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1754: Conquest – Native Alliance Expansion

Expansion for 1754: Conquest – The French and Indian War

1754: Conquest – Native Alliance Expansion Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Setup
  • Alliance Objective Cards (Cards 1 to 10)
  • Tribe Capacity Cards (Cards 11 to 15)
    • Ojibwe Capacity (11)
    • Abenaki Capacity (12)
    • Mingos Capacity (13)
    • Outaouais Capacity (14)
    • Tuscaroras Capacity (15)
  • Missing Components

Introduction

This expansion highlights the influence that alliances with the Native Americans had on the War of Conquest. Each faction receives an Alliance card that lets it either score one extra Victory Point by controlling a key Native area (Alliance Objective cards), or give Native units specific abilities (Tribe Capacity cards).

Setup

Before the game is set up, each faction draws one Alliance card at random and looks at it secretly. After the game is set up, the cards are revealed and placed next to the draw pile of the faction concerned.

Alliance Objective Cards (Cards 1 to 10)

Each Alliance Objective card shows three things: the Tribe symbol, the objective zone, and the card number. The example card shown is the Huron Alliance card.

  • Tribe symbol
  • Objective zone (the zone on the map that the card points to)
  • Card number

Place a Control marker on the objective zone indicated by the card as long as you occupy this zone with an army composed of:

  • at least 1 unit of your faction, and
  • at least 1 Native unit.

This marker scores 1 extra Victory Point for the camp of the faction that holds the Alliance Objective card.

Tribe Capacity Cards (Cards 11 to 15)

When the active faction has a Tribe Capacity card, each of its armies that includes at least one Native unit may use the effect of the card.

Ojibwe Capacity (11)

Lake icon. The army may cross Lake Huron, Lake Erie, or Lake Ontario. The starting zone and the destination zone must both be adjacent to the same lake. An army that crosses a lake may not make any other movement.

Abenaki Capacity (12)

Reinforcement icon: a plus sign, a Native unit, and a down arrow. Unconditionally (exception), during the Reinforcements phase, your faction adds to its reinforcements one Native unit, which it may place with any one of its armies.

Mingos Capacity (13)

Icon: a fort marker with a red slash over a die. The defender does not roll the Fort die (see 5.4, page 6 of the base rulebook) when the army attacks a zone with a Fort marker.

Outaouais Capacity (14)

Icon: a movement arrow with a "+1". The army may move one additional Native territorial zone (empty, or occupied by units of its camp).

Tuscaroras Capacity (15)

Icon: a plus sign, a Native unit, and a movement arrow. At the start of each battle, the army may "rally" (that is, move) one neutral or allied Native unit present in a zone adjacent to the battle.

Missing Components

The Alternative Setup card (two alternatives for setup steps 4 and 5, mentioned in the BGG description) was not available to this transcription and is not reproduced here.