GMBayonets&Tomahawks PLAYBOOK 1
GMBayonets&Tomahawks PLAYBOOK 1
Playbook
by Marc Rodrigue
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.
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.
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.”
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.
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.
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
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.
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.
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).
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
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).
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).
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.
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).
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.
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).
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).
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.
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).
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.
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.
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
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.
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.
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
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.
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
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.
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
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:
Louisbourg Québec
1755
Québec
1756
Louisbourg Québec
1757
2X
Beauffremont
Marine Royale
1758 1759
From pool
* Actually weaker than Full units. The British 94th & 95th Metropolitan Brigade has been added to compensate.
1755 4X 2X
3X 1X
Boscawen
Colvill, Holburne
1756
2X
Royal Navy
Holburne**
1757 2X
2X 3X
Colvill Royal Scots& 17th
Holburne 22nd & 28th
46th & 43rd
Halifax Boston
1758 2X
2X
5X
Boscawen, Colvill,
Durell, Hardy, Holburne**
2X 1759
7X
Boscawen**, Colvill,
Durell, Holmes, Holburne**,
Saunders, Royal Navy
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.
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)
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