a Rout to the French stack: Its non-Light units would not have
one square/circle and one triangle/circle Hit (     ), resulting all been eliminated, as only one Rout condition would have
in two scored Hits against circle units. The French Battle Vic- been satisfied (last Bastion elimination). The French stack
tory marker slides to “4,” and both Hits are applied in priority would simply suffer Rout penalties and Retreat.
to one Artillery unit (table 13.3.4), flipping it to Reduced then
eliminating it. Now that both factions’ units have completed their
Alternate Outcome 2 – If the French stack had not been rein-
rolls, the two French Militia roll: a square/circle Hit and a B&T
forced by the Light units: It would still have the Rout marker
(     ) are both misses for Militia.
from AR4 (because no non-Routed units joined it). Let’s sup-
pose also that the Battle track gap of the current AR’s Battle
would not be enough to inflict a Rout (e.g. British marker two
positions above the French marker instead of four). The only
Rout condition satisfied during the current AR Battle would
thus be the last Bastion’s elimination. The French stack would
simply suffer Rout penalties and Retreat.
The Battle track after the second Battle on Louisbourg (AR5).

© 2020 GMT Games, LLC


22 Bayonets & Tomahawks

Retreat Examples (13.9) Example A: Defeated British Attacker


The Retreat rules cover a wide variety of situations. Most of the
time, Retreat will be to an adjacent space.

Defender on Fortress: Does not retreat if a Bastion remains.


Battle may take place again at next AR (7.1 #9).

RECAP OF RETREAT RULES

Retreat Priorities (13.9.1): They are determined by the role


of the stack in the Battle (attacker or defender). A stack will
either retreat with its Fleets (13.9.2) or retreat to an adjacent
space (13.9.3).
Retreat with a Fleet: there is no limit to the number of units
that may retreat with a Fleet (13.9).
Same Retreat space: units of a retreating stack cannot split. The British player goes through Attacker’s Retreat Priorities
(13.9.1 first table) for his defeated stack:
Space where an attacker came from: not usable by the defender
Priority #1 applies as the retreating stack has Fleets. All British
to retreat (13.9.3).
units on Miramichy (Colonial Brigades included) retreat with the
Connection types / Limits: A stack must use a Connection type Fleets (only one Spent marker remains for the combined stack).
allowed for all its units (10.2). Ignore Connection Limits (10.1). Fleet Retreat Priorities (13.9.2) are then checked: the first one
Light units in a stack may use a Path after all non-Light units applies as friendly Coastal Home Spaces are available. The British
with them are eliminated for failure to retreat (13.9.1). player chooses to send his retreating stack to Boston.
Alternative 1 to Example A – British Attacker Has no Fleet
Actions Leading to the Battle of Miramichy Same setup as A but with no Landing stack. Remove the two
This series of examples uses the same Battle to show the effect British Fleets and include the Highland Brigade in the Colo-
different situations / Battle outcomes have on Retreat. nial Brigades stack that came from Chignectou.

During the British Action Phase, one British stack lands on Mi-
ramichy. It combines with a stack of Colonial British Brigades
coming from British-controlled Chignectou. In the French Ac-
tion Phase that follows, a French Light unit moves on the vacated
Chignectou space, removing the British control marker on it. The
British player has no Reaction AP. The Battle on Miramichy is
resolved first as other Battle spaces (not shown) are further down
on the map. Battles may influence Retreat; that is why the “top to
bottom of map” (13.0) order must be respected.

The British go through Attacker’s Retreat Priorities (13.9.1):


Priority #1 is not applicable: no British Fleets.
Priority #2 is not applicable either: the adjacent space the stack
came from (Chignectou) is now occupied by a French Light unit.
Priority #3 indicates to retreat to another adjacent space, by
following Adjacent Space Priorities (13.9.3). The second of
these Retreat Priorities applies: Port la Joye is friendly (British-
controlled) and has no enemy unit/Militia. The retreating British
stack joins the Colonial Light unit there. British-controlled Pointe
Sainte Anne is also a legal adjacent space according to that same
Retreat Priority, but the non-Light retreating units cannot use a
Path (10.2).

© 2020 GMT Games, LLC


Bayonets & Tomahawks 23

Alternative 2 to Example A – Overwhelm During Retreat

In addition to the setup changes for alternative 1, place three


French Brigades instead of the British control marker and
Light unit on Port La Joye.

Alternative to example B – the French Defender has no Fleet


Same setup but without a French Fleet.
Again, the British stack has no Fleets (Retreat Priority #1) and
the space where it came from (Chignectou) has an enemy unit
on it (Retreat Priority #2). Attacker Retreat Priority #3 indicates
to find another adjacent space. Only the last Adjacent Space
Priority (13.9.3 #5) applies: the reachable space with the fewest
enemy units and Militia combined is Chignectou (1 French Light
unit, Road Connection). The British stack must now be able to
Overwhelm (10.3.2) the opposition on that Retreat space:
• Is the retreating stack Routed? No.
• Is there an enemy Fort or Bastion on the space? No.
• Do the retreating units Outnumber the enemy? Yes. With four
Brigades against one Light unit, they have more than three
times the units/Militia the enemy has (10.3.1).
The retreating stack Overwhelms the French unit (13.9.4):
1. All enemy units on Chignectou are eliminated: the French The French go through Defender’s Retreat Priorities (13.9.1).
Light unit goes to the Losses Box. There is no French Fleet (Retreat Priority #1). The second De-
2. The French player eliminates the same number of British re- fender Retreat Priority indicates to retreat to an adjacent space,
treating units. He chooses the Highland Brigade and puts it following Adjacent Space Priorities (13.9.3):
on the British Losses box. Priority #1 and #2 not possible: the only friendly Home Space
reachable by all units is Port La Joye and it has an enemy unit.
A British control marker is then placed on the Chignectou
Chignectou, though friendly, is not usable because attacking
space.
enemy units came from it (with 18th-century means of commu-
Example B: Defeated French Defender nications, its liberation is not known instantly). Paths cannot be
used by the stack to reach other spaces.
Refer to the first image of this section (with Landing British Priority #3 and #4 not possible: no Neutral space (2.5) and British-
stack). controlled Pointe Sainte Anne, though enemy-free, cannot be
reached with the Path.
The French player goes through Defender’s Retreat Priorities
Priority #5 not possible: the French stack does not Outnumber
(13.9.1 second table):
(10.3.1) the single British Light unit on Port La Joye. At least four
Priority #1 applies as the retreating stack has a Fleet. Fleet Re- non-Commander units are needed to exceed the 3:1 ratio with
treat Priorities (13.9.2) are then checked: the first one applies as the enemy, as required.
friendly Coastal Home Spaces are available. The French player All non‑Light units of the French stack are eliminated because they
chooses to send his retreating stack to Québec. could not comply with any Retreat Priority (13.9.1). The Light
unit goes through Adjacent Space Priorities again. As that unit
can use Paths, the first Retreat Priority allows Retreat to Rivière
Ristigouche or Grand Sault. The French chooses to retreat his
Light unit to the latter.
© 2020 GMT Games, LLC
24 Bayonets & Tomahawks

Supply Check Example (14.1) Supply Check Is Performed by Both Factions


Each player checks Supply for all his stacks on the map. Order
RECAP OF SUPPLY CHECK RULES has no importance.

Supply sources: friendly Colonies Home Spaces/friendly Fleets. The game’s supply rules purpose is solely to determine if a
stack is completely cut off from its faction’s home territory.
A stack is in Supply: if it is on/with a source or if all its units
can trace to a source using the same Connections. British stacks:
1. Louisbourg stack is Out of Supply (OOS). There is no friendly
Supply trace: use only Connections and spaces indicated in Fleet on the space. No trace to a friendly Colony Home Space
table 14.1 / Connections Limits (10.1) are disregarded / No or a Fleet is possible: both Louisbourg Connections (one of
limit to number of Connections used. them a Path, unusable by Brigades) lead to enemy spaces. An
A faction may trace through: friendly spaces / tracing faction’s OOS marker (14.1.1) is added to the stack.
enemy-controlled Outposts (2.1.4) that contain no enemy 2. & 3. Québec and Les Trois Rivières stacks are in Supply: stack
unit / enemy-free Wilderness Spaces. #2 has a Fleet and mixed stack #3 can use the Highway to trace
to that Fleet (an unlimited number of units may trace to the
Out of Supply (OOS) marker: Placed on any stack not in same Fleet).
Supply (14.1). EFFECTS: No Construction. Battle penalty
4. Ticonderoga stack is in supply: the Light unit stack on that
— doubled if stack has 8+ units (Commander not counted).
space can use Paths (in addition to Highways/Roads). And
Removed the moment the stack joins a friendly non‑OOS
it can trace through enemy-controlled Number Four because
stack, or is in Supply during a subsequent Supply Check.
there are no French units on it (a Control marker cannot block
Supply trace by itself). The stack can trace to York, Rumford
Example Setup or Northfield in the New England Colony.
Due to the numerous Paths on the board, Light stacks are
unlikely to become OOS.
5. Oswego stack is OOS: the French Light unit at Oneida Lake
blocks Supply trace (as a non-Light unit, the British Fort can
use only Highways or Roads for tracing).
6. Albany stack is in supply: it is on a friendly Colony Home
Space.
French stacks:
A. & B. Côte de Beaupré and Côte du Sud stacks are in supply: they
are both on friendly Colony Home Spaces.
C. Goasek stack is in supply: the Indian unit may use Paths. It can
trace to Montréal on the friendly Canada Colony. As there is
no limit to the number of Connections used in Supply trace, it
could trace to Côte du Sud as well, or even to Pointe Sainte Anne
(or Grand Sault) in the friendly Acadie Colony.
A space may be used by both factions to trace (e.g.
Zawakwtegok circled yellow on the image).
D. Saranac stack is in supply: this Light unit stack uses a mix of
Highway and Path to Montréal on the friendly Canada Colony.
E. Lake George stack is OOS: as it includes non-Light units, it can
only trace with Highways or Roads. The British Light units on
Ticonderoga block their sole tracing option. An OOS marker
is added to the French stack.
The main French stack becoming OOS on Lake George
illustrates the danger of leaving vacant spaces in the rear.
Alternate situation for Lake George stack: if Albany (5) and Os-
wego (6) were both French-controlled, Supply trace to Montréal
would be possible via Baye de Cataracouy (there is no limit to
Arrows indicate some of the possible Supply trace options. the number of Connections used).

© 2020 GMT Games, LLC


Bayonets & Tomahawks 25

Return to Colonies Example (17.3) Winter Quarters step #6: Return to Colonies (17.3)
Only British stacks are covered by this example.
That portion of the Winter Quarters Logistic Round (17.0) is
performed in multi-Year scenarios only. It simulates the end
of campaigning season, with all soldiers breaking up camp
and going home to shelter themselves from the harsh North
American winter.
Some units are not involved in Return to Colonies: Indian units
(17.2 #4), Disbanded Colonial Brigades (17.2 #5), Bastions, and
Forts. All other units must move to a friendly Colony if not al-
ready there (first steps of 17.3), except those allowed to remain
on their space (17.3.1 Winter Garrisons).

RECAP OF RETURN TO COLONIES

No Action Points required.


Steps of Return to Colonies:
1. Move stacks to legal Return spaces. No move for stacks
already on such spaces.
2. Move stacks still on non-Home Coastal Spaces to friendly
Coastal Home Spaces of friendly Colonies.
3. & 4. Redeploy Commanders and combine Reduced
units (13.2.3)
Legal Return space: a space with a friendly Fleet or a friendly
Colony Home Space. Choose nearest by counting Connections.
Connections counted: must be a type allowed by all units of First, stacks must reach Fleets or friendly Colonies Home Spaces
the returning stack. Limits (10.1) and units MPs are ignored. 1. Captured Port Dauphin space: stack cannot remain (not Set-
Enemy units cannot block return. tled). It goes to Louisbourg, nearest space with friendly Fleets
2. Captured Louisbourg Settled Space: stack remains on the space
Spaces units may be left on during Return (17.3.1):
at this step because it is already with Fleets.
• Fort outside friendly Colony: one unit + the Fort.
3. Rivière Ristigouche: The Light unit must leave (no Fort / not
• Captured Settled Space: as many Brigades as the space’s value Settled). Nearest friendly Colony Home Spaces are Annapolis
(2.1.5) + any number of other units. Royal and Halifax. It goes to the latter (British player’s choice).
The French units on Miramichy cannot block its return.
After all four steps of Return to Colonies are completed, Fleets
4. Chignectou: Only one unit may remain with the British Fort
go back to the Fleets pool (17.2 #7).
(17.3.1). The British player chooses the Royal Artillery. The
Example Setup: Start of Winter Quarters LR Reduced Metropolitan Brigade must go to the nearest friendly
This example takes place in a multi-Year scenario. First, a Game Colony Home Space (17.3 #1). Halifax and Annapolis Royal
End Check (17.1) is performed to see if the next Year of the sce- are both one Connection distant. The British player chooses
nario will be played or if the game ends: no faction has reached to place his Brigade on Halifax.
its Victory Threshold (18.2), so the game will continue. 5. Grand Sault: The Colonial Light unit on that space may return
to Annapolis Royal or Halifax, both three Connections distant.
Players perform steps #1-5 of Winter Quarters procedure (17.2)
French unit on Pointe Sainte Anne is ignored. The Light unit
Steps #1 & 2  Raided, Rout, and OOS markers are removed. returns to Annapolis Royal.
Step #3  Not relevant: in this example, no stack was on the Sail box. 6. Taconnet: Colonial Light units on that space must both retreat
Step #4 Indians (including those on the Losses Box) are placed on to York as it is the nearest friendly Colony Home Space.
their Villages. Because its Village of Grand Sault (#5 on image) 7. St. George: the Metropolitan Brigade must go to York because
is enemy-controlled, the Malécite Indian unit currently on the the Home Space it is on is not on a friendly Colony and it has
French Losses Box (not shown) must remain there.
no Fort.
Step #5  Colonial Brigades are sent to the Disbanded Colonials
8. Number Four: Forts don’t take part in Return to Colonies.
box (not shown), those Reduced keeping their status (for Year-
end Reduced Units Combination). The New England Colonial 9. Rumford: This stack is already on a friendly Colony Home
Brigade may remain on captured Louisbourg (#2 on image). Space. It stays in place.

© 2020 GMT Games, LLC


26 Bayonets & Tomahawks

Second, stacks on non-Home Coastal Spaces Return a. Halifax: There are two Reduced Metropolitan Brigades (High-
land is Metropolitan). The British chooses to flip the Highland
As Louisbourg (#2 on image) is a non-Home Coastal Space, its
Brigade back to Full and sends the other to the Losses Box.
stack must go to a friendly Coastal Home Space on a friendly
Colony (17.3 #2). Louisbourg’s value of 3 allows leaving up to b. York: The two Reduced units are of different types (Light and
three Brigades on it during Return to Colonies (17.3 #1), plus Metropolitan Brigade). They both remain Reduced.
any number of other units. The British player wants to leave as c. Disbanded Colonial box: There are four Reduced Colonial
many units as he can on that 3-VP space to defend it next Year: Brigades on it. Two are flipped back to Full and the other two
only the Reduced Highland Brigade leaves. He chooses to place Reduced units are eliminated.
it on Halifax.
Reduced Disbanded Colonial units combination
No other stacks are on non-Home Coastal Spaces.

Stacks without Fleets on non-Home Coastal Spaces: like stacks


with Fleets, they return to any friendly Coastal Home Space
on a friendly Colony.

Commanders May Be Redeployed (17.3 #3)


The British player takes the Wolfe Commander currently on
Albany (not shown) and places it on Halifax.

Year-end Reduced Units Combination (17.3 #4) Last Steps of Winter Quarters Are Performed
Everywhere applicable on the map, two Reduced units of the Fleets of both factions are removed from the map and placed in
same type in the same space are combined into a Full one as the Fleets pool (17.2 #7).
much as possible. It is done the same way as for Battle preparation
(13.2.3): one unit is back to Full, and the other goes to the Losses Players can recoup some of their lost units (17.2 #8): Each
Box. The same is done for Colonial Brigades on the Disbanded player checks his Losses Box. For each three units of the same
Colonials box as these units will re-enter play at Colonials Enlist type (rounded down), he can put one back in play on a friendly
LR of next game Year (16.3). Colony Home Space (Colonial Brigades must be put on the
Disbanded Colonial Brigades box instead, as they reenter play
Reduced units combination after Return to Colonies
only at Colonials Enlist LR). Forts cannot come back in play that
way as they are removed from play whenever they are lost (like
Bastions and Commanders).

E.g. 6 Metropolitan Brigades (2 of them Highland), 2 Light units,


and 4 Artillery units are on the British losses box. The British
player gets back two Metropolitan Brigades (he can choose only
one of the two Highland) and one Artillery. He chooses to place
them all on Carlisle.
Players then reset card decks for next Year (17.4). It is important
not to forget to discard the Reserve card.
Finally, the Year marker is advanced to next Year on the Year
track.

The forested expanses of North America will resonate another


year with the sound of musket volleys and war cries!
Congratulations! You have completed all play examples and
should be ready to play. The following section offers strategy tips
and historical context.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 27

Strategy Primer British Player Strategy


It is preferable for him to adopt a defensive posture while he
slowly builds up his units. His focus is to prevent the French
Factions’ Assets from achieving their victory conditions. His numerous Army
APs allow him to build several Forts to hamper French Raids
THE BRITISH THE FRENCH and free up his mobile units. He should choose carefully where
to position his precious few Light units as they are the best to
More APs on cards 2 cards per AR intercept French and Indian raiders. Using them for Raids is likely
(French + Indian) to be counterproductive. He should watch for opportunities to
More Army and More Light APs capture French Victory Spaces. Control of the Cherokee Indian
Sail/Army APs Versatile Light/Army APs Nation is highly desirable but difficult to achieve.

More Brigades More Light units French Player Strategy


He should focus on the offensive to get ahead as much as he can
More Forts and Artillery More Indian units on the Victory track through Raids, Victory Spaces capture, and
More reinforcements More units can Victory Bonuses. “Raid early, raid often” is the motto. As time
and Fleets use Paths goes by, British Forts will pop up all along the front. With good
Light unit management, the French could score the Raid track
several times. As French Army APs are limited, Construction
Scenario 1 Vaudreuil’s Petite Guerre (1755) and Army movement should be well planned. Control of the
Iroquois Indian Nation is nice to have.
Historical Context
Since 1749, the French authorities want to secure the link between Scenario 2 Loudoun’s Gamble (1757)
their colonies of Canada and Louisiana via the Ohio River. French
control of that area is contested by Virginia’s expansion. In 1752, Historical Context
Canada’s Governor Duquesne pushes for the building of French Thanks to two years of mobilization, the British army is now poised
forts in the area. Tensions escalate, then the famous Jumonville for the conquest of New France. Colonial forces’ involvement is
incident, involving young Colonel Washington, sparks open con- at a low ebb, though, because of numerous setbacks in 1755 and
frontation between Canada and Virginia. It reverberates to Europe, 1756, and the unabated indigenous and French raid onslaught. In
triggering what will become a war across several continents and reaction, the colonies focus on building defenses.
the oceans. A new British commander in chief arrives in North America.
In the east, Massachusetts builds forts northward along the Ken- Loudoun becomes unpopular with colonial authorities as he tries
nebec river in Maine to protect its expansion from Canada and its to impose order in military and logistic affairs. Nevertheless, he is
Alnôbak (Abenaki) allies. Acadia and Nova Scotia are entangled in the one who drafts a sound plan to conquer New France by stages.
Father Le Loutre’s War since 1749, involving the Mi’kmaq people. He starts with an “all in,” sending almost all of his redcoats against
his first crucial objective.
Though no war is declared yet with France, the Royal Navy
seizes French ships to deprive it of sailors for the war to come. Canada slides into a more European way of war, thanks to General
Redcoat regiments are raised and sent to North America to at- Montcalm who arrived in 1756. But New France’s defenders know
tack New France. Louis XV gets wind of this plan and also sends how to take advantage of the vulnerability of British supply lines.
regiments to Louisbourg and Québec. And the French Navy makes a sustained and unprecedented effort
to defend New France and keep it supplied. Still, Versailles focuses
Previous intercolonial wars saw the Canadians either win or get its military might to secure a victory in Germany.
out of a tight spot. Thus, Canada’s Governor Vaudreuil is confident
and relies on the long-standing experience in wilderness warfare of 1757 Outcome: An unexpectedly strong French naval squadron
Canadians alongside their numerous indigenous allies. derails the main British offensive. Though unharmed, the large
The Haudenosaunee (Iroquois) Confederacy is the largest indig- British army at Halifax must stand idle, far away from where
enous political entity at the confluence of British and French territo- the French decide to strike. They destroy a crucial British fort
ries. It is nominally allied to the colony of New York, but it remains (the second since 1756). Indigenous and French Raids continue
neutral as the war starts, save for the Kanyen’kehà:ka (Mohawk) all along the frontier.
people which supports the British campaign in the Hudson valley.

1755 Outcome: The British succeeded in only one of their numer-


ous objectives. Indigenous and French light units endangered
the tenuous British supply lines. A wave of sustained raids
devastated British colonial settlements all along the frontier. A
counteroffensive in the Champlain valley by the main French
army was stalled by British colonial troops.
© 2020 GMT Games, LLC
28 Bayonets & Tomahawks

Strategy French Strategy


The year 1757 is the ultimate tug of war. Both factions should The French player must delay or foil the British everywhere he
chase all VP opportunities while being careful to cover their back can, moving from one trouble spot to the next. A Raid strategy is
against the opponent’s blows. The Cherokee Indian Nation may still a good way to move ahead on the Victory track. But there will
join either faction while the Iroquois Indian  Nation remains come a point where Light units are needed for Battles instead of
steadfastly neutral unless invaded (cards with the “Iroquois Raids. Conserving Indian units for the decisive Battle should be
Diplomacy” Event are not used in this scenario). a concern too, instead of seeing them desert piecemeal in Raids
and less significant Battles. The highly desirable Cherokee Indian
Scenario 3 Amherst’s Juggernaut (1758-1759) Nation might join the French if a reasonable effort is put into it.
Historical Context
Scenario 4 The French & Indian War
Thanks to British Prime Minister William Pitt’s subsidies and
equal treatment of colonial troops, overwhelming colonial forces (1755-1759)
join the war effort in 1758 (21,000 Provincial soldiers). Combined Historical Context and Outcome: see scenario 1 to 3.
with these Provincials, the British have so many redcoats that
they can field armies of 14,000 against one objective and 18,000 Historical Significance
against another, not speaking of other operations... Numerically, The French & Indian War was also called the Seven Years’ War
New France is dominated. But it holds against desperate odds, not and “Guerre de la Conquête” (War of the Conquest). This variety
unlike the Prussian army does at the same time in Europe against of names reflects different significance for each nation.
the combined might of France, Austria, and Russia!
For the British colonists, it is the culmination of decades of colo-
The Royal Navy has unprecedented numbers, dominating the nial rivalries and conflict between New France and the Thirteen
oceans and maintaining an effective blockade of French ports. Colonies. It also sowed the seeds of the American Revolution by
French reinforcements and supplies dwindle. But Canada draws causing an enormous debt for Great Britain.
on all available means to maintain its army and its indigenous
allies in the field. To Europeans, it was a global war fought across several continents
between France and Great Britain, the two superpowers of the time,
Britain’s European ally Prussia is averting one disaster after the and involving their respective allies. Through its ordeal, Prussia
next. The prospect of peace in Europe fuels French colonies’ hope becomes a prominent European power.
for survival. Captured territory might be returned to the French,
like what happened with Louisbourg’s fortress after King George’s For Canadians of French descent, it is a national tragedy. Their
War (1744-1748), reducing to naught the huge effort of the British homeland is conquered by a hereditary enemy that will take over
colonies to capture it successfully. As long as a portion of Canada their trade and attempt to assimilate them culturally.
is unoccupied at the end of hostilities, France could retain its pos- Indigenous peoples are left with only the British to deal with. The
session. The king’s instructions to Montcalm are to hold on at any latter’s high-handedness will trigger Pontiac’s War (1763-1766).
cost while French victory is secured in Europe. Lands west of the Appalachians are designated as an Indian
Reservation, but it will not stop the flow of British colonists and
1759 Outcome: That year saw three crippling events happen traders coveting these areas.
to France in Europe. First, the main French army in Germany
was unexpectedly beaten at Minden (Germany), causing the Strategy
loss of initiative for the rest of the war on that front. Then, the Both factions should avoid wearing themselves out in the early
Lagos naval battle (south west of the Gulf of Cádiz) crippled stages of the war. Doing so would mean not enough French
the Toulon French fleet. Finally, the Quiberon naval battle defenders in the later game Years, or a failure of the British to
(southern Brittany) wiped out the French Brest squadron. For builp up enough forces to invade Canada.
the British, 1759 was indeed the Year of Miracles if we add the
capture of Guadeloupe island as well as Québec. But despite For More Historical Info: refer to the suggested reading list in
overwhelming resources in North America, they fell short of the sources section of this playbook.
taking Montréal, ensuring another year of costly campaigning
on that continent. At the end of the campaign, colonial Rangers
destroyed a prominent indigenous village.

British Strategy
It is mainly a puzzle of how to advance decisively on several
fronts. Assigning too many units to defend Home Spaces or to
cover Supply trace will leave not enough forces to push to objec-
tives. The capture of Louisbourg could open the way to Canada
for his Fleets. He may gain the control of both Indian Nations
and should pursue that.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 29

Play Hints

Mind the Victory Threshold and Bonuses  Don’t Expose Your Supply Lines 
Each scenario/Year allows a specific VP bonus if the right A stack that leaves empty spaces in its back runs the risk of
objective is secured. In multi-Year scenarios particularly, being cut off by the enemy, thus becoming Out of Supply
make sure you don’t experience sudden death by letting the (14.1). Build a Fort before moving on and/or leave just the
opposing faction achieve its Victory Threshold at Year-end. necessary rear guard units.

There are Never Enough APs and ARs  Same Shape Units Trade More Punches 
Resources and time are severely limited. Once you have In Battle, same shape units may trade Hits. So before
committed your force, switching focus uselessly will sending a lone British Light unit against many French and
squander your potential to win. Indian Light units, remember that it will receive all appli-
cable Hits scored by the enemy Light units! The same logic
applies to Battle between Brigades, and is even deadlier
Wait for Reinforcements  because of the B&T roll of Metropolitan Brigades. Finally,
In the first two ARs of the Year, you have fewer units, and although circle units trade Hits as well, only Artillery units
Buildup cards give you fewer APs. You can take a few jabs may Hit a Bastion.
at the opponent, but for your big push you better wait for
reinforcements that come at Fleets Arrive LR and Colo-
nials Enlist LR (British only). Indian Units Leave When Successful 
An Indian unit performing a Raid (9.0) or attacking an
enemy Settled Home Space or Fort (13.7.1) goes home
Such a Vast Territory, So Few Troops  when successful (Losses box). Not more than one unit on
With the game’s low density of troops, it is impossible to each occasion.
protect everything. While you focus on one end of the
board, the opponent may give you a nasty surprise at the
other end. Study Victory Conditions of the scenario played Deploy Artillery Judiciously
and identify what you can afford to lose. They are the most powerful units, with all but one face of
the die being a possible Battle result for them. The British
require Artillery to conquer Fortress Spaces by eliminating
Have the Last Word with a Reaction AP  Bastions. They are limited in numbers, and are first to be
When deciding to play first in the AR (7.1), evaluate if lost in a Rout. Swapping a Fleet for an Artillery at Battle
you should keep a Reaction AP (7.3.6) to counter any start (13.2.2) can compensate somewhat, but you have to
unexpected enemy Action. be mindful of keeping enough Fleets for units transport.

The Importance of Wilderness Crossroads  Have Enough Battle Rolls to Overcome Penalties 
Some Wilderness Spaces constitute hubs from which A stack with too many Battle penalties may not have
numerous Raid targets can be reached. On the other end, enough unit rolls to win. Especially true for the attacker,
occupying these spaces hinders the opponent’s Raids. as tied results are in favor of the defender.

Plug Holes in the Frontier with Forts  A Fortress May Protect or Entomb its Defender 
Each Fort built is an additional unit, liberating a mobile If in the same AR the last Bastion’s fall coincides with a
unit for use elsewhere. Though stationary, it hinders Raids defender Rout triggered by the Battle track, all defending
(9.0), prevents Overwhelm (10.3.2), and penalizes the op- units will be eliminated (instead of Retreat).
ponent in Battle (13.1) — more so if the attacker has no
Artillery against it.
WIE Chits are Just Nice to Have 
They are quite random and at Year-end will give a faction
Have Mutually Supporting Stacks  an advantage of 1 or 2 VPs at most. Not enough to base a
In an emergency, Marshal Troops (11.0) can combine strategy on, but cool to steal a tight victory!
several adjacent stacks for defense. The Battle Penalty
from that Action is more than compensated for additional
friendly units joining Battle.

© 2020 GMT Games, LLC


30 Bayonets & Tomahawks

Card Clarifications & Events’ 7. Construction Frenzy


Amherst takes advantage of the manpower at his disposal at Crown
Historical Background Point (Ticonderoga space) to start a huge pentagonal fort and build
a 77-mile road through the Vermont wilderness to connect it to
Fort No. 4 in Charlestown NH. By October 26th, it had been “cutt”
Card Events illustrate exploits, anecdotes, and typical realities
and work was continued by 250 men to improve it.
of the period in which the game takes place. Here, you will find
the story behind each card Event. The historical text in italics Event Clarification: The first option allows the activated Bri-
is for flavor purposes only. Any space, date, or unit mentioned gade to perform any two legal Construction Actions in this AR
in it has no impact on the application of Events. (including placing a Road Construction marker and flipping it
to Road; or placing a Fort Construction marker and replacing
British Card Events it with a friendly Fort). For the second option of that Event,
the AP used for Construction allows the player to activate up
to 2 Brigades (they may be on different spaces) to perform
1 Construction each.

8. Lucky Cannonball
Built in 1751, Fort Beauséjour was the key defense of mainland
Acadia. When the British bombarded it in June 1755, a large can-
non shell fell through the roof of a reputedly bombproof casemate
where several French officers were sheltered, killing 6 of them. The
garrison quickly surrendered.
4. Buildup , 12. 1757 , and 17. 1755 1756 9. Surprise Landing
Round Up Men & Equipment  AR START At 4 a.m. on September 13th, 1759, a force of over 4,000 men plus at
Not including the men enlisted in the Provincial regiments, the least two six-pounder cannons landed at Anse au Foulon (Québec
British colonies in North America had about 200,000 men on the space). This was the result of a daring plan, effective deception, and
militia muster rolls. This provided an immense pool of manpower flawless seamanship. Add to that the lucky streak of the French
to replenish British regiments. By 1759, a third of Wolfe’s redcoats expecting a supply convoy that very night at that very place. Plus
were actually Americans. Highland officers that spoke French fluently to answer the sentries’
challenges! It allowed Wolfe’s army to take position on the Plains of
Event Clarification: for first option of that Event, it is possible Abraham, and break the 3-month-long deadlock of Québec’s siege.
for the British player to choose Colonial Brigades on the
Disbanded Colonial Brigades box. 10.   Forced March
Buildup

Bradstreet was one of the most seasoned and enterprizing officers


5. in North America. In August 1758, after the shattering defeat of
  Disease in French Camp 
Buildup AR START

In August 1756, 600 men were sick at Fort Carillon (Ticonderoga Carillon, he convinced his superior to allow a strike against the
space). The promiscuity of regulars with the deplorable sanitary exposed French supply base of Fort Frontenac (Baye de Cataracouy
conditions that prevailed among the Canadian militia contrib- space). Assembling at Schenectady (Albany space), his force of
uted to general insalubrity. Militiamen slept in their own clothing about 3,000 Provincials, redcoats, and Iroquois quickly covered
months at a time, exposed to the cool and damp. Crowded condi- the 300 miles separating them from the unsuspecting French fort.
tions did not encourage personal hygiene and they didn’t learn 11. Smallpox-Infected Blankets  AR START
the army way of properly cooking their rations. There was a clear
On June 24th, 1763,* at the conclusion of a parley during the co-
connection between this sloppiness and the rampant sickness that
ordinated revolt known as Pontiac’s War, Fort Pitt’s commander
struck the youngest and least experienced.
(Forks of the Ohio space) made a gift to indigenous peoples’ emis-
saries. It included some blankets from the fort’s smallpox hospital.
6. 1757   Delayed Supplies from France   AR START
General Amherst, bewildered by the indigenous peoples’ successes
New France produced a modest surplus of foodstuffs only in good at capturing British forts by ruse, had recommended trying to
harvest years. French soldiers, militia, and indigenous allies could spread disease among them. Spreading smallpox among enemy
not be maintained in the field without supplies from France. An populations had no precedent.
unprecedented shipping effort had to be made year after year dur- * Though it took place after 1759, this Event is typical of the conflict.
ing the conflict. Several times, French military expeditions were
delayed by the late arrival of ships from France.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 31

12. See Event no. 4 20. 1758 1759   French Trade Goods Destroyed  AR START

13. Cherokee Diplomacy  AR START In August 1758, the critical French supply depot of Fort Frontenac
(Baye de Cataracouy space) was overflowing with stores of all sorts
The Cherokee was the largest single indigenous people in contact
destined for western forts and indigenous allies. Lake Ontario’s
with the British colonies. For three decades, it traded peaceably
French navy was moored there but the fort had only a hundred
with South Carolina. In 1755, Governor Dinnwiddie promised to
soldiers to defend it. When Bradstreet’s force of 3,000 suddenly
procure about 400 Cherokee and Catawba warriors to Braddock’s
appeared and emplaced its cannons outside the walls, French sur-
expedition. It was never fulfilled. By 1757, Fort Loudoun and Fort
render was unavoidable. The British army destroyed all it couldn’t
Prince George located amid the Cherokee Lower Towns seemed take back to Oswego. That staggering loss of French means of war
ready to foster stable relations with these natives. Finally in May and trade goods would undermine indigenous peoples’ support for
1758, 700 Cherokee warriors joined General Forbes’ expedition the French. Fort Niagara was also a crucial hub for the western
against Fort Duquesne (Forks of the Ohio space), thanks to his French forts. It would be besieged by the British the following year.
unique grasp of their strategic importance and his numerous ac-
commodations with them. 21. Armed Battoemen  AR START

Following the raid and destruction of Fort Bull and its stores in
14. Perfect Volleys March 1756 (Lake Oneida space), the British supply line to the
September 13th 1759, on the Plains of Abraham (Québec space), Oswego fort complex was endangered. In July, Lieutenant Colonel
General Wolfe’s line of battalions stood waiting, harassed by in- Bradstreet’s armed “battoemen” successfully supplied it in the teeth
digenous and French skirmishers on the flanks, and receiving dis- of French and indigenous skirmishers trying to intercept them.
organized volleys from the French battalions advancing in front of
them. When finally the order was given to fire, the aimed volleys of Event Clarification: Supply check is still performed normally
2,000 redcoats and Highlanders hit the enemy ranks now standing at End-of-AR (14.0 step #3).
in the most lethal range of musket fire (25 to 35 meters). The French
stood their ground and responded in kind, trading volleys with the French Card Events
British. But the more efficient British fire took its toll until it was
too much to bear. Languedoc and La Sarre regiments were the first
battalions to break. Shortly after, the whole French line fell back.

17. See Event no. 4

18. 1758 1759   Wintering Rear Admiral  AR START

Naval facilities were limited in North America, forcing navies of


both sides to return to their European bases each winter. But after
Loudoun’s failed expedition against Louisbourg in 1757, Admiral
Holburne had orders to leave 8 ships of the line wintering in Hali-
24.   Forced March
fax. Likewise the following year, after Louisbourg’s capture, admiral Buildup
Durell remained at Halifax with his naval squadron. On July 7th, 1758, as Fort Carillon (Ticonderoga space) faces more
than 17,000 British and colonial troops, General Lévis and his men
Event Clarification: if that card has been played at AR1 or arrive in the nick of time to boost the French defense. Lévis’ troops
AR2, 8 pieces are drawn from the Fleets pool instead of 9 (as were preparing a diversionary expedition towards Albany via Os-
indicated on scenarios 3 and 4 British Information sheets). wego. When warned of the impending British attack on Carillon,
they left Montréal on July 1st and hastily covered 150 miles by foot
19. 1758 1759   Iroquois Diplomacy  AR START and bateau to arrive at Carillon five days later.
At the beginning of the 18th century, the Iroquois Confederacy
had renewed the Covenant Chain bonding them with the English 27. 1757   Lucky Cannonball
while at the same time concluding a peace treaty with the French. Though at a disadvantage in the artillery duel of August 1756 for
They had come to the realization that the English were incompetent the capture of Fort Oswego, the French Canonniers-Bombardiers
military allies. As everything could be gained by playing off one kept up a brisk fire. At about nine in the morning of August 14th
European nation against the other, Iroquois neutrality became both a cannonball struck the British commander Mercer, killing him
the basis of stability and a source of power. In 1759, in response to instantly. Losing this true fighter who was the spirit of the fort’s
the possibility of an Indian confederation in the west, the Iroquois defense was a disaster for British morale. The garrison surrendered.
finally sided with the prevailing British, contributing an unprec-
edented thousand warriors. Event Clarification: see card #8.

© 2020 GMT Games, LLC


32 Bayonets & Tomahawks

28. 1757   Construction Frenzy 33. 1757   Hesitant British General  AR START

In Fall 1759, following Québec and Saint Frédéric’s (Ticonderoga In the Summer of 1759, General Amherst leads 10,000 men along
space) capture by the British, the French desperately needed fortifi- the crucial Lake Champlain axis (Lake George space). It is the
cations on three fronts. Fort Jacques Cartier was built to protect Les biggest British army advancing towards Canada. The more he’ll
Trois Rivières from the east; Isle aux Noix was heavily fortified to draw French forces on that front, the more Wolfe’s smaller army
deny access to Montréal from the south; and Commandant Pouchot at Québec is likely to succeed. But after Forts Carillon and Saint
constructed Fort Lévis on Îsle Royale (La Présentation space) to Frédéric’s (Ticonderoga space) token defense, Amherst stops his
block the Saint Lawrence River eastward. army and embarks on an ambitious construction program that
contributes in no way to the invasion of Canada that year.
Event Clarification: see card #7.
34. Disease in British Camp  AR START
29. Cherokee Diplomacy  AR START
Camp conditions, especially in the more chaotic Provincials’ camps,
Since 1754, French agents ranging northward from Fort Toulouse promoted sickness. An encampment’s mixed latrines, kitchens,
(off map, near present day Montgomery, AL) as well as Shawnees graves, water sources, and slaughtering of cattle spelled sanitary
(Chaouanon Indian unit) were seeking to forge an alliance with disaster. Lieutenant Colonel Burton described conditions at Fort
the powerful Cherokees. Although they finally sided with the Brit- William Henry in 1756: “about 2,500 men, 500 of them sick …
ish in 1758, British colonists’ encroachments on Cherokee Lower They bury from five to eight daily… Extremely indolent and dirty
Towns territory, attacks on returning Cherokee warriors by colonial to a degree that the fort stinks.” In 1768, the physician Ravaton
militia, and the imprisonment of a Cherokee delegation in Charles noted that up to 19% of the men would be unfit for duty because
Town led them to war against the British by 1760. of sickness by the end of a campaign. Smallpox was one of the
most debilitating outbreaks that could affect military operations.
30. Reluctant Wagoneers  AR START

The British army’s supply system depended on colonial resources.


36. 1755 1756   Frontiers Ablaze
In 1755 and 1758 alone, thousands of wagons were destroyed
and tens of thousands of horses were lost across the unforgiving After Braddock’s defeat in 1755, the British army’s abandonment of
Allegheny Mountain Range during Braddock’s and then Forbes’ the backcountry led to incessant raids from Virginia to New York by
expeditions against Fort Duquesne (Forks of the Ohio space). As emboldened indigenous French allies. In 1756 raiders struck within
the army slowly processed claims by the owners, not many would 60 miles of Philadelphia, taking 500 scalps and 200 prisoners. Hast-
answer future appeals for wagoneers and teams. This would lead ily built forts and stockades gave an illusion of security to settlers
to an acute shortage of transport in the spring of 1759. but had very little effect to curb raiders, who simply bypassed them
or attacked the least defended of them, destroying some.
Event Clarification: for instance, with British card #13 that
has a “2x” Light AP, an Army AP, and a Sail/Army AP, only 37. 1755 1756   Coup de Main
the Army AP would be lost.
(French for “blow with the hand”: a swift attack that relies on
31. Round Up Men & Equipment  AR START
speed and surprise)
After the crushing defeat at Québec in Fall 1759, Vaudreuil and On March 27, 1756, after an incredible 13-day snowshoe trek
Lévis mustered every potential combatant in unoccupied Canada. through the wilderness, 366 French and indigenous warriors led by
A balanced force of 4,000 French regulars was assembled and re- Lieutenant Léry appear, as if out of nowhere, outside the palisade
organized. It joined Canadian skirmishers and indigenous allies of Fort Bull (Lake Oneida space), a vital supply link of Oswego.
in the March 1760 attempt to recapture Québec. Léry’s party runs directly to the shut gate and hacks at it with axes
while pouring fire inside the fort through its gunports. When the
32. Wilderness Ambush gate finally gives way, the small garrison is annihilated, and the
On July 9th, 1755, General Braddock pressed ahead on the fort and its supplies destroyed. The French and their allies vanish
path to Fort Duquesne (Forks of the Ohio space) with 1,200 of back into the woods to return to La Présentation.
his best troops. In reaction, French Captain Beaujeu gathered
250 light troops as well as 600 indigenous allies and rushed on the
well-known trail, to collide with the enemy army. The French and
indigenous skirmishers deployed along the British flanks, pouring
deadly aimed fire from cover. The redcoats’ volleys hit mostly trees.
As officers fell one after the other, panic dissolved the British ranks.
The retreat across the Monongahela River soon turned into a rout.
The British suffered 1,000 casualties while the French and their
indigenous allies lost 43 men.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 33

38. 1755 1756   Iroquois Diplomacy  AR START Indian Card Events


In 1755, Vaudreuil’s arrival as governor of New France repaired
French relations with the Iroquois Confederacy that had deterio-
rated during his predecessor’s reign. Though nominally allied to
the British by the Covenant Chain, the Iroquois chastised them for
their military weakness: “look at the French, they are men, they
are fortifying everywhere,” “you are like women, bare and open
without any fortification.” Furthermore, New York colonists were
actively scheming to deprive their indigenous ally from 800,000
acres of territory.

39. 1758 1759   French Lake Warships 45. Smallpox Epidemic  AR START
From 1758 onward, French schooners and xebecs on Lake Great Lakes indigenous peoples present at the fall of Fort William
Champlain had 32 cannons between them to sink whaleboats and Henry in 1757 (Lake George space) unknowingly brought back
bateaux carrying British troops and stores. On Lake Ontario, nine to their homelands smallpox-infected captives and plunder. This
French sloops posed a threat to British expeditions. triggered a great epidemic that devastated French allies in the west.

Event Clarification: As indicated on the card, this Event is 46. Staged Lacrosse Game
applicable only if the French control a space on either or both Following the British victory in 1760, French forts were occupied by
ends of the chosen Highway (simulating a base for his lake the British. “Pacified” indigenous peoples were disgruntled by the
ships). British Raid, Movement (including Overwhelm or at- British trade and settlement policies. They planned a generalized
tack), Marshal Troops, or Road Construction are not allowed revolt known as Pontiac’s War. On June 2nd 1763* in front of fort
on that Connection for the current AR only. But the chosen Michilimackinac (off map, between Lakes Huron and Michigan),
Highway can be used for Retreat. Fort Construction can oc- a group of indigenous warriors started a game of lacrosse in front
cur normally on any British-controlled space connected to of the fort and threw the ball “accidentally” right outside the open
the chosen Highway. gate. They rushed towards the ball, followed by their wives with
concealed weapons. Within minutes, they all were inside the fort
40. 1758 1759   Rough Seas  AR START
where they killed or captured its entire complement of soldiers
and traders.
On September 25, 1757, while cruising off Louisbourg to lure
Admiral de la Motte’s French ships out, Holburne’s naval squadron * Though it took place after 1759, this Event is typical of the conflict.
was hit by the worst gale in many years. HMS Tilbury (60 guns) 49. Pursuit of Elevated Status
sank and other British ships were seriously damaged, forcing Hol-
For an indigenous warrior, an achievement that involved brav-
burne to put in at Halifax for repairs. This cancelled any further
ery and stealth against the enemy was a way to gain status.
attempt against the French fortress that year.
In April  1758, most warriors of an expedition against Ger-
man Flats (Lake Oneida space) decided to turn back home. But
41. 1758 1759   Indomitable Abbatis Ohquandagegthe, an Oswegatchie chief seeking higher status
In July 1758, Montcalm’s 4,000 troops at Fort Carillon (Ticonderoga among his people, decided to continue and convinced 2 other
space) feverishly built a line of entrenchments as a British army members of the expedition to do as well. They reached the window
of more than 17,000 men sailed on Lake George towards them. of a guardhouse where 11 colonial soldiers were busy gambling.
The defenses included an impressive abbatis, the 18th century Ohquandagegthe flung through the window alone. Shouting war
equivalent of barbed wire, consiting of trees felled toward the enemy cries, he swiftly threw the enemy’s muskets out the window. The
and whose branches are cut and made pointed. Through faulty frozen guards were all taken prisoner.
reconnaissance, General Abercrombie ordered a frontal attack of
that abbatis, where batallion after batallion entangled itself. After Event Clarification: it could be the Interception roll on a space
2,500 fruitless casualties, the British assault was finally broken. other than the target space and the Raid roll on the target
space, or Interception and Raid roll both on the target space.

50. A Right to Plunder & Captives


Indigenous peoples took part in warfare to individually obtain
status and prestige through plunder and particularly through
the taking of prisoners. Plunder was as significant to them as the
capture of a stronghold was to a European. Captives were valuable
commodities that could be sold, exchanged, retained for labor, or
fully incorporated in indigenous families and communities. The
captive adoption process was intended to make good the loss of
community members from disease and warfare.

© 2020 GMT Games, LLC


34 Bayonets & Tomahawks

51. British Encroachment  AR START See also the counters info section (p. 38) for all indigenous
British diplomatic efforts towards indigenous peoples were ham- nations portrayed in the game. For game narrative reasons I
pered by the land-hungry American colonists. Sometimes, several labelled each Indian unit with the name its European ally used
colonial legislatures competed for the same lands. From the Eastern to designate the people the counter represents.
Seaboard to the Ohio, the original inhabitants of North America I apologize in advance if any inaccuracy in spelling occurs as
were constantly pushed back inland. Treaties did not protect them. there is no universal source on the subject. Sometimes, I had to
The Cherokee War of 1760-61 and Pontiac’s War of 1763-64 were dig deep (or translate in the relevant language) to get a particular
the direct result of British and colonists’ high-handedness. location name. Still, I feel the result is much better than plastering
the indigenous lands with European names!
53. Pennsylvania’s Peace Promises  AR START

In July 1758, Moravian missionary Christian Frederick Post A Quasi-Faction


set out for the Ohio under the protection of the Lenape sachem Indigenous peoples are numerous, each pursuing its own aims.
Pisquetomen, brother of the fierce war chief Shingas. In a perilous In the mid-18th century, the powerful Haudenausonee (Iroquois)
months-long journey, he delivered a peace message to the Lenape Confederacy sat astride the French and British empires along
(Delaware unit), Shawnee (Chaouanon unit), and Ohio Iroquois the Mohawk Valley as well as north and south of it. Only nomi-
(Mingo unit) nations, who suffered greatly from the war. Despite nally allied to the British through the Covenant Chain, it acted
French attempts to assassinate him, Post returned home with a mostly neutral until 1759, with the exception of the pro-English
peace overture from Ohio indigenous peoples to General Forbes, Kanyen’kehà:ka (Mohawk unit) and the pro-French Onödowága
and their “brethren” in Pennsylvania. On October 26th, the third (Seneca unit). In the Southeast, the Aniyunwiya (Cherokee) were
Treaty of Easton left the French without allies in the Ohio region. the largest indigenous people, maintaining fragile ties with the
54. Let’s See How the French Fight British. Misunderstood by Braddock in 1755, they would join
British operations only in 1758 and… ended up in war against
In Fall 1758, British General Forbes’ army was approaching French
them right after that (Anglo-Cherokee War 1758-1761). The
Fort Duquesne (Forks of the Ohio space). Most French allies were
French had the allegiance of a multitude of other indigenous
gone following successful raids in the summer. French Colonel
peoples spread all over the wilderness, and also of those in
Lignery asked for assistance by sending a wampum belt to the
Catholic missions neighboring French settlements.
Lenape village of Kuskuski (Kittaning space). Its warriors kicked
it about as if it were a snake: “Give it back to the French Captain I admire the bold step designer Harold Buchanan took by creating
and let him go with his young men; he boasted much of his fight- a full indigenous faction in his game Liberty or Death that covers
ing; now let us see his fighting. We have often ventured our lives the Revolutionary War. Bayonets & Tomahawks aims also to give
for him, and had hardly a loaf of bread in return; now he thinks a unique character to indigenous people’s units in the game.They
we should jump to serve him.” have a separate deck of cards, and also particular rules to reflect
their unique way of waging war and their independence from
European command. The two largest indigenous peoples of the
Design Notes game may join either the French or the British faction through
diplomacy card Events.
The Indigenous Peoples: Dominating the Cards for the Right Tempo of Action
Expanse of the North American Wilderness Like many players, I have more fun moving armies on the map
“Indian”: That term is used strictly in the historical context than managing logistics. The card mechanics I tailored for the
of this conflict for the game’s rulebook and components. The game is an abstract yet rich summarization of the limitations and
term “indigenous peoples” is used everywhere else, as well as variability of supply for each player’s armies. It gives the right
the actual name of each people, taking into account spelling operational tempo for that theater and period. To determine
variations. The term “control” in the game mechanics implies the Action Points on the cards, I started by listing all operations
in no way a loss of autonomy by these people. carried out during the conflict (from mere raids to full sieges).
Then I used that data to determine the quantity and type of Ac-
First and foremost, I wanted Bayonets & Tomahawks to represent tions (Raid, Movement, Construction, etc.) each faction could
the portion of North America featured in the game as it was in typically perform in a game Year.
that period: an expanse covered by forests that was home to the
diverse indigenous peoples of North America. European colo- Custom Battle Dice System
nists were limited to narrow footholds in the Saint Lawrence One Unit, One Battle Die
Valley (French) and east of the Appalachian Mountains (British).
I favored a simple “bucket of dice” system where each unit in
Thus all Wilderness Spaces bear a name used by the relevant battle rolls one die. This required some calculations to ensure
indigenous people (see Geographic Locations p. 37). Likewise, each unit represents an equivalent “chunk” of battlefield potency.
each British and French settlement or outpost is named and From there, as in many games, an attacker who rolls more suc-
spelled the same way it was in that period. cessfully than the defender carries the day.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 35

Universal Result Face: Flag Icon could normally Hit the British Brigade, the latter is Eliminated
The Flag icon, featured on two die faces, is the basic roll that is by the Rout’s mandatory loss of one unit. The total of British
successful for all unit types. It represents good maneuvering or losses (a 1,500-man Brigade + half of a 600-man Light unit)
anything else that contributes to victory. Thus a 300-man Light comes much higher than the 1,000 casualties actually inflicted
piece has the same basic chance as a 1,500-man Brigade of con- to the British in that battle. But historically, the surviving British
tributing to the battle outcome. Far from being supernatural, regulars fell back all the way to Philadelphia, setting up “winter
it reflects the impact light troops had in the North American quarters” there…in August! They vanished from operations, so
theater, out of proportion to their numbers. to speak. That game result is even more realistic if we take into
account that an eliminated Brigade might come back in play at
Hit Die Faces: Geometric Peg Board Approach Winter Quarters step #8. In comparison, the French and their
Now, how to create a system that will reflect actual battle losses of indigenous allies historically suffered 40 casualties in that same
the mid-18th-century North American theater? By compiling de- Battle, not enough to justify flipping any of the 3 Light units
tailed statistics of all skirmishes and battles of the French & Indian involved to its Reduced face.
War, I was able to reflect in a single custom die the lethality of very Braddock’s defeat in 1755 thus represents an extreme case where
different unit types (from light troops to ships). The result: two Hit
all went wrong. At  the other end of the spectrum, we have
faces and one “Bayonets & Tomahawks” (B&T) face for chrome
Carillon’s (Ticonderoga) unexpected French victory of July 1758
specific to a unit type (e.g. the effect of artillery on infantry).
where all goes exceedingly well against all odds (and the “Indomi-
In that particular era and theater, a given unit type is best suited table Abbattis” card #41 Event is necessary for that outcome).
to inflict losses on units of a similar type: line infantry vs. line
infantry, light troops vs. light troops, ships vs. ships. An approach Added Chrome, Commander Casualty
based on the kid’s geometric peg board game facilitates that. The B&T die face effect varies depending on the unit that rolls it.
Units are of three distinct shapes (triangle, square, circle), and It may simulate the Metropolitan Brigades’ superior firepower in
the two Hit faces each have two of these shapes (circle is on both linear battle, or the losses inflicted by Artillery, or several other
faces for the more powerful Artillery, Fleets, and Forts). To hit, a relevant aspects of Age of Reason warfare in that theater. And
battling unit’s roll must match its own shape, and there must be the Miss face may trigger a Commander casualty check.
an enemy unit of the same shape to receive the hit. With such a
system, the huge size difference between certain unit types does To Sum It Up
not distort battle results as different unit types cannot hit each Bayonets & Tomahawks’ custom dice system replicates the full
other. Of course there are exceptions such as artillery, ambushes, range of battle outcomes of the French & Indian War (I tested
etc. That’s where the chrome (or B&T) die face and Battle-relevant repeatedly each historical battle). It has a tactical feel for the fun
card Events come in handy. factor, but it actually represents the impact of troops over the large
Does it translate to battlefield reality of the period? Yes. The data territory that each space encompasses: Flag rolls by Light units
confirms that skirmishers did not mow down entire battalions. simulate disruption in the rear of the enemy or useful scouting
And of course they will remain dispersed or in cover when fac- that benefits the main army; Flag rolls by Brigades simulate better
ing battalions, rendering volley fire ineffective against them. The deployment at key spots or an unexpected maneuver that foils the
few casualties that occur when a Brigade faces a Light unit does enemy’s plan; etc. The Hit rolls sum up fighting taking place all
not justify flipping either unit to its Reduced face (that would over a space during the several weeks an Action Round represents.
represent a loss of 750 men for a Brigade or 150-300 men for a
Light unit!). For example, Wolfe’s thin red line of 3,000 men at Victory Bonuses
Québec’s battle in 1759 received fire for several hours from 1,000 To propel the players in the mindset of 18th-century military
French and indigenous skirmishers positioned on its flanks. Still, planners, Victory Spaces are distributed on the board according
these redcoats eventually delivered the “perfect volleys” that to the strategic/diplomatic importance of areas in that period.
broke the French regulars coming on their front. Either we let go Similarly, Victory Bonuses represents achievements the op-
of the post-Napoleonic paradigm of high casualty rates in linear ponents historically tried to fulfill at each stage of the conflict.
battle, or start believing in 18th-century zombies!
For example, the west had a high strategic value that justified
Now if Light units cannot hit Brigades, how does the game simu- spending considerable effort and resources there until the very
late an event such as Braddock’s army’s “elimination” by skirmish- end of the conflict. For the French, it meant the connection to
ers at the Monongahela battle in July 1755? The 1,200-1,500 men their Mississippi colony (Louisiana). For the British, it constituted
of the British force (equivalent to 1 Brigade and 1 Light unit) prime land expanses for settlement.
were against 900 French and indigenous skirmishers (equivalent
to 3 Light units). No Artillery unit involved: the British cannons Impact of the War in Europe
were left behind, except for a few lighter guns. Assuming the War in Europe (WIE) chits were introduced in the game to create
British player rolled no applicable result with his two Battle rolls just the right level of uncertainty regarding the coming of peace
(e.g. a square/circle Hit and a Miss) and the French player rolled in Europe. The random process of gaining a WIE chit each time
three valid results (e.g. two Flags and a triangle/circle Hit), the a Metropolitan Brigade is eliminated may affect the Victory track,
British would be Routed. So even though no French Light unit tipping victory one way or the other with one or 2 VPs.

© 2020 GMT Games, LLC


36 Bayonets & Tomahawks

Game End in 1759 Game Scale


Historically, the conquest of Canada dragged into 1760. Author These scales are approximate.
Jonathan  R.  Dull wrote about the futility of that additional
campaign year: “It resembled the endgame of a poor chess player 16 field/siege guns. Roughly equivalent to
bringing every unit into action against an opponent with nothing Artillery
4 batteries.
left but a few pawns rather than moving quickly to checkmate.”
Wall-mounted cannons and fortress
Not fun to play at all! Bastion
garrison.
The French in New France fought stubbornly to the very end in
1,500 men. Roughly equivalent to
the hope that, like in previous colonial wars, peace in Europe
2 battalions.
would interrupt their adversary’s advance against Canada. To
that effect, General Montcalm was instructed in 1759 to make Brigade In the Age of Reason, the brigade was not a
sure a significant portion of the Saint Lawrence Valley remained permanent grouping of units. But it was more
in French hands so that the whole colony might be recovered at flavorful to use that word instead of “pair of
the peace negotiations. battalions” to designate these game units!
For the British, the actual plan was to complete the conquest of A successful army commander of the
New France in 1759. The enormous army at Amherst’s disposal Commander period, along with his staff and officers’
stopped after overwhelming token French resistance in the Lake baggage train.
Champlain area. This allowed the bulk of the French army to 5 ships of the line and accompanying trans-
concentrate at Québec against Wolfe’s much smaller army. Fleet port ships. It includes marine soldiers that
Meanwhile in Europe, despite Friedrich II’s military genius, Prus- can support land forces.
sia was in dire straits since 1758 against the three biggest powers A Vauban fort with glacis, ditch, earth-filled
(Austria, France, and Russia). Peace in Europe might have hap- walls, and other typical defensive works. It
pened earlier than it actually did, thus saving the French empire Fort
includes its core garrison and wall mounted
in North America…until the next colonial war! cannons.
As Canada capitulated in 1760, an Anglo-Cherokee war raged 300 men, each Unit representing the war-
until 1761. A lesser known fact is that as late as 1762, French Indian unit riors of an Indian people (or combined
forces captured St. John’s to secure their rights to the fisheries peoples’ warriors).
of Newfoundland. And the ink of the 1763 peace was not dry A prominent Indian people of the period,
when Pontiac’s War was started by a federation of indigenous Indian Nation represented by several Indian units in the
peoples, lasting until 1766. Thus, although the Canadians had game.
been conquered in 1760, war was still going on in North America
for a while… 300-600 men depending on proficiency in
Light unit
wilderness warfare.
So, the clock stops in the game at the end of 1759 and the final
scoring reflects all that “might have been” after that game Year. A period of 3 weeks.

Action Round Buildup ARs and AR9 are longer, represent-


A French & Indian War Sandbox ing the lower tempo of Spring and Autumn
In addition to the four core scenarios, I included some respectively.
scenario variants, customizable play balance and solitaire as Distance varies widely, taking into account
well as teamplay guidelines. With all that, you can explore the difficult terrain, portages, etc. Typically in
French & Indian War to the fullest! an Action round, units will cover as much
distance as 18th-century troops did in that
theater of war.
Actual movement takes place only during a
Connection fraction of an AR’s duration. Time is spent
receiving orders and assembling the troops,
their supplies, and transport means (canoes,
bateaux, or wagons depending on the ex-
pedition). For example General Prideaux’s
1759 expediton to Niagara from Albany
(4  connections in the game) took 8 weeks
from order transmission to arrival.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 37

Geographic Locations Waabishkiigoo Gichigami (“Neutral’s Sea” Anishinaabe):


Rondeau peninsula, Ontario
This list indicates the modern toponym for each space when Wazowategok (Alnôbak): Missisquoi River, Québec
different from the one on the game board. Each Wilder-
Wolastokuk (Wolastoqiyiq): Saint John River, New Brunswick
ness Space bears the name given to the area by a relevant
indigenous people, taking into account numerous spelling Winoskitegok (Alnôbak): Winooski River, Vermont
variations. Zawakwtegok (Alnôbak): Saco River, New Hampshire

Indigenous Names British Names

The relevant people’s language is indicated (see Indigenous Beverley: Staunton, Virginia
Peoples in the Game). Note that the reliability of each source Forks of the Ohio: Pittsburgh, Pennsylvania
used is variable (several spellings exist for many names). Gnadenhütten (German): Lehighton, Pennsylvania
Assunepachla (Lenape): near Hollidaysburg (colonial Newfoundland: St. John’s (associated to Nova Scotia Colony
Frankstown), Pennsylvania for game purposes only)
Cawichnowane (Haudenosaunee): Lock Haven, Pennsylvania Number Four (land parcel): Charlestown, New Hampshire
Chote (Aniyunwiya): Vonore, Tennessee Rays Town: Bedford, Pennsylvania
Diiohage (Lenape): Cuyahoga Falls, Ohio Rumford: Concord, New Hampshire
Gennisheyo (Haudenosaunee): Geneseo, New York St. George: Thomaston, Maine
Goasek (Alnôbak): Cowass, near Newbury, Vermont Wills Creek: Cumberland, Maryland
Kadesquit (Alnôbak): Bangor, Maine French Names
Kahnistioh (Haudenosaunee): Canisteo, New York Acadie: New Brunswick, Cape Breton Island (Nova Scotia),
Kahuahgo (Haudenosaunee): Black River, New York and Prince Edward Island
Kenebec (Alnôbak): Kennebec River, Maine Chignectou: Aulac, New Brunswick
Keninsheka (Lenape): Kanhawa River, West Virginia Baye de Cataracouy: Kingston, Ontario
Keowee (Aniyunwiya): Lake Keowee, South Carolina Grand Sault: Great Falls, New Brunswick
Kithanink (Lenape): Kittanning, Pennsylvania Niagara: Youngstown, New York
Kwanoskwamcok (Peskotomuhkatiyik): Saint Andrews, La Présentation: Ogdensburg, New York
New Brunswick La Presqu’Isle: Erie, Pennsylvania
Loyalhanna (Lenape): Ligonier, Pennsylvania Le Baril (“The Barrel”): Cincinnati area, Ohio
Mamhlawbagok (Alnôbak): Lake Memphrémagog, Québec Le Détroit: Detroit, Michigan
Matawaskiyak (Wolastoqiyiq): Lake Témiscouata, Québec Les Illinois: Metropolis, Illinois.
Matschedash (Anishinaabe): Waubaushene, Ontario Pays d’en Haut (“Upper Country”): includes parts of Illinois,
Mekekasink (Lenape): Farmington (colonial Great Meadows), Indiana, Kentucky, and Michigan for game purposes (much
Pennsylvania larger in fact).
Mikazawitegok (Alnôbak): Black River, Vermont (Plymouth) Pointe Sainte-Anne: Fredericton, New-Brunswick
Minisink (Lenape): Delaware Valley (from Minisink Ford, Port Dauphin: Englishtown, Nova Scotia
New York to Delaware Water Gap, Pennsylvania) Port la Joye: Rocky Point (Charlottetown area),
Molôjoak (Alnôbak): Madison, Maine Prince Edward Island
Mozôdebinebesek (Alnôbak): Lake Moosehead, Maine Rivière Ouabache (Wabash River): Uniontown, Kentucky
Mta’n (Mi’kmaq): Matane, Québec Rivière Ristigouche: Pointe-à-la-Croix, Québec (Campbellton,
Namaskonkik (Alnôbak): Lake Mégantic, Québec New Brunswick area)
Nihanawate (Haudenosaunee): Raquette River, New York
Onontake (Haudenosaunee): near Syracuse, New York
Onyiudaondagwat (Onödowága): Irondequoit, New York
Oquaga (Haudenosaunee): Windsor, New York  
Ouentironk (Wendat): Lake Simcoe, Ontario  
Sachenda’ga (Haudenosaunee): Sacandaga River, New York
Saugink (Anishinaabe) : South Bruce Peninsula, Ontario
Taconnet (Alnôbak): Winslow, Maine
Tu-Endie-Wei (Wendat): Point Pleasant, West Virginia

© 2020 GMT Games, LLC


38 Bayonets & Tomahawks

Counters Info Other Units


Royal American Metropolitan Brigades
This section gives noteworthy info on some of the game’s units.
These two units represent all 4 battalions of that regiment (3rd
Indigenous Peoples in the Game and 4th battalions are not named on the counters).
Indian unit counters are identified with the name their British or Hypothetical British and French Units
French ally used to refer to them in that period. The English name
is used for neutral Indian Nation units, and also when the French French reinforcements from Europe were minimal during the
name is the same, or impractical for game purposes. English French & Indian War, except in 1755. Hypothetical French units
equivalent is indicated under French-allied Indian counter names. have been added to allow the possibility of more reinforcements
within the bounds of what France could have achieved with its
navy in that period. For play balance, a similar number of hy-
PEOPLE* GAME UNIT DETAILS pothetical British units has also been added.
Abénaki Includes Catholic
Alnôbak
(Abenaki) Wendats (Hurons) UNITS ACTUAL DEPLOYMENT
Mississagué
Anishinaabe Southeastern Ojibwa Angoumois & Beauvoisis Troops sent to strengthen
(Mississauga)
Saint Domingue (Haiti)
Aniyunwiya Largest people Boulonnois & Royal-Barrois
Cherokee or that took part in the
(Tsalagi) in the Southeast Foix & Quercy invasion of Newfoundland.
Peoples of the Iroquois
Confederacy Troops sent to New France
De la Marine (2nd counter) but captured at sea by the
The “Mohawk” and British during the conflict.
Haudenosaunee Iroquois “Seneca” Indian
counters represent the Howard’s Buffs & King’s Own Took part in the invasion
non‑neutral nations of Guadeloupe
of that Confederacy. 61st & 63rd Foot
British: Took part in the invasion
Campbell (Highland)
Mohawk of Martinique
Counter name from Took part in the invasion
Kanyen’kehà:ka French: main mission village. Morgan (Light unit)
of Havana
Kahnawake It includes Catholic
(Catholic Anishinaabe (Algonquin)
Mohawks) and Nipissing of other Same Name Units
mission villages.
Howe British Commander: Brigadier General George Augustus
Lenape Delaware Howe, killed in June 1758 in a light troops skirmish at Ticon-
Mi’kmaq Micmac deroga.
Includes Potewatmi Howe British Light unit: his younger brother William Howe,
Outaouais (Potawatomi) Lieutenant Colonel who led the light troops up the Foulon road
Odawa
(Ottawa) and Mamaceqtaw at Québec, September 1759.
(Menominee)
Lévis French Commander: Brigadier François-Gaston de Lévis,
From the Lenape word General Montcalm’s second-in-command.
Ohio Iroquois Mingo
“menqwe” (stealthy)
Lévis French Fort: begun in Fall 1759 and named in honor of
Onödowága The French called them Lévis, now Commander-in-Chief of French troops in Canada.
Seneca
(Onondowagah) Tsonnontouans
Chaouanon
Shaawanwaki
(Shawnee)
Includes
Peskotomuhkatiyik
Malécite
Wolastoqiyiq (Passamaquoddy)
(Maliseet)
and Panawahpskek
(Penobscot)

Sources: indigenous nations’ websites and Handbook of North


American Indians — Volume 15: Northeast, Bruce G. Trigger.
Spelling varies depending on source.
© 2020 GMT Games, LLC
Bayonets & Tomahawks 39

Forts
The game’s counters represent Vauban type forts. Some non-
Scenario Variants
Vauban forts are included in 1755 because of their relative
strength in the early war.
Scenario 1B

For flavor purposes, here are the space and year when Fort units Early French & Indian War 1755-1756
of the pool were actually constructed. This is a longer “petite guerre” scenario where the British are not
yet fully mobilized. Still, they must prevent enemy encroachments
and hamper raids while capturing vulnerable French areas.
YEAR FORT (SPACE / details)
Use the Scenario 1 “Vaudreuil’s Petite Guerre” and Indian
British: setup sheets with the following adjustments:
1755 Cumberland (Chignectou / captured French Fort)
Duration: 2 Years
British:
Additions to counter pools at scenario start:
Augusta (Shamokin)
Herkimer (Oneida Lake) Commanders Metropolitan Brigades
1756 William Henry (Lake George)
French:
Carillon (Ticonderoga)
British:    
Edward (Albany / strenghtening of Saratoga)
Frederick (Winchester)
1757
French:
Massiac (Les Illinois)   2X
Niagara (Niagara / Vauban works added)
   
1756 Reinforcements: draw same reinforcements as 1755.
British:
Bedford (Rays Town) 1756 Year-end Bonuses:
Ligonier (Loyalhanna) Control 1 or more Control 2 or more
+1 +1
Stanwix (Oneida Lake) British Settled Spaces French Victory Spaces
1758
French: Year End Victory Thresholds
Frontenac (Baye de Cataracouy / hypothetical 1755  French side of track 1756
strenghtening) French:
British:
Crown Point (Ticonderoga)
Ontario (Oswego / rebuilt) British 1755-1756:

Pitt (Forks of the Ohio)
1759 Pownall (St. George) Scenario 3B
or later Ticonderoga (Ticonderoga / captured French Fort) An Ambitious British Offensive 1758
The fully mobilized British and Colonial forces, backed by the might
French: of the Royal Navy, push on to reach the heart of New France. At the
Jacques Cartier (Les Trois Rivières) end of this one-Year scenario, the French must have thwarted the
Lévis (La Présentation) enemy’s advance in order to perpetuate New France’s resistance.

On any space covering an area that actually included several forts, Use the Scenario 3 “Amherst’s Juggernaut” and Indian setup
a single Fort unit represents them all. sheets with the following adjustments:
Duration: 1 Year
Year-end Victory Thresholds
French:

British:

© 2020 GMT Games, LLC


40 Bayonets & Tomahawks

Scenario 4B Yearly Reinforcements


Historical French & Indian War 1755-1759 Set aside all units indicated in the historical reinforcement
tables that follow. At Fleets Arrive and Colonials Enlist LRs,
Uses only the units that actually took part in the conflict. disregard unit draw and placement rules (15.2, 15.3, 16.2, and
16.3). Instead, take the units listed for the current Year in the
Use the Scenario 4 “French & Indian War Full Campaign” and
Historical Reinforcements tables that follow and place them on
Indian setup sheets, with the following adjustments:
the indicated spaces.
Counter Pools If enemy units are on a placement space during Fleets Arrive
Prepare these 4 pools only instead of those on the British and LR, Follow Fleet Retreat Priorities (13.9.1). If during Colonials
French Scenario 4 setup sheets. No Year-end addition to pools Enlist LR, place the new units on the nearest friendly Home Space
(17.5). in the same Colony. Enemy Control markers with no enemy units
are simply removed as new units are placed on a space.

Adjusted Year-end Victory Thresholds


6X 13 X French 1759 British 1758-1759
   
Other Victory Thresholds remain unchanged.

SCENARIO 4B: FRENCH HISTORICAL REINFORCEMENTS

Louisbourg Québec

1755

       

Québec

1756

   

Louisbourg Québec

1757
2X
       
Beauffremont
Marine Royale

Louisbourg Québec Québec*

1758 1759

     
From pool

* Actually weaker than Full units. The British 94th & 95th Metropolitan Brigade has been added to compensate.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 41

SCENARIO 4B: BRITISH HISTORICAL REINFORCEMENTS

Halifax Alexandria Northfield Albany

1755 4X 2X
3X 1X
     
Boscawen
Colvill, Holburne

New York Northfield Carlisle Wills Creek

1756
2X
     
Royal Navy
Holburne**

Halifax New York

1757 2X
2X 3X
         
Colvill Royal Scots& 17th
Holburne 22nd & 28th
46th & 43rd

Halifax Boston

1758 2X
2X
5X
         
Boscawen, Colvill,
Durell, Hardy, Holburne**

Northfield Albany Philadelphia

       

Carlisle Winchester Halifax

2X 1759
7X
   
Boscawen**, Colvill,
Durell, Holmes, Holburne**,
Saunders, Royal Navy

** Included due to counter limitations.

© 2020 GMT Games, LLC


42 Bayonets & Tomahawks

1760 Extended Play


Team Play Rules
These are optional rules for those who would like to extend
Scenario 3 or 4 to play the Year 1760. All team play rules are subjugated to the standard rules.

Optional 1760 Game Year Playing in teams introduces the historical aspect of split com-
mand, along with the antagonism between European, colonial,
• Not part of the game rules: both players must agree to extend
and indigenous people’s aims.
the game at 1759 Year-end. Move the Year marker beside 1759.
• VP Requirement to Play Additional Year: 1760 is played only if Teamplay methodology splits unit and AP management be-
the British player is 3 VP or less short of fulfilling his Victory tween up to two players in each faction.
Threshold at the end of 1759. Place the Year marker right below
“1759” on the track. Teammates for Each Faction
• Reinforcements: same as 1759 for each faction
• Metropolitan Brigades Pool Additions: take 2 British Metro- BRITISH FRENCH
politan Brigades (no Highland) from the losses box and add
Colonial player Indian player
them to the faction’s Metropolitan pool.
• Cards: base cards + 1758 1759 . British player French player
• 1760 Victory Thresholds: Raised to “5” for the British (instead
of “3” in 1759). French Victory Threshold becomes “4” on the Recommended Teams for Each Scenario
British side of the track.
• Uncollected 1759 Year-end Bonuses: may be collected in 1760. SCENARIO BRITISH FRENCH

OPTIONAL RULES  Both players must agree on each. No. 1 (1755) Single player
Single player
No 1B (1755-1756) or 2 players team
Simplified Unit Setup
Single player Single player
Names printed on most counters are for flavor purpose only. No. 2 (1757)
or 2-player team or 2 players team
When taking same type units for a scenario, you may disregard
their names (EXC. Indians, Colonial Brigades, and Command- No. 3 (1758-1759) Single player
Single player
ers). Metropolitan Brigades with gorget icon: take the right No. 3B (1758) or 2-player team
number as they trigger Commander draw.
No. 4 (1755-1759)
Single player* Single player*
Customizable Scenario Play Balance No. 4B (1755-1759)
When a player is much less experienced than his opponent, it is
possible to lessen the level of difficulty for his faction. For the sce- * Teamplay is not possible for the 1755-1759 campaign because
nario’s last Year only, slide that faction’s Victory Threshold one, or the superiority of forces shifts from the French to the British over
at most two positions in the opposite direction the Victory marker the duration of the war.
is slid when that faction gains VPs. The opponent’s Threshold
slides the same number of positions in that direction. “Written Orders from Europe”
Once per Year, at the end of the Fleets Arrive LR (17.2 #10),
Example: In Scenario 3 for Year 1759 only, the British player’s players of a team may discuss up to 5 minutes privately. Other
Victory Threshold could be lowered at most to position 1 on than that, all discussions take place publicly.
the British side of the track. The French Threshold for the same
Year would become position 1 on the French side of the track. Card Choice, Initiative, and Reaction AP
The choice of the card to play and the decision to play first or
Out of Supply with Greater Consequences second (7.1 #4) or to keep a Reaction AP (7.2 #3) is made by:

Added realism to OOS rule (14.1.1). Complicates gameplay. • The Colonial and Indian players: on odd Action Rounds
(AR1,3,5,7 and 9).
Attack Restriction for OOS (10.7): In addition to other OOS • The British and French players: on even Action Rounds
effects, an OOS stack may only attack enemy units or Militia (AR2, 4, 6, 8).
that block its trace to nearest Supply source (14.1). Count
nearest source using Connections that are legal for all units
in the stack. Disregard enemy units/Militia. OOS player’s
choice if several sources at same distance. Overwhelm is not an
attack, so it is allowed without restriction.

© 2020 GMT Games, LLC


Bayonets & Tomahawks 43

Teammates’ Order of Play


BRITISH FACTION TEAMMATES’ UNITS/TASKS
During a faction’s Action Round procedure and Action Phase:
• The Colonial or Indian player performs his Actions first.
British-controlled Indian units / Light units
• The British or French performs his Actions next. (British or Colonial) / Colonial Brigades
Any Reaction AP is played in priority by the relevant teammate
AP type:
(see table below).
• Light APs
Split of Faction’s Tasks • Half of other APs (rounded down). Cannot use
The tables that follow indicate which tasks each teammate Sail  APs (but they are counted to determine
manages for his faction. For any other game related aspect not AP half)
indicated below, teammates decide who takes care of it. Colonial Performs Colonials Enlist LR (16.0)
player
FRENCH FACTION TEAMMATES’ UNITS/TASKS Winter Quarters (17.2):
• Step #4 Indian units to Villages, #5 Colonial Bri-
gades to Disbanded box / #6 Return to Colonies
Light units / French-controlled Indian units
of stacks exclusively composed of Light units or
AP type: Colonial Brigades (may also include Command-
• APs of Indian card ers or Fort), skip 17.3 #3-4 / #8 Light units and
Colonial Brigades from Losses box / #9 Reset
• Light APs of French card
cards.
• Light/Army AP:
Priority to use first Light/Army AP on card Non-Light units / Non-Spent Light units / Non‑Spent
during odd numbered ARs (1-3-5-7-9). Colonial Brigades
The second Light/Army AP on a card (#33,
Indian #41), or any Light/Army AP during even
Player Performs Landing (10.6.1)
numbered ARs (2-4-6-8) may be used if the
French player allows it.
AP type:
Winter Quarters LR (17.2): • Half of non-Light AP (rounded up), including
• Step #1-2 Remove Raided, Rout, and OOS Sail AP
markers / #4 Indian units to Villages / #6 Re-
turn to Colonies of stacks exclusively composed British Performs Fleets Arrive LR (15.0)
of Light units (may also include Commanders player
or Fort), skip 17.3 #3-4 / #8 Light units from Winter Quarters (17.2):
Losses box / #9 Reset cards • Step #3 Sail box to Coastal Space / #6 Return to
Colonies of stacks not exclusively composed of
Non-Light units / Non-Spent Indian or French Light units, including 17.3 #3-4 (Commanders,
Light units Combine Reduced units) for all British stacks
/ #7 Fleets to pool / #8 Metropolitan Brigades
Performs Landing and Artillery from Losses box / #10 Year/Round
marker.
AP type:
• Non-Light APs of French card
• Unused Light/Army APs
French
Player Performs Fleets Arrive LR (15.0)
Winter Quarters (17.2):
• Step #3 Sail box to Coastal Space / #6 Return to
Colonies of stacks not exclusively composed of
Light units, including 17.3 #3-4 (Commanders,
Combine Reduced units) for all French stacks
/ #7 Fleets to pool / #8 Brigades and Artillery
from Losses box.

© 2020 GMT Games, LLC


44 Bayonets & Tomahawks

Pointers for Solitaire Play Select Sources


The game is card-driven but there is no hand management. I am especially grateful to the growing number of authors who
Also, there is a priority order for Retreat and several other write about the less-covered perspective of  the indigenous
rules. This facilitates solitaire play. peoples of North America.

When Playing Solitaire Indigenous Peoples of North America


Use the following summary procedure for the non playing fac- Barr, Daniel P., Unconquered — The Iroquois League at War in
tion. The rest is up to you! Colonial America
MacLeod, D.  Peter, The Canadian Iroquois and the Seven
THE NON-PLAYING FACTION: Years’ War
Trigger, Bruce G., Handbook of North American Indians —
Has no Reserve card (6.0.1) Volume 15: Northeast, Smithsonian Institution
In Action Round procedure (7.1): White, Richard, The Middle Ground — Indians, Empires, and
• Has no choice for faction card to play (no Reserve card); Republics in the Great Lakes Region 1650-1815
• Plays first if with higher Initiative value.
Age of Reason (mid-18th-century) Military
In Action Phase (7.2): Bearor, Bob, Leading by Example — Partisan Fighters & Leaders
of New France 1660-1760 Volumes 1-3
• If French: Indian units Raid if possible, otherwise they move
closer to potential Raid target space. Chartrand, René, Colonial American Troops 1610-1774 —
• When first to play: keeps one Reaction AP (no “2X” AP Volumes 1-3
/ Army AP in priority) if there are three or more APs on Chartrand, René, Louis XV’s Army — Volumes 1-5
faction card.
Duffy, Christopher, The Military Experience in the Age of Reason
Moves any OOS stacks (14.1.1) in order to successfully check
Hughes, B. P., Major-General, Firepower — Weapons Effectiveness
Supply at end-of-AR (14.1).
on the Battlefield 1630-1850
Emergency Artillery (13.2.2): when applicable, takes one
unless it leaves more than 4 units without transport. French and Indian War
Anderson, Fred, Crucible of War — The Seven Years War and the
Applies card Event rerolls (13.5) to the Battle that has the Fate of Empire in British North America
most units eligible for these rerolls.
Bellico, Russel P., Empires in the Mountains — FIW Campaigns
If possible, eliminates its Fort (13.9.5) before retreating. in the Lake Champlain, Lake George and Hudson River Corridor
At Fleets Arrive LR (15.0): Brumwell, Stephen, Redcoats: The British Soldier and War in the
Americas, 1755-1763
If French:
Chartrand, René, Ticonderoga 1758 — Montcalm’s Victory Against
• Places one Fleet on Québec and the rest on Louisbourg if
All Odds
friendly (15.3).
• Places half reinforcements (rounded up, Commander not Dull, Jonathan R., The French Navy and the Seven Years’ War
counted) on Québec, the rest on Louisbourg if friendly. Grenier, John, The Far Reaches of Empire — War in Nova Scotia
If British: 1710-1760
• Distributes Fleets on spaces with the most friendly Johnston, A.J.B. (John), Endgame 1758 — The Promise, the Glory,
units (15.3), prioritize captured Coastal Settled Spaces. and the Despair of Louisbourg’s Last Decade
• Places all reinforcements of a Colony (16.3) on its highest MacLeod, D. Peter, Northern Armageddon — The Battle of the
valued Settled Space, prioritize Victory Spaces. Plains of Abraham
During Return to Colonies (17.3): Preston, David, Braddock’s Defeat — The Battle of the Monongahela
Leaves all possible units on friendly Forts or captured enemy and the Road to Revolution
Settled Spaces. Ward, Matthew C., Breaking the Backcountry — The Seven Years’
War in Virginia and Pennsylvania

© 2020 GMT Games, LLC


Bayonets & Tomahawks 45

Box Cover Painting


CREDITS

Game design / Graphic design: Marc Rodrigue


Developer: Marco Poutré (including VASSAL module)
Rules Editing and Proofing: Max Duboff
Contributors and supporters: Nicolas Cusson, Éric Durand,
Morgane Gouyon‑Rety, Marc Guénette (Stack Académie
Montréal), Chawn Harlow (VASSAL), Mark Herman (via
his C3i Clio’s Corner articles), Andy Lewis, Max Michaels,
Michel Ouimet, Mathieu Provençal, Olivier Revenu (Battles
Magazine), Alexandre Ruel‑Bourassa, Volko Ruhnke,
Barry Setser, Mark Simonitch, Mark Smith,
“October 12, 1758,” by John Buxton  Oil, 18 x 36 Jean‑François Tremblay, Rob Winslow, Brian Youse,
The French and indigenous strike against Fort Ligonier (Loyalhan- and my family and friends for their support.
na) during General Forbes’ methodical advance to Fort Duquesne.
Playtesters: (some are listed above as contributors)
John Buxton (buxtonart.com) is an honored fine artist painting UNITED STATES: Craig Allen, Scott Beall, Ken Dingley,
scenes inspired by the 18th century Wilderness Frontier. Chawn Harlow, Steve Hopkins, Charles Hickok,
Patrick McGovern, Curtis Milbourn, James Pei,
Game Map Source Nicholas Pei, Lucas Rhodes, Bob Sohn, John Staunton,
1755 map of North America by French cartographer Jacques John Texeira, Bill Thomas, Nels Thompson, Josh Winslow.
Nicolas Bellin (1703-1772) inspired the game board design. CANADA: Francis Back, Bill Borys,
Jean‑François Chrétien, Gildas Clément, Patrice Côté,
Stéphane Côté, Jean‑Louis Couturier, Frank Dionne,
Guillaume Doriat, Holly Dumaine, Alex Fafard,
Efdy Gainett, Rory Geoghegan, Rob Hingley,
François‑Xavier M. Jodoin (FX), Félix Le Rouzès,
Marc Howard, Stewart Kiff, Harold Lajoie,
Francis K. Lalumière, Benoît Larose, Bernard Lebrun,
David Ledoyen, Christian Lemaire (Le Griffon store),
Christian Maltais, Michael McCormack, Bob Mosdal,
François Petitclerc, Yannick Poirier, Jean‑Philippe Risi,
Rami Sader, Philippe Sergerie, Olivier Six,
Anthony Spulnik, Mike Szarka, Stéphane Tanguay,
Thibaud de la Touane, Julien Touchette, Mario Vallée,
Quentin Wallut, Vincent Wellemans.
AUSTRALIA & FRANCE: Francois-Xavier Bocquet,
John Mitchell’s 1757 Map of the British and French Dominions in Philippe Hardy, Peter Manger, Mark Smith, Simon Spinetti.
North America was extensively used also for French and English
period names. I want to offer more than an apology should your
name have been left out. You may add it here:

Thanks to the organizers of Carnage Gaming Convention,


ConsimWorld Expo, GMT East, Niagara Boardgaming
Weekend, Salon du jeu de Montréal, Stack Académie
Montréal, and the World Boardgaming Championships
for showcasing the game.
And special thanks to all the P500 backers’ great patience.
The road to publication was especially long, but we finally
got there with your support!

© 2020 GMT Games, LLC


46 Bayonets & Tomahawks

Acknowledgements
I did not spend the past four years “working on my game”: it would be more accurate to say that I attended a master class in game
design, backed by many talented people in the field. Yes I designed the game, and yes I put in the countless hours required to reach
the result you hold in your hands. But many people that I did not know before contributed to what I now call a collective effort.
The first of these people is Volko Runkhe, creator of the highly acclaimed Wilderness War (3 reprints), who enthusiastically ushered me
into GMT’s P500 program after trying Bayonets and Tomahawks in Montréal in 2016. Then Barry Setser, who contributed as initial
developer his rich and diversified vision of gaming (and overcame my reluctance to include cards with events!). Next, local writer/game
reviewer Michel Ouimet who literally taught me what rules writing was all about. Also, Morgane Gouyon-Rety (Pendragon COIN
designer) whose constructive criticism encouraged me to improve and expand my initial design.
In 2018, game designer Marco Poutré (Prelude to Rebellion) stepped in as developer extraordinaire and worked feverishly to make the
game seamless. Together we became a “rules chainsaw” that hacked through the clutter of useless or inelegant rules I loved to burden
my game with. In turn, he involved Max Duboff, whose structural writing talent gave us a solid foundation (he also wrote the compel-
ling blurb on the game’s box back). In the very last mile, Nicolas Cusson, history teacher/game designer, gave me valuable insight for
the scenarios’ historical info.
Marc Guénette’s annual Stack Académie Montréal convention exposed the game to players from all parts of Canada and the United
States. I cannot thank enough the many testers around here and elsewhere for their generosity. They spent their precious gaming time
in order to make the game better, and enrich it with their views. Among them the experienced members of Bayonets and Tomahawks’
Facebook playtesting group who, from as far as Texas or Australia, played numerous games to help us achieve final play balance.
All along, I felt so privileged that the most prominent historical game company in North America had confidence in me and my
design. Working with Andy, Gene, Luke, Mark, Rachel, and Tony is so empowering. They gave me all the room and support I needed
to push my project.
The initial inhabitants of North America, with whom we now share an age of reconciliation, occupied my mind during the whole
project. That’s what pushed me to look for indigenous peoples’ languages to name all wilderness spaces on the game map, so that
the main component of the game displays their own words. This life project also enabled me to relive a part of North American
history to which I have a deep connection, and I am also a re-enactor as a Franche de Marine “soldat,” (hence the “nom de guerre”
and game counter with my signature).
To conclude, I’ll always remember fondly that October 2013 evening when the idea of a French & Indian War “game without calcula-
tions” struck. It made me ditch the overly complex simulation of this topic I had worked on for years… The fact that I still have fun
playing my game after all that time developing it is a clear indication I picked the right path! I never would have dreamed it would
take so long to reach the present result. But every detour and pause (sometimes forced) brought something precious to the final product.
Now it is your turn to immerse yourself in that fascinating period. “Vive le Roy!” / Huzzah!
Marc Rodrigue (soldat Laflamme)
Montréal, Québec, Canada
July 2020

This game is dedicated in memory of Francis Back, a close friend and illustrator renowned for his expert knowledge of the indigenous
peoples of North America and New France colonists.
I wish also to acknowledge René Chartrand’s volume of compelling writing about all combatants and campaigns of the French and Indian
War. It has sparked and fueled my interest for the period since the 1990s.
© 2020 GMT Games, LLC
Bayonets & Tomahawks 47

Counters Manifest
Sheet 1

Commanders
(marker sheet)

Sheet 2

Commanders
(marker sheet)

© 2020 GMT Games, LLC


48 Bayonets & Tomahawks

Easily Forgotten Rules


MOVEMENT

Stack enters a neutral Indian Nation’s Territory (2.5, 8.1) Control of that Indian Nation goes to the opponent.
Connection Limits (table 10.1) Respect maximum number of units for each faction during Action
Phase (Commanders/Raiding units not counted).
British units on Fortress space (10.2.1, 1st bullet) Can leave the space without Outnumbering (10.3.1) the opponent.
Units activated for Movement Cannot split in different directions with the same AP (10.2.1, 2nd bullet).
Unit picked up by a stack (10.2.1, 4th bullet) Count MPs from the starting space of the stack it joined.
Bastion/Fort Prevents Overwhelm (10.3.2).
All friendly units on Sail Box (10.6.1) Must land at the beginning of its Action Phase (7.2 #1) on a single Coastal
Space of a friendly SZ (10.6.2). Costs no AP.

BATTLE

Emergency Artillery (13.2.2) One Fleet may be swapped for one Artillery unit, unless it is the only
remaining Fleet in the stack.
Militia Battle rolls (13.3.3) Take place after both factions’ units rolls.
To score a Hit (13.3.4) The Hit must be applicable to a legal unit. Overflow Hits are not scored.
Battle Victory marker below zero Scored Hit is not applied (13.3.4) but the Battle Victory marker advances.
Battle Rerolls (13.5) A unit may use one reroll of each category (Highland/Event/Commander).
Miss roll during Commander reroll Triggers a Commander Casualty check (13.5.1).
Bastion remaining after attacker victory (13.9) Defender does not Retreat. Leave Battle marker in place.
Last Bastion eliminated (13.8) Defender Routed. If a Battle track-induced Rout of the defender also
occurs in the same AR: all non-Light units are eliminated.
British capture of Louisbourg (13.7) Flip Open Seas marker permanently to “British & French” face (10.6.2).
Metropolitan Brigade eliminated (18.3) Triggers WIE chit draw (18.3.1).
Indian units attacking enemy Fort/Settled Space (13.7.1) Eliminate one random Indian unit if victorious (N/A when defending).

OTHER

Raid by Indian unit successful (9.3) Eliminate the Indian unit.


Wilderness Space (2.1.3) Cannot be controlled. Friendly to a faction if enemy-free.
Wilderness Space with a Fort (9.3) 1 Raid Point value.
Empty enemy-controlled Outpost (2.1.4) Usable by both factions for Supply trace (14.1).
Disbanded Colonial Brigades (17.2) Enter play on their Full face at Colonials Enlist LR. (16.3).
Corresponding Indian unit goes to/remains on Losses box at
Enemy-controlled Indian Village (17.2 #4)
Winter Quarters LR.
Brigades coming back from Losses box (17.2 #8) May include a maximum of one Highland Brigade (each Year).

© 2020 GMT Games, LLC

You might also like