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This Weekend I Decided To Play The Game Quebec 1759 by Columbia Games

The document discusses the rules for playing the solitaire board game Quebec 1759, which simulates the British siege of Quebec in 1759. The player will take the side of the British and use randomization to determine French movements and battles to maintain objectivity. Several additional rules are mentioned from various sources to balance gameplay when playing solo, such as ship interdiction and Indian pursuit fire abilities.

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Michael Baker
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0% found this document useful (0 votes)
179 views4 pages

This Weekend I Decided To Play The Game Quebec 1759 by Columbia Games

The document discusses the rules for playing the solitaire board game Quebec 1759, which simulates the British siege of Quebec in 1759. The player will take the side of the British and use randomization to determine French movements and battles to maintain objectivity. Several additional rules are mentioned from various sources to balance gameplay when playing solo, such as ship interdiction and Indian pursuit fire abilities.

Uploaded by

Michael Baker
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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This weekend I decided to play the game Quebec 1759 by Columbia Games.

I have had this game for quite a few years but have never really played it. Primarily this is because of a lack of opponents. It wasnt until I saw the postings on BGG about playing solitaire that I decided to get out this game and give it a whirl. I am using the old (1.1) rules and pieces with a few additions. 1) Instead of the decoys being decoys they will represent 1CV detachments as in the new version of the game. I hated the decoys in the old game. I know there has been discussion about whether the game favors the British too much now but I just like not having to deal with them.

2) From the Canadian Wargamers Journal 1992, vol. 7, no. 1, issue 33, the British must spot the path to the Plains of Abraham if attacking from Etchemin. This is done by the British player doing nothing else for the turn and rolling a 4-6 on a d6.

3) From CWJ article - The Assault on Lower Quebec rule. A direct amphibious assault on the harbour was considered by Wolfe, which would probably have been a disaster. Now you have the chance to prove this wrong. a. The British may move one unit and one leader directly from the Ile dOrleans to Abraham. The unit fights a notional 4step militia garrison which is automatically entrenched. If the invading unit wins, he does not attack the French units in Abraham, but holds his position. b. Any French units in Abraham may then immediately attack him. All the attacking French are in the centre column and the British unit is entrenched but cannot retreat. The French may retreat but does not leave Abraham (they are on the heights and in the upper town). c. If the British unit survives, it may be reinforced now by the second wave (6 units and any leaders from anywhere in the Bason, less one unit for every ship below 4 not in the Bason). The French can call in any 4 adjacent units and any adjacent leaders. After this reinforcement both sides are formed up normally with the British on the attack. d. Abraham may only be possessed by one side with the fate of a continent, and just as importantly, the game, in the balance. 4) From CWJ - Leaders. Each side has 3 leaders which are used in combat. The leaders position on the board is marked on the roster

sheet. Leaders are moved like any other unit except no naval transport is needed. a. When a leader or leaders are present in a battle they may be assigned to one of the columns or the reserve. Only one leader is allowed in a column or in the reserve. The leader adds the number of dice equal to his tactical rating to one unit engaging in the attack, or in the pursuit, if accompanying the reserve. If the column is completely emptied, the leader is transferred to an adjacent column or to the reserve. Leaders may be transferred from the reserve instead of, or with, a unit. b. Rather than use the leader casualty rule from the CWJ article I decided to use the rule from the new Columbia Games rules. If involved in a battle and doubles are rolled the leader is eliminated. British Tactical Leaders Rating Wolfe +3 Monckton +1 Townshend +1 French Tactical Leaders Rating Montcalm +2 Bougainville +1 Vaudreuil* -2 *Brings one extra militia from anywhere on the board for the start of the battle. 5) Once more from CWJ - Ship Interdiction. When British ships move from the Bason to the St. Laurent or vice-versa, they can be damaged by the guns of Quebec. Roll on the following table each time a ship or group of ships attempts the move. 2D 6 2 3 4 5 6 7 8 9 10 Lost ships 0 0 0 0 1 1 1 1 2

11 12

2 2

a. The British may never have more than 4 ships on the board but can replace up to 2 losses total for the game. The replacement ships start in the Bason. b. The British may move all 4 ships up river in the same turn. 6) From BGG ideas for playing the game solitaire. I will be playing from the British side. Obviously it will be necessary to be fair to the French forces based on the situation they are encountering. Otherwise it would be very easy to have the French just retreat away from the British throughout the entire game. a. Setting up the game. b. Three potential movement options will be determined for each side at the start of the turn. These will be categorized by most likely to least likely (A, B, C). Each will be assigned a die roll. A 1-3, B 4,5, C 6. Each movement will be determined randomly. c. The number of troops will also be determined randomly. d. As stated above, it will be necessary to remain objective when it comes to moving French forces around the map and in battle. This involves using common sense and remembering that the goal is to possess the Plains of Abraham on turn 16 or reduce the British strength. 7) Since scouting with the Indians would be basically pointless in a solitaire simulation I am using the Gamma Too rule that allows them 6 dice in Pursuit Fire. a. I went back and forth how to handle this. Besides this I also thought about trying, and do want to playtest sometime, is to allow them to scout, pick the British forces randomly, and eliminate any decoys found. This could be an issue if using them as detachments though. Have to test it out sometime and see what happens. b. The one thing I have heard about the game is that the British are quite strong with the detachments so both of these will help eliminate that factor quite a bit. Its just a matter of which does it better. 8) For any units being removed on the French side I kept a running count.

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