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Empires in America: The French and Indian War, 1754-1763 (Second Edition) thumbnail

Empires in America: The French and Indian War, 1754-1763 (Second Edition)

Empires in America: The French and Indian War, 1754-1763 (Second Edition) Rulebook

Table of Contents

Table of Contents

  • Glossary
  • [1.0] Using These Rules
  • [2.0] Game Equipment
    • Parts Inventory
    • Terrain Types
    • [2.2] Historique Cards
    • [2.3] The Playing Pieces
  • [3.0] Setup
  • [4.0] Sequence of Play
  • [5.0] Victory and Defeat
  • [6.0] The Historique Phase
    • General Rule
    • [6.10] Optional Rule: The French Navy
  • [7.0] Leaders
    • Common Leader Rules
    • British Leader Rules
    • French Leader Rules
  • [8.0] The British Phase
    • General Rule
    • Procedure
  • [9.0] The French Phase
    • General Rule
    • [9.7] Optional Rule: Governing
  • [10.0] Combat
    • General Rule
    • Procedure
    • [10.8] Optional Rule: Leader Importance
    • [10.9] Optional Rule: Leader Casualties
    • [10.10] Optional Rule: Leader Morale
  • [11.0] Minor Engagement
  • [12.0] Fortresses
  • [13.0] Auxiliary Forces
    • [13.5] Optional Rule: Fortress Garrisons
    • [13.6] Optional Rule: Calming Down Montcalm
  • [14.0] Fort Markers
  • [15.0] Trading Posts
  • [16.0] Housekeeping
  • Standing Orders: Rogers' Rangers
  • Commentary: Please Be Seated (or Life Imitates Art)
    • Putting it in Writing
    • Fiction is Stranger than Truth
    • Don't Forget Rogers
  • Reference: Setup Summary
    • Reference: British Leader Placement
    • Reference: Sacked Leader Priority
    • Reference: "Safe" Historique Card Draws
    • Reference: Where to Place Cards After They Are Used
    • Reference: Victory and Defeat

Glossary

Advance: When a British army is instructed to move to the next lower-numbered box (that is, closer to Montréal; e.g., from box 3 to box 2) along its track (in this case, along the St. Lawrence track).

Army: A marker that moves along its tracks between its Colony and Montréal.

Battle: A Battle occurs when the Battle Sequence is performed to resolve its outcome (see Rule [10.0]). A Major Battle has a Leader committed by both sides. A Minor Engagement has a Leader committed by only one side.

British Assault: A Battle that occurs when a British Army advances into a Fortress box (see Rule [8.2]).

Box: A space/location on the game board where pieces are placed and between which Armies move back and forth. Box types vary by terrain types.

Box Control: A box is British controlled if a British Army is in it. Every higher-numbered box along that track (i.e., behind British lines) is also British controlled. All track boxes that are not British controlled are French controlled (i.e., the remaining, lower-numbered boxes approaching Montréal). Example: The British Champlain Army is in the Ft. William Henry box (3) of the Champlain track. Therefore, the British would control boxes 3 and 4 along that track, while the French would control boxes 1, 2 and Montréal (box 0).

Colony: The starting location for an Army on that track. Cannot be attacked by the French.

Discard: To place a card, face up, in the Discard Pile. (These can be examined at any time.)

Empire Value: This is the sum of a Leader's printed Leader Rating + Battalions remaining.

French Attack: Every Battle, regardless of location, that occurs at your discretion during the French phase (See rule [9.3.2]).

Recycle: To send cards, face up, to the Recycle Bin. These cards are reshuffled into the Draw Pile during each turn's Housekeeping phase once the Seven Years' War commences.

Retreat: This is the opposite of Advance (see above); it occurs when a British Army is instructed to move to the next higher-numbered box along its track (i.e., away from Montréal and back towards its own Colony).

Sack: When a Leader is Relieved of his Command (i.e., "sacked"), his Leader card is Recycled; return his Reputation and Battalion markers to the stock.

Stock: The pile of game markers that are currently set aside and are available for use as required.

Tableau: The area directly in front of you where cards are laid face up indicating that they are available for use.

Track: A connected line of boxes starting at a Colony and ending at Montréal, each track is a military approach vector representing the major campaigning lines of communications during the French and Indian War. These tracks reflect the abysmal roads in this Theater of Operations; indeed, many of the main avenues of approach were along rivers, lakes, and other waterways.

Trash: To place a component (typically a card or marker) back into the game box. Trashed components are out of play for the rest of the game.

[1.0] Using These Rules

New gaming terms, when initially defined, appear in dark red lettering for quick referencing.

The instructions for this game are organized into major Rules sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule [4.0] is the fourth Rule). These Rules generally explain the game's components, procedures, core systems and mechanics, how to set it up, and how to win.

With each Rule, there can be Cases that further explain a Rule's general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule [4.1] is the first Case of the fourth Rule; and Rule [4.1.2] is the second Subcase of the first Case of the fourth Rule.

Important information is in red text.

Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.

Optional Rules, presented in sidebar boxes, are just that, optional. We provide them for players seeking greater depth exploring the subject (at an increased cost in complexity). You may use Optional Rules separately or together, in any combination that you desire.

[2.0] Game Equipment

Parts Inventory

  • 1 17" x 22" paper game map
  • 12 3/4" square game pieces
  • 40 5/8" square game pieces
  • 75 Historique cards
  • 1 Red 6-sided die
  • 1 Blue 6-sided die
  • 2 White 6-sided dice
  • 1 Rulebook

[2.1] The Game Map: The game map shows that part of Canada which was then "New France," and adjoining regions of the thirteen British Colonies. We do not show the French possessions further west along the Mississippi Valley, known as "Louisiana," as they had little impact on the French and Indian War.

The game map presents Montréal as its central hub. The five tracks (St. Lawrence, Upper Maine, Champlain, Ohio Valley, and Great Lakes), each four to six boxes in length (plus the 0 box, which is on every track), radiate outward from Montréal like spokes.

The map also includes an Actions track, British Leader Holding boxes for their assignments, and Draw and Discard Pile boxes for the Historique cards, etc.

Terrain Types

British Colonies: These are the highest-numbered, red-bordered boxes along each track.

Fortresses: These include the Fortress boxes on the map: Carillon-Ticonderoga, Québec, and Louisbourg boxes (not locations merely with "Fort" in their name; e.g., "Fort Detroit"); these Fortress boxes have a gray box and are permanent; they are usable by whichever side controls them. Any box containing a Fort marker (as per Rule [14.0]) is also a Fortress box, but a Fort marker is Trashed when that box is captured by the British and so is not usable by the British, nor can it be recaptured by the French. These are major fortified cities and other improved locations.

Wilderness: Every other non-Fortress/Colony box (except Montréal) is Wilderness and has a green box. These represent lightly-settled areas of North America.

Montréal: This is the French home base (or "capital" of New France, if you will). It is neither a Fortress nor a Wilderness; it is a "clear" box representing an unfortified city location. Montréal is the center of action because it was the geographical center of New France and the last French stronghold to fall.

[2.2] Historique Cards

These cards are drawn, held, played, discarded, and/or trashed as instructed so it is important to read them carefully. They provide the narrative for your activities, heroics, and obstacles defending New France.

There are four types of Historique cards in the game as explained below. Distinguishing the cards are their flag icons: French (French Flag), British (Union Jack) and Neutral (globe). Generally, you (the player) can hold and play French cards, using them at various points in the game. In contrast, British cards, representing the Opposing Player (or artificial intelligence), must be played immediately as they are revealed and their instructions strictly adhered to.

Action cards: You hold Action cards in your hand. Usually, you play them during the French Action phase, as desired, at a cost of one Action Point each.

Leader cards: Leaders allow the British Armies to Advance each turn.

  • Rating: This is the Leader's ability to command in battle and organize activity. It determines his Tactical Initiative and how far Armies under that Leader's command Advance or Retreat as a result of Battles. For French Leaders (i.e., your Leaders), it also determines how many Action Points (APs) you will have available to spend each turn.
  • Battalions: Think of Battalions as the "Strength Points" available to a Leader. They represent his command's offensive (i.e., the number of dice it throws in a Battle) and defensive (i.e., the number of losses it can sustain before being Removed) capabilities.

Event cards: Event cards come in two types: British events and World events. Perform both types immediately when revealed, but you might be able to negate or postpone the effects of a British event.

Provincial cards: These represent various local and colonial forces (note that the French Militias arrive via Action cards and require the expenditure of an Action Point to be organized and enter play). Each has a Battalion Strength (i.e., it adds that number of dice to those rolled for that side in a Battle) but no actual Battalions (i.e., Provincials do not take damage). Generally, after their employment at a Battle, Provincial cards leave the tableau, but they might return to play later.

[2.3] The Playing Pieces

British Armies: These five units denote British progress along each track.

Important: There are no pieces representing the positions of the French armies in North America! Instead, the French armies are "everywhere" and the various French Leader cards abstractly represent them.

Reputation: The Reputation markers are placed on Leader cards (starting at Mediocrity) to keep track of that Leader's net military defeats and victories. Leaders with a bad military history can be Sacked.

Battalions: The Battalion markers are placed on Leader cards to keep track of their current Battalion Strength. Leaders enter play with a full complement of Battalions, but this total fluctuates over time due to Battle Losses and Replacements.

Action Taken: Place these reminder markers on French Leaders to indicate that they have used their once-per-turn Special Ability that turn and cannot use it again until the next turn.

Event Reminder: Certain events require your notice: Seven Years' War Erupts!, British Develop Light Infantry, Royal Navy Sails up the St. Lawrence, French Command Disputes, and British Colonial Disputes. When these Events occur, place their reminder markers on their respective on-map boxes (i.e., Europe at Peace and British Infantry Tactics).

[3.0] Setup

Follow these steps to set up the game:

  1. Place the five British Army markers on the highest-numbered box (4 or 5) on their corresponding track (i.e., at their respective British Colonies), and the Action Points marker on the 0 box on its track along the right side of the map (showing its plain side, not its special Dieskau reminder side!).
  2. Sort through the cards and separate them into three piles based on the color of their titles: gold (44), white (4), and dark silver (27).
  3. The white-titled cards are set up first. The Québec Militia card forms your starting card hand. Cards in your hand are "held" and may be played later.
  4. Place the French Leader Langlade and the 1st Troupes de la Marine face up in front of you. This area, called the tableau, represents available forces (i.e., Leaders with the Battalions under their command, plus auxiliary troops not yet committed to Battle). Important: All newly placed Leaders (e.g., Langlade) receive their Reputation and Battalions markers (as illustrated, indicating Mediocrity, and their maximum number of Battalions, respectively).
  5. Place the British Leader Braddock in the Ohio Valley British Leader Holding Box, and set up his Reputation and Battalion markers.
  6. Take the 27 dark silver-titled cards; find and set aside the Seven Years' War Erupts! World Event card. Shuffle the remaining 26 cards, and deal out 14, face down. To that stack of 14 cards, shuffle in the Seven Years' War Erupts! World Event card and place those 15 cards face down on the Draw Pile box on the map to form the bottom of the Draw Pile. Then add the remaining 12 dark silver-titled cards on top of those to complete the 27 dark silver-titled card Draw Pile. In this manner, the Seven Years' War will break out sometime after completing the first three turns.
  7. Take the remaining 44 gold-titled cards and place them, face up, on the Recycle Bin box located on the map just below the Draw Pile. You begin shuffling these cards into the Draw Pile only after The Seven Years' War Erupts! World Event card is drawn.
  8. Set aside the stock of unused markers where they will be handy, grab some dice, and you're ready to go!

Once setup is complete, play is ready to begin by performing the Sequence of Play.

[4.0] Sequence of Play

You, the French Player, conduct each turn (representing one Campaign Season, of which there might be one or two per year) through a series of phases in this exact Sequence of Play order.

  1. Historique Phase: As per Rule [6.0], reveal a certain number of cards from the top of the Draw Pile. Each newly-revealed card is immediately resolved when drawn.
  2. British Phase: The following Steps are performed in order (as per Rule [8.0]):
    • A. Rally a British Leader (if necessary)
    • B. Advance each led (i.e., assigned a British Leader) British Army in priority order, and engage in any British Assault vs. French Fortress boxes that result
    • C. Declare Defeat if Montréal falls (see Rule [5.2])
  3. French Phase: Perform the following Steps in order (as per Rule [9.0]):
    • A. Rally a French Leader (if necessary)
    • B. Receive Action Points
    • C. Spend Action Points
  4. Housekeeping: In order (as per Rule [16.0]):
    • A. Declare French Victory: If no cards remain in the Draw Pile, you may have won (see Rule [5.1])
    • B. Sack incompetent French Leaders
    • C. Return Information markers to the stock, and Trash captured Fort/Trading Post markers; used Auxiliary Forces cards are either Discarded or Recycled at this time
    • D. Reshuffle the Draw Pile, adding the cards in the Recycle Bin to it – but only after the Seven Years' War Erupts! World Event has occurred; you may skip this step if no Recycled cards are present to shuffle into the Draw Pile

At the conclusion of the Housekeeping phase, (see Rule [16.0]) begin a new turn by repeating these steps, and continue to do so until the game is won or lost.

[5.0] Victory and Defeat

Historically, the French (i.e., you) lost this war. Better luck this time!

[5.1] Victory: If, after completion of the French phase, there are no cards remaining to play except those in the Recycle Bin (but only after the Seven Years War Erupts! World Event has occurred), the game ends in a French victory. You have endured the worst that England can throw at you and saved New France!

The degree of your success is measured in Victory Points (VPs), as shown here on the Victory Table, by adding the current Box # location of each British Army and each French Trading Post on the map, then subtracting one (-1) point for each Fort/Trading Post marker eliminated during play AND each British-controlled Fortress box on the map.

Victory Table

  • 25+ VPs = Crushing Victory
  • 20 to 24 VPs = Decisive Victory
  • 15 to 19 VPs = Substantial Victory
  • 14 or fewer VPs = Marginal Victory

[5.2] Defeat: If, during the British phase, a British Army marker Advances into the last box on its track (i.e., 0, Montréal), and wins that British Assault if it is fortified, then you immediately lose the game. Certain cards might delay this day of reckoning (such as the Delaying Action card), but the British will advance inexorably to defeat you!

To measure the degree to which you are defeated, count the total number of cards remaining in the Draw Pile PLUS the Recycle Bin and consult the Defeat table.

Defeat Table

  • 0 to 9 = Stalemate
  • 10 to 16 = Marginal Defeat
  • 17 to 24 = Substantial Defeat*
  • 25 or more = Decisive Defeat

* Historical outcome

[6.0] The Historique Phase

General Rule

During the Historique phase, a certain number of cards are drawn from the Draw Pile. Each Historique card's activity tells an important part of the story of the French and Indian War. Its flavor text elaborates upon the narrative explaining the myriad historical events from this era.

Important: As each card is revealed, it is also resolved (see Rule [6.2]), before the next card is drawn.

[6.1] How Many Cards are Drawn?: The number of cards drawn each turn varies:

  • Before the Seven Years' War Erupts! World Event occurs, draw 4 cards each turn.
  • Beginning on the turn the Seven Years' War Erupts! World Event breaks out, draw 6 cards per turn, or 7 after the War Tempo Increases card is in effect (i.e., draw 2 additional cards to play that turn after the first 4 you drew have been performed).
  • If the Draw Pile is exhausted, stop drawing for that turn! Do not rebuild the Draw Pile at this time; this will occur at the end of the turn during the Housekeeping phase (see Rule [16.0]).

[6.2] How Card Draws are Resolved: Each card drawn must be resolved immediately in the manner listed below before the next card is drawn.

Note 1: Any World or British Event that is impossible to fulfill (e.g., Epidemic Strikes Indians or Militia Disbanded when none are in the tableau, or Fortunes of War when there is no Discard Pile) has no effect. Immediately Discard it and do not make a replacement card draw for it (i.e., it still counts as a card draw for that turn). Example: You draw the World Event: Epidemic Strikes Indians, but no Indian cards are in the tableau. This event is Discarded without effect (Note 1).

Note 2: If a just-drawn card is Recycled (i.e., it is not resolved when drawn according to its text; that British Leader is not successfully placed, etc.), you do make a replacement card draw for it (unless instructed otherwise). Example: You draw the British Event: Replacements. But no British Leader cards need Replacement Battalions, so this card is Recycled, per that card's instructions, and you must make a replacement card draw for it (Note 2). You draw a French Leader during a British Blockade. That Leader card is automatically Recycled and you must make a replacement card draw for it (Note 2).

[6.2.1] Action Cards: Simply add these to your hand; they are always good and you may play them later as Actions (see Rule [9.3.1]).

[6.2.2] Provincials: Place these cards face up on the tableau. (Note that French Militia cards are Action cards, not Provincial cards, and so they are added to your hand.)

[6.2.3] French Leaders: Place these face up on the tableau along with their Reputation (set to Mediocrity) and Battalions (set to full strength) markers.

[6.2.4] British Leaders: See Rule [7.0] for the deployment procedure of newly-arrived British Leaders.

[6.2.5] British or World Events: These cards are resolved immediately as per their instructions. Note that certain Event cards go into effect during later phases that turn. Once resolved (or not, see the Notes, above), Trash these cards.

[6.3] Safe Card Draws: There are instances where you may make safe Historique card draws (e.g., Appeal to Versailles). Make safe card draws as per Rule [6.2] (above), with this exception: British Leader (see Rule [6.2.4]) and British Event cards (see Rule [6.2.5]) are immediately Recycled (see Rule [6.4]) without effect and you do make a replacement card draw (unless instructed otherwise). So drawing safe cards is not without its hazards, but chances are that such draws will be to your advantage.

[6.4] Deck Organization: There are four dispositions for cards not currently in your hand, in play on the map, or available in the tableau:

  • The Discard Pile consists of revealed, played, face-up cards in a stack placed on the Discard Pile area located on the map just above the Draw Pile.
  • The Draw Pile consists of unrevealed, face-down cards in a stack placed on the Draw Pile area on the map.
  • Certain cards may not take immediate effect when drawn or are Recycled after their use. Place Recycled cards on the Recycle Bin area on the map located just below the Draw Pile box, face up (so you do not inadvertently draw them instead of a card from the Draw Pile!).
  • Return Trashed cards (and counters) to the game box; they are out of the game!

Some cards in the Discard Pile might later return to play. Trashed cards, conversely, never re-enter play!

[6.5] Examining Cards: You can freely examine all face-up cards wherever they are located, in addition to cards in your hand. Conversely, you cannot examine face-down cards in the Draw Pile until drawn/revealed during play.

[6.6] Organizing the Tableau: The cards face up in front of you (i.e., in the tableau) are all available for use. Generally, the best way to organize these cards is to place them in three groups as follows:

  • British Provincials on the left
  • French Leaders in the center, and
  • French Provincials and Action cards with Battalion strengths on the right

In this manner, you should be able to find the cards you are looking for among the tableau very quickly and in the order that you're most likely to use them.

[6.7] Army Events: Certain events might cause a British Army to Advance or Retreat (during the Historique phase); this happens regardless of the presence or absence of a British Leader assigned to that Army (see Rule [8.4]) except against Fortress Boxes. In that case, typically, an Army without a British Leader does not Advance into a Fortress box via a card (exception: Pitt Takes Control). Armies with British Leaders can Advance into an enemy Fortress box via an Army event (triggering an immediate British Assault, see Rule [10.0]).

[6.8] Where to Place Used Cards: Rule [6.2] explains what to do with a card after it is drawn, but where do they go after they have been used or played?

[6.8.1] French Action Cards: After their use, these cards are generally Discarded unless otherwise instructed.

[6.8.2] Provincials: After their use at a Battle, these cards are usually Discarded, but many have special instructions that Recycle them instead (Rule [13.3]). Also note the Special Ability of the French Leader, Langlade.

[6.8.3] Leaders: Recycle Leader cards when Sacked and Discard them when their last Battalion is eliminated in Battle (see Rule [10.3]).

[6.8.4] British Events: After their use, Discard these cards unless otherwise instructed.

[6.8.5] World Events: After their use, these cards are Trashed unless otherwise instructed.

[6.9] The Seven Years' War Erupts! World Event: This represents a change in European policies that greatly escalated the importance of the fighting in the North American colonies. When the Seven Years' War Erupts! World Event occurs, place its marker on the Europe at Peace circle on the map to reflect that change in Europe and to denote its permanent effects.

  • Immediately shuffle together the Recycle Bin and Draw Pile to form a new Draw Pile;
  • Beginning this turn, the card draw rate during the Historique phase is increased to 6;
  • During this turn's and all subsequent Housekeeping phases, reshuffle the Recycled cards into the Draw Pile. After the Seven Years War breaks out, if there are no cards in the Recycle Bin, you need not reshuffle the Draw Pile, but may do so if you desire.

[6.10] Optional Rule: The French Navy

You can represent the threat of action by the French Navy thus: When drawn, set the Royal Navy cards, face up, just off the map next to the Draw Pile to show an Active Blockade. While there is an Active Blockade, once per game you may do one of the following:

  • Recycle the Blockading Royal Navy card when a French Leader card drawn and recycled; OR
  • Discard the Blockading Royal Navy card AND a just-drawn French card with a Ship symbol on it (instead of Recycling that French card).

[7.0] Leaders

Active Leaders (i.e., British Leaders on the map and French Leaders in the tableau) represent themselves and their command (Battalions) engaging in Battles at the boxes where the British Army markers are located on the map.

Common Leader Rules

  • Leaders remain in play until a specific game event occurs (e.g., they are relieved of duty, lose their last Battalion, or are killed in action).
  • Active Leaders can be used any number of times over the course of a game.
  • Their Ratings are used to determine who fires first at a Battle and affects the maximum number of boxes its affected Army marker moves when Advancing or Retreating.
  • Battalions indicate that Leader's Battalion Strength (e.g., a Leader card with four Battalion boxes has an initial and maximum Battalion Strength of 4).
  • A maximum of one French and one British Leader can be committed to a Battle.
  • Each Leader card has a Reputation track where that Leader's victories and defeats are noted by his Reputation marker (showing that Leader's net difference between wins and losses).
  • Some British and all French Leaders have Special Abilities as noted on their cards.

British Leader Rules

Placement of a British Leader card, when drawn, follows this procedure:

  1. Applying for a Job: Roll two dice and sum their results. Compare this value to the British Leader Placement spreads on the British Leader table on the map (see example).
  2. Taking That Job:
    • A. If the British Leader Holding Box for the rolled track is vacant, simply place that Leader card on that box. He takes command and activates that track during British phases.
    • B. If there is a British Leader card occupying that track's Holding Box, compare his Empire Value (printed Leader Rating + Battalions remaining) to the newly-drawn Leader's Battalions (only). The higher-valued Leader takes or keeps command of that track. If the current commanding Leader is replaced, Recycle his card. If the current commanding Leader is not replaced, then the newly-drawn Leader must attempt to take a different command (see 3, below).
      • If these values are tied, then the commanding British Leader is Sacked (i.e., placed in the Recycle Bin and replaced by the new applicant) only if his Reputation is one of Disrepute, Dishonor, or Disgrace.
      • There can only be one British Leader in a Holding Box at a time.
  3. Taking a Different Job:
    • A. If that track's current British Leader card is not ousted to the Recycle Bin (per B, above), then the newly-drawn Leader must apply for a different command at every other track, in order, according to the Track Priority list (also as shown on the map).
    • If there are no job vacancies available to him (because every track currently has a Leader with a superior Empire Value, as per B, above), then that newly-drawn Leader failing to get a job has his card Recycled (and that card is redrawn per Rule [6.2], Note 2).

Example: A new British Leader card, Forbes, is drawn. He applies for a job by rolling the dice whose total is 9. The dice roll spread for Leader Placement on the Champlain track is 8-10, so that is where that Leader wants to be placed. That newly-drawn Leader, Forbes, finds another British Leader, Murry, commanding the Champlain track. Murry's Empire Value is 6 (his Rating of 2 + 4 Battalions left), and Forbes is only at 3 (for his 3 Battalions). Murry's position is safe (for now), so Forbes consults the Track Priority list and applies for one of those jobs in that order. Checking the St. Lawrence track first (as it is first on the list), he finds Loudoun there with an Empire Value of 3 (his Rating of 1 + only 2 Battalions left!), a tie, but Loudoun's Reputation is Fame, so he is not going anywhere. Champlain has already been ruled out. Ah ha! The Ohio Valley Leader, Shirley, has an Empire Value of only 2 (his Reputation of 1 + 1 Battalion left). Shirley is Sacked, his card Recycled, and Forbes assumes command of the Ohio Valley track.

British Track Priority Table

  1. St. Lawrence
  2. Champlain
  3. Ohio Valley
  4. Great Lakes
  5. Upper Maine

French Leader Rules

  1. French Leaders always "get the job" and are simply added to the tableau when drawn. Because the French have the central position in this war, French Leaders can fight on any track when desired; they are not assigned to a track as British Leaders are!
  2. Each French Leader has a Special Ability usable only once per turn, with some saying "As an Action" (which means that you must spend one Action Point to use that ability). When so used, you might want to mark them with an Action Taken marker as a reminder.
  3. A French Leader whose Reputation is Disgrace is automatically Sacked during the Housekeeping phase and placed in the Recycle Bin. Exception: If that is the only French Leader in the tableau, he is not Sacked (and good luck!).

[8.0] The British Phase

General Rule

During the British phase, each British Army, in Track Priority order, Advances a number of boxes down that track toward Montréal equal to the value of its Leader Rating; that is, the British Leader Forbes, with a Leader Rating of 2, would normally Advance two boxes along his track during each British phase.

Procedure

[8.1] Rally / Recall Leaders: If this phase begins without a British Leader card in play, one British Leader card randomly returns from among those in the Discard Pile (typically there due to the prior loss of all its Battalions). Assign him a track as per Rule [7.0].

If the British begin this phase with two or more Leaders than the French have, Sack British Leaders until they have only one more Leader than the French, as follows:

  • Sack the Leader(s) with the lowest Empire Value (Leader Rating + Battalions) first;
  • If those are tied, the one with the lowest Reputation left is Sacked;
  • If those are also tied, it is your choice from among those tied Leaders.

Example (British Phase): Along the Champlain track, the Army resides in the Fort William Henry (3) box. Amherst (with his 2 Leader Rating) is in command during the British phase, so normally this Army would Advance two boxes at this time. However, box 2 (Carillon-Ticonderoga) is a Fortress box. This means that the Champlain Army must stop its advance there and initiate an immediate British Assault, since Carillon-Ticonderoga is a Fortress box.

[8.2] Advance: After the above, as the main function of the British phase, you must Advance every British Leader-led Army in order of the Track Priority list (as shown on the map).

[8.3] Advance Distance: The number of boxes advanced by each British Leader-led Army is equal to its commander's Leader Rating, but see Rule [8.5] for an important exception.

  • A British Army never Advances past box 0 (Montréal). That's game over (Rule [5.2]).

[8.4] Required Leadership: If an Army does not have a British Leader assigned to it, that track's British Army unit does not Advance during the British phase. It can still Advance, however, due to events (see Rule [6.7]).

[8.5] Fortresses: Advancing (and Retreating) British Armies always cease their Advance (or Retreat) immediately upon entering a Fortress box (see Rule [12.1]). An Advancing British Army entering a French Fortress box must launch an immediate British Assault (Rule [10.0]) at that location.

[8.6] Ambushed Event: During the British phase, you can stop an advancing British Army after it enters a Wilderness box by playing the French Action card: Ambush! After ceasing its Advance, you must engage that British Army in a French Attack (see [9.3.2]; note that this is not a British Assault, although it occurs during the British phase) at that Wilderness box with the French Leader enjoying a +1 bonus to its Leader Rating and one additional Battalion for that attack.

[8.7] Royal Navy Sails up the St. Lawrence Event: The blue marker added to play from this Event's occurrence is large enough for you to place the St. Lawrence Army on it (where the ship illustration is). This Event remains in effect even if the St. Lawrence Army's current Leader is Sacked or killed. Remove it only during the next Housekeeping phase when the St. Lawrence Army controls Québec.

[9.0] The French Phase

General Rule

The French phase is your main decision-making part of each turn. First, you receive Action Points from your available Leader cards, and then you spend them to play Action cards, Attack, or Govern.

[9.1] Rally / Recall Leaders: If this phase begins without a French Leader card in play, you receive one selected at random from among those in the Discard Pile. Place this French Leader card face up on the tableau.

If the French begin this phase with two or more Leaders than the British have, you must Sack French Leaders until you have only one more Leader than the British, as follows:

  • Sack the Leader(s) with the lowest Empire Value (Leader Rating + Battalions) first;
  • If those are tied, the one with the lowest Reputation is Sacked;
  • If those are also tied, it is your choice from among those tied Leaders.

[9.2] Receiving Action Points Step: Total the Leader Ratings of all French Leader cards in the tableau and set the Action Point marker to that amount on its track, up to a maximum of 5.

Example: You have one 1-Rated and one 2-Rated French Leader in the tableau, and so you gain 3 Action Points (APs) to spend this turn. With those 3 APs, you could Attack with one Leader and Build one Fort (3 APs total); or Attack with both Leaders and play an Action card (3 APs total); or play three Action cards, etc.

[9.3] Spending Action Points Step: You spend Action Points (APs) as listed below (some French Leader's Special Abilities also require spending an AP to use). You can only spend up to the number of Action Points you have available for that turn.

[9.3.1] Play a French Action Card: Unless it is denoted as a "free Action," playing a French Action card is done during this phase and costs 1 AP. Important: Although it costs 1 AP to place a French Militia or Marine Action card on the tableau, once there, employing it in a Battle is free.

[9.3.2] Launch an Attack: Designate a British Army marker as the target you are attempting to force to Retreat back towards its Colony and the French Leader that will Attack it at that army's current box location. Each French Attack you launch costs 1 AP. See Rule [10.0] for conducting Battles. Generally, each French Leader can only engage in one Battle per turn (see Rule [10.6]).

[9.3.3] Govern: Perform these Administrative functions thus:

  • Building a Trading Post costs 2 APs. See [15.0] for the Rules about the construction and use of Trading Posts.
  • Building a Fort costs 2 APs. See [14.0] for the Rules about the construction and use of Forts.
  • Recruiting a Replacement Battalion costs 1 AP (limit 1 per Trading Post per turn, including Trading Post markers just built this turn; see Rule [15.2], but note Optional Rule [9.7], if you are employing that Rule). A French Leader can receive more than one Replacement Battalion in a single turn.

Important: The counter mix is a finite limit when building Forts and Trading Posts! In New France, Leaders were not just military men, but also administrators sent to improve and develop their colony.

Mark your French Leaders who have fought a Battle this turn with a Battle Fought marker to remind you that they have done so.

[9.4] Historique Cards: Certain cards might increase, decrease, or award free Actions as indicated.

[9.5] Action Point Min-Max: You can never receive more than 5 APs or less than 1 AP per turn during this phase.

[9.6] Ending French Actions: This phase ends when you run out of APs or simply desire to spend no more APs. You cannot save unspent APs between turns; if you do not spend them on the turn you receive them, they are lost. Use 'em or lose 'em.

[9.7] Optional Rule: Governing

Because of the planning and training involved, you can play no Action cards (see Rule [9.3.1]), nor conduct any Attacks (see Rule [9.3.2]), after spending one or more Action Points to perform any administrative functions that turn (i.e., recruiting a Replacement Battalion, OR building a Fort or Trading Post; see Rule [9.3.3]).

In other words, building and taking replacements are the last things that you can do each turn. Thus, you will not feel their effects until the following turn.

[10.0] Combat

General Rule

Combat occurs when a British Army enters a French-controlled Fortress box (a British Assault) OR when you voluntarily conduct a French Attack (against any type of British-controlled box) as an Action using an available French Leader.

Procedure

Where combat occurs, a Battle takes place. Conduct each Battle separately and complete it before beginning the next.

Conduct Battles according to this Battle Sequence by performing these Steps in order:

  1. Leader Commitment: Note whether there is a British Leader assigned to that Army; that Leader must fight in the Battle.

    • You must commit a French Leader who has not yet fought a Battle that turn* if this Battle is a result of your launching a French Attack (see Rule [9.3.2]).
    • You may commit a French Leader who has not yet fought a Battle that turn* if this Battle is a result of a British Assault on a French Fortress box (see Rule [10.0]).
    • *With exceptions for the Brilliant Maneuver Action card and Montcalm Leader card.
  2. Minor Engagement?: If both sides have committed a Leader, this is a Major Battle and continue to Step 3, below. If only one side has a Leader at the Battle (this can happen if you Attack a British Army that has no British Leader commanding it OR if a British Assault is taking place and you opt not to commit a Leader to that Battle during Step 1, above), that Battle is declared a Minor Engagement. End this Battle Sequence and resolve this Minor Engagement as per Rule [11.0] instead.

  3. Commit Auxiliary Forces: If both sides have a Leader at the Battle, inspect the British Provincials cards in the tableau and commit all of those that must be committed to this Battle as described on the individual cards. Physically move these cards from the tableau and place them next to the engaged British Leader's card on the map to help you visualize the exact forces arrayed against you. Afterward, you may commit to the Battle any or all of your available French Auxiliary cards (i.e., Provincials and Militia/Marine Action cards that are available in the tableau and within the restrictions listed on those individual cards – note that Montréal is on every track for most purposes, including that of committing your Militia). Physically move these cards adjacent to the engaged French Leader's card in the tableau to help you visualize the exact forces you have committed to this Battle.

  4. Determine the Tactical Initiative: Roll a die for each side's Leader present at that Battle, modifying each roll thus:

    • + # for its Leader Rating (e.g., Wolfe adds three (+3) to this die roll)
    • + 1 if the Battle is taking place in a Wilderness box and that side has Light Troops present (but never more than +1 no matter how many Light Troops bonuses might apply)
    • + 1 to the defending side if the Battle is taking place in a Fortress box
    • +/- any special Tactical Initiative modifiers for certain Leader and/or cards in play
    • And see Optional Rule [10.10].

    The side with the higher total has the Tactical Initiative and delivers First Fire in the Battle (the other side fires second). If the result is a tie:

    • The Leader with the superior Reputation wins (e.g., Fame beats Mediocrity);

Note that the British Advances are conducted only during the Historique (and only via certain cards) and the British phases, not again after they win a Battle!

[10.1] Battalion Strength: Each side's Battalion Strength in a Battle is equal to its committed Leader's (Step 1) current number of Battalions plus the Battalion Strength contributed by any Auxiliary forces committed (Step 3).

Example: The British Leader Braddock is committed to a Battle and has only 1 Battalion remaining. Since the Rogers' Rangers card, with its Battalion Strength of 2, is in the tableau, and the Battle is taking place in a Wilderness box, it is committed as an Auxiliary force. Thus, the British have a total Battalion Strength of 3 (1 + 2).

[10.2] Firing: When it is time to fire a volley of dice (in Steps 5 and 6), roll one die for each point of that side's Battalion Strength (Rule [10.1]) at that Battle. Each roll of 1, 2, 3, or 4 has no effect; each roll of 5 or 6 scores one Hit on the enemy force at that Battle.

[10.3] Applying Hits: Hits suffered by a side (i.e., "casualties") reduce the number of Battalions that side's Leader has remaining (adjust its Battalions markers to the left accordingly to reflect its new, lower, Battalion strength). At Battles where Auxiliary Forces which can absorb Hits are committed, the British must, and you may (as desired), apply their benefits, absorbing a Hit at that Battle (that absorbed casualty is, in effect, not "suffered").

Elimination: When a Leader card is reduced to 0 (or fewer) Battalions, Discard it; its Reputation and Battalion markers are returned to the stock. Its Army marker remains in place, Retreating only if that Army's Battle was lost (or, possibly, a draw, see #8, Battle Aftermath).

Note that Auxiliaries still conduct return fire even if they have absorbed Hits or after their Leader's Battalions are completely eliminated at that Battle.

[10.4] Replacements: Certain cards and Actions can provide Replacements. Receiving Replacements works the opposite way as applying Hits, in that for each Replacement received you increase the number of Battalions on Leader cards by one per Replacement (adjust its Battalions marker one number to the right, reflecting its new Battalion Strength).

Note that a Leader card's Battalion Strength can never exceed its original, printed value.

[10.5] One Round of Fire: Each side fires only once per Battle unless otherwise instructed by a card.

[10.6] Sustained Campaigns: A British Leader conducts one Assault against a French Fortress box per Advance, either from a card during the Historique phase (e.g., Pitt Takes Control) and/or again during normal British phase activity (Rule [8.0]). Afterward, that Advance ends (Rule [12.1]).

A British Leader can also be the target of multiple French Attacks in a single turn and must defend as many times as he is attacked each turn.

A French Leader can participate in only one Battle per turn (with exceptions for the Brilliant Maneuver Action card and Montcalm Leader card Special Ability). This Battle can be either a Fortress box defense against a British Assault (during the Historique or British phase) OR a French Attack (during the French phase), but not both (with the exceptions noted above). Place a Battle Fought marker on that Leader as a reminder that he has done his duty for this turn.

Intelligence: Note that when you conduct multiple French Attacks in a turn, you can do so in any order desired (even attacking the same British Army multiple times in the same turn). You are entitled to know the outcome of the first (or second, etc.) Battle before deciding where (or whether) to conduct the next one.

Battle Example: It is the French phase and you pay 1 Action Point to Attack the British Army in the Ohio Valley. Braddock, with only two Battalions and a Reputation of Fame, currently commands that Army which resides in its 2 box (Fort Duquesne). You have Vaudreuil available, with his full complement of four Battalions and a Reputation of Mediocrity, and commit him to the Attack (Step 1). Since both sides have a Leader present, this is a real Battle and not a Minor Engagement (Step 2). British Auxiliary forces in the tableau include George Washington, who hastens to the Battle with his Light Troops, raising the British Battalion Strength to a total of three (2 Battalions + 1 for Washington). Wanting a smashing victory, you commit both of your available Auxiliary cards in the tableau: The 1st Marine Regiment and the Shawnee Indians, raising your Battalion Strength at this Battle to seven (4 Battalions + 2 for the Marines + 1 for the Indians) to conclude Step 3. You roll the blue and red dice for the Tactical Initiative; the die roll modifiers are equal as both sides have a 1-Rated Leader and Light Troops. The British (red die) out-rolls the French (blue die) and the British receive First Fire (Step 4). The British volley of three dice results in one Hit, and Vaudreuil's Battalion strength is reduced from four to three (Step 5). The French return fire with six dice and inflict two Hits. Braddock loses his last two Battalions and his card is Removed (Step 6). The French have clearly won (Step 7). The British Army marker is retreated one box (i.e., an amount equal to Vaudreuil's Rating) to the 3 box (Alleghenies) and Vaudreuil's Reputation is increased to Recognition.

[10.7] British Colonies: Army markers cannot Retreat past, nor can you attack Army markers in, the highest-numbered box along their tracks (i.e., their red-bordered Colony box). The logistical issues for the French to invade a British Colony would be prohibitive, particularly as British Colonies had large numbers of militia and Royal Navy support along coastal positions.

[10.8] Optional Rule: Leader Importance

You are no longer free to choose any available French Leader when desired. Instead, each turn, French Leaders must be committed to Battles in the order of their Importance (i.e., the Leader with the highest Reputation must be used first, and so on). When there is a tie among French Leaders for the highest Reputation, you may decide which among those tied Leaders to use.

[10.9] Optional Rule: Leader Casualties

Whenever a Battle occurs that is not a Minor Engagement, regardless of the Battle's outcome, Leaders with surviving Battalions must make a Personal Survival Check:

[10.9.1] Procedure: During the Battle's aftermath (Step 8), roll two dice for each surviving Leader. On a 2 or 3 (or 4, if that Leader card lost any Battalions in that Battle), that Leader is Killed in Action (other results are No Effect). When killed thus, place a Replacement Leader marker on that Leader's card to symbolize that the card's named Leader is dead and a subordinate has assumed command of those Battalions. Reset his Battle Record (i.e., Reputation marker) to Mediocrity. The new guy gets a fresh legacy.

[10.9.2] Replacement Leaders: The Replacement Leader has a Rating of 1 and no special abilities.

[10.9.3] Last Life: If the Replacement Leader is also KIA at a Battle in this manner or is Recalled (Rule [8.1]), he is not replaced! Instead, that Leader card is Discarded.

[10.10] Optional Rule: Leader Morale

A Leader with a positive Reputation (i.e., Recognition, Fame, or Glory) has High Morale. Conversely, a Leader with a negative Reputation (i.e., Disrepute, Dishonor, or Disgrace) has Low Morale. Mediocrity has no effect on morale.

Leaders with High Morale add one (+1) to their Tactical Initiative totals; Leaders with Low Morale subtract one (-1) from theirs.

Villiers' Special Ability and the French Ambush card can enhance a victorious French Leader's Rating when considering the length of a British Army's Retreat!

[11.0] Minor Engagement

If only one side has a Leader at the Battle (this can happen if you Attack an Army that has no British Leader OR if you do not commit a French Leader in response to a British Assault), that Battle is only a Minor Engagement and is resolved as follows:

[11.1] The Battle Must Go On: The side with a Leader present must still engage in combat, commit Auxiliary forces (if their cards do not require a Major Battle for commitment, they can participate), and Fires a volley normally (Rule [10.2]). The side without a Leader present has a default Leader Rating of 0, a Battalion Strength of 0, cannot commit Auxiliary forces, and does not Fire (Exceptions: See Optional Rule [13.5], Fortress Garrisons).

[11.2] Victory at a Minor Engagement: If the side with a Leader present inflicts at least one Hit (not that it will do any actual damage, as no enemy Battalions are present at that Battle), it is the victor. If it inflicts no Hits at all, the Battle's result is a draw.

[11.3] Minor Engagement Aftermath: When a Leader wins a Minor Engagement, do not adjust his Reputation marker. All other Battle aftermath effects occur normally (i.e., Advance, Retreat, etc.).

[12.0] Fortresses

Fortress boxes have various gameplay effects as summarized here:

[12.1] Halt: Fortress boxes stop British Army movement via Advance when entering a French-controlled Fortress box and a British Assault (Rule [10.0]) immediately ensues. Fortress boxes also stop British Army movement via Retreat when entering a British-controlled Fortress box that is printed on the map. They stop and regroup at British-controlled Fortress boxes when retreating.

[12.2] Optional Defense: When a British Assault is launched against a Fortress box, you do not have to commit a Leader to its defense (but see Optional Rule [13.5]).

[12.3] Initiative: At a Fortress Battle, the side controlling the Fortress box receives a +1 Tactical Initiative die roll modifier.

[12.4] What Fortress Boxes Do Not Do: Fortress boxes have no other combat effects. Specifically, they do not affect Firing or the application of Hits.

Player's Note: Fortress boxes are more useful for holding up British Advances if you actively defend them by committing your Leaders to hold them. Otherwise, a British Army under the command of a Leader will Advance virtually unimpeded until you Attack it and push it back. Consider carefully your ability to build Fort markers and where you might place them to improve your defenses!

[13.0] Auxiliary Forces

Auxiliary Force cards (i.e., Provincials, Militia, Indians, Marines, etc.) have various gameplay effects as summarized below:

[13.1] They're Here: An Auxiliary Force card must be face up in the tableau (i.e., it must be available) before it can be committed to a Battle. French Auxiliary Action cards in your hand are not available until you pay 1 AP to place them on the tableau!

[13.2] Ouch: Auxiliary Forces have a Battalion Strength for Firing purposes only. They do not have Battalions, per se, as Leader cards do, and thus cannot suffer Hits at a Battle. Exceptions: The New York Militia and Troupes de la Marine cards can each absorb one Hit at a Battle (i.e., it is still inflicted, but the Battalion loss is not registered on that Battle's Leader card). If they absorb a Hit at a Battle, these cards are Discarded and not Recycled.

[13.3] Goodbye: After firing their shot, Auxiliary Force cards are Recycled if they feel victorious and are Discarded if they feel matters did not go satisfactorily (defined by their card).

[13.4] Leaderless: Auxiliary Forces cannot join a Battle where their side has no Leader. They will not go and fight without a proper commander, but see Optional Rule [13.5], Fortress Garrisons.

[13.5] Optional Rule: Fortress Garrisons

Normally, actively defending a Fortress box requires a Leader. This Fortress Garrisons Rule changes that.

[13.5.1] French Fortress Defense: When a British Army marker Advances into a Fortress box, you may initiate a defense there (i.e., force a Major Battle instead of allowing a Minor Engagement) using a Garrison Force (see [13.5.3]).

[13.5.2] British Fortress Defense: If you Attack a printed Fortress box on a track that has no British Leader card, you must assign a Garrison Force to its defense if one is available (see [13.5.3]).

[13.5.3] Garrison Forces: The following restrictions apply:

  • Indian cards are unusable as Fortress Garrisons.
  • A Fortress Garrison can consist of a maximum of one Militia card associated with its track AND one other Auxiliary card (e.g., Siege Train) in a single Battle.

For Example, the New York Militia must defend Carillon-Ticonderoga; the Halifax Militia must defend Louisbourg and Québec.

[13.5.4] Garrison Leadership: Fortress Garrisons have an intrinsic Leadership Rating of 0 (zero) when determining the Tactical Initiative.

[13.5.5] These Battles Count: Fortress Garrison battles are not Minor Engagements (Rule [11.0]). They are Major Battles.

For the Attacker to win, their Leader must survive and inflict more Hits (even though no Garrison Battalions are actually removed) than the Garrison did (which the Attacker does suffer in actual lost Battalions). The victorious Attacking Leader does improve his Reputation accordingly. Otherwise, the Fortress holds and the Attack is either a draw (equal Hits inflicted by both sides) or a loss (the Garrison inflicted more Hits than the Attacker).

[13.6] Optional Rule: Calming Down Montcalm

Your Montcalm Leader might seem super-powered. To more realistically restrain his abilities, employ this Optional Rule.

Entry: Do not set up the Montcalm Leader card in the Recycle Bin; set it aside and place it on the tableau when the first French Action card with a naval symbol is added to your hand. He can be Sacked normally (Recycled) and reenters play like every other French Leader.

Limitation: A third marker sets up on the Montcalm Leader card: His Maximum Battalions marker. Set it and his Battalions marker to 4 Battalions whenever Montcalm enters / returns to play. Thus he enters play with a full complement of 4 Battalions, his maximum.

Increased Potential: While Montcalm is in play on the tableau (only!), each time a French Action card with a naval symbol is added to your hand, increase Montcalm's Maximum Battalions marker (only, not his Battalions marker, you still need Replacements to increase those!) by one up to his card's printed maximum of 8 Battalions. If he is ever Recycled and returns to play, he begins once again with 4 Battalions out of 4 maximum; all previous French Naval cards' benefits are lost.

[14.0] Fort Markers

Fort markers represent temporary strong points, detached garrisons, or simply places where the French have committed to make a stand. Their placement on the map greatly enhances your military position.

[14.1] Placing Forts: After spending the required 2 APs during the French phase, place a Fort marker on the map in any French-controlled Wilderness box or the Montréal box that does not already have a Fort marker in it. You cannot place Fort markers on British Colony boxes or boxes that are already Fortresses.

[14.2] Fort Marker Effects: Consider a box with a Fort marker on it a Fortress box for all purposes (Rule [12.0]).

[14.3] Fortifying Montréal: If Montréal has a Fort marker on it, the game is not instantly lost when a British Army marker Advances into that space. Instead, the British Assault there must be resolved normally; then if, and only if, the British win that Battle (i.e., they do not Retreat from Montréal) do you lose the game.

[14.4] Removing Fort Markers: You can never voluntarily move or remove a Fort marker. It is Trashed when a British Army marker occupies its box at the end of a Battle.

[15.0] Trading Posts

Trading Post markers represent centers of French trade, as well as colonized areas. They allow you to influence the economics of New France.

[15.1] Placing Trading Posts: After spending the required 2 APs during the French phase, place a Trading Post marker on the map in any French-controlled box that does not already have a Trading Post marker in it.

  • Exception: There can be only one Trading Post, maximum, on each track, plus one on Montréal (which is not considered on any track for this purpose only).
  • You can place a Trading Post marker on boxes with a Fort marker and vice-versa.

[15.2] Trading Posts and Replacements: During the French phase, you may spend 1 AP to add a Replacement Battalion (Rule [10.4]) to a French Leader's card in the tableau. You may purchase Replacements multiple times per turn, but never more than you have Trading Post markers on the map (this includes newly-built Trading Post markers; they are usable that same turn). That is, each Trading Post marker on the map allows you to purchase one Replacement Battalion per turn.

[15.3] Trading Posts and Victory: If you win the game (Rule [5.1]), you receive a number of Victory Points equal to the box number for the location of every Trading Post marker on the map. Yes, a Trading Post marker in Montréal is worth 0 Victory Points.

[15.4] Removing Trading Post Markers: You can never voluntarily move or remove a Trading Post marker. It is Trashed during the Housekeeping phase when a British Army marker occupies its box, or a lower-numbered box along that track.

Be very careful about your placement of these scarce Fort/Trading Post markers!

[16.0] Housekeeping

During the Housekeeping phase, certain administrative functions must be performed to prepare for the next turn:

  • Declare French Victory: If there are no cards in the Draw Pile, the game ends immediately in a French Victory (see Rule [5.1]). Vive la Nouvelle France!
  • Heads Will Roll: Each French Leader card whose Reputation is Disgrace is automatically Sacked at this time. Exception: When there is only one French Leader left in the tableau, he is not Sacked! If all remaining French Leaders should be Sacked that turn, you decide which one remains in the tableau.
  • Reset Markers: Return to the stock all Action Taken, Battle Fought, Replacement Leader, etc., markers if in play and check to see if the Royal Navy marker is detached from the St. Lawrence Army if it is in Québec (as per that British Event card).
  • The New Deal: You must reshuffle the Draw Pile and Recycle Bin cards together to form a new Draw Pile if the Seven Years' War Erupts! World event has occurred. Prior to that, you cannot reshuffle the Recycle Bin cards into the Draw Pile.

Standing Orders: Rogers' Rangers

  1. Don't forget nothing.
  2. Have your musket clean as a whistle, hatchet scoured, sixty rounds powder and ball, and be ready to march at a minute's warning.
  3. When you're on the march, act the way you would if you was sneaking up on a deer. See the enemy first.
  4. Tell the truth about what you see and what you do. There is an army depending on us for correct information. You can lie all you please when you tell other folks about the Rangers, but don't never lie to a Ranger or officer.
  5. Don't never take a chance you don't have to.
  6. When we're on the march we march single file, far enough apart so one shot can't go through two men.
  7. If we strike swamps, or soft ground, we spread out abreast, so it's hard to track us.
  8. When we march, we keep moving till dark, so as to give the enemy the least possible chance at us.
  9. When we camp, half the party stays awake while the other half sleeps.
  10. If we take prisoners, we keep 'em separate till we have had time to examine them, so they can't cook up a story between 'em.
  11. Don't ever march home the same way. Take a different route so you won't be ambushed.
  12. No matter whether we travel in big parties or little ones, each party has to keep a scout twenty yards ahead, twenty yards on each flank and twenty yards in the rear, so the main body can't be surprised and wiped out.
  13. Every night you'll be told where to meet if surrounded by a superior force.
  14. Don't sit down to eat without posting sentries.
  15. Don't sleep beyond dawn. Dawn's when the French and Indians attack.
  16. Don't cross a river by a regular ford.
  17. If somebody's trailing you, make a circle, come back onto your own tracks, and ambush the folks that aim to ambush you.
  18. Don't stand up when the enemy's coming against you. Kneel down, lie down, hide behind a tree.
  19. Let the enemy come till he's almost close enough to touch. Then let him have it and jump out and finish him with your hatchet.

Commentary: Please Be Seated (or Life Imitates Art)

The familiar "Don't Forget Nothing" version of Major Robert Rogers' Rules for Ranging, commonly titled "Standing Orders," has a curious and murky history, having less to do with the ranger leader than you might imagine. It is a true case of life imitating art.

With the encouragement of Lord Loudon and Lord Howe, Rogers established a training program for aspiring rangers at Fort Edward in the early autumn of 1757. The 55-man company of cadets included volunteers from the British 22nd, 27th, 42nd, 44th, 46th, 48th, 55th, and 60th Regiments. A good teacher, Rogers took a personal interest in their activities.

Putting it in Writing

As part of the instruction, the Major wrote a "plan of discipline," which is published in his Journals. Expressed in clear and direct language in the proper English of the time, its 28 numbered points are a systematic guide to wilderness warfare. From march discipline, to the posting of "centries" (sentries) to setting ambushes and rendezvous points, the principles expressed in this curriculum now seem simply common sense.

Although he practiced them well and refined the art, Rogers himself certainly did not invent these tactics out of whole cloth, and never claimed to have done so. Instead, his logical and organized enumeration is the first written manual for irregular warfare in America, and is significant for that reason. Also, his unnumbered final point that the rules were not all-inclusive, and that proper action often could only be determined by individual good judgment (not slavish obedience to "rules," even these) directly challenged prevailing military thought.

Though the school itself lasted only seven weeks and was not repeated, the "plan" guided his rangers throughout the war, and Rogers' wisdom has echoed through the ages. Its elements have been part of US Army Ranger training since World War II, and, in the Viet Nam era, were issued on wallet-sized cards to the troops. The late Colonel David Hackworth, himself somewhat reminiscent of Rogers in a number of ways, swore by the value of the rangers' rules.

Fiction is Stranger than Truth

However, the colorful "Don't" version most certainly did not originate with Rogers. Well, then, where did it come from? There is strong evidence to support the following theory. In 1937, Kenneth Roberts wrote Northwest Passage, his well-researched historical novel centering on the Major. Introducing the book's narrator to the world of the rangers, the fictional Sergeant McNott (think of Gunny R. Lee Ermey, and you'd be close) delivers an informal oration about how rangers operate – admonishing his listeners "Don't forget nothing!"

Comparing McNott's phrases in Chapter XIV of the novel with the "Don't" list strongly suggests the lineage of the colloquial form. While it is not the purpose of this essay to trace their career in print, Lieutenant Colonel John Lock found the same folksy orders in a 1960 Ranger Training Manual, and they appear in the January, 1962, edition of DA FM 21-50, Ranger Training and Ranger Operations. Significantly, historian Timothy Todish reports that this version appears later that same year in the August, 1962, issue of "True: The Man's Magazine," perhaps for the first time in popular literature. It should be no surprise when Rogers biographer Gary Zaboly notes that the Army-issued wallet cards of the 1960s contained…the "Don't" list!

Although based on rigorous research, Northwest Passage is a novel, and not an academic treatise. While certainly familiar with the original 1757 "plan of discipline," Roberts used a novelist's prerogative to condense and dramatize Rogers' original points through McNott's rustic recitation. His fictional character does not present them as "Standing Orders" or separate them by number. Someone else took these steps later, and "Don't Forget Nothing!" became the first rule. The unfortunate result is that the casual modern observer might mistakenly deduce that Major Rogers was an illiterate backwoodsman – not the complex, competent, and ambitious individual he really was. Simply, what the wider world has come to believe are his Standing Orders…are not.

Don't Forget Rogers

That the "Don't" list is not the work of Major Rogers is well known to a circle which includes the US Army Ranger School and students of the period. It is such common knowledge that even Wikipedia observes that this "fictional version" comes from Northwest Passage. Despite its dubious lineage, however, the colloquial version fits many preconceptions about the world as it was not, and has certainly eclipsed Rogers' own work in popular culture. The posters in NCO clubs around the world will not come down… because if the Major didn't say it this way, hell, he should have!

Reference: Setup Summary

Follow these steps to set up the game:

  1. Place the five British Army markers at their respective British Colonies, and the Action Points marker in its 0 box.
  2. Separate the cards into three piles based on the color of their titles: gold (44), white (4) and dark silver (27).
  3. The white-titled cards are set up first. The Québec Militia card forms your starting hand, while Langlade and the 1st Troupes de la Marine begin face up in the tableau. Braddock begins in command of the Ohio Valley Army.
  4. Take the 27 dark silver-titled cards next. Set aside the Seven Years' War Erupts! World Event card. Shuffle the rest and deal out 14, face down, then add the Seven Years' War Erupts! World Event card to that stack, reshuffle that stack, and place those cards face down to form the bottom of the Draw Pile.
  5. Then add the remaining dark silver-titled cards on top of those to complete the Draw Pile.
  6. Take the remaining gold-titled cards and place them, face up, in the Recycle Bin located on the map just below the Draw Pile.
  7. Set aside the unused markers where they will be handy, grab some dice, and you're ready to go!

Reference: British Leader Placement

A. Roll two dice and compare this to the spreads on the British Leader table. If that box is vacant, place that Leader card there.

B. If that box is occupied, compare the Empire Value (Leader Rating + Battalions) of that track's Leader to the Battalions (only) of the newly-drawn Leader seeking to replace him. The higher-valued Leader takes or keeps command of that track. If tied, the current commanding Leader stays if his Reputation is not Disrepute, Dishonor, or Disgrace.

C. If that track's current British Leader card is not ousted to the Recycle Bin (per B, above), then the newly drawn Leader must apply for a different command at every other track, in order, according to the Track Priority list.

Reference: Sacked Leader Priority

Sack Leaders as required until that side has only one more Leader than the other side, as follows:

  • Sack the Leader(s) with the lowest Empire Value (Leader Rating + Battalions) first;
  • If those are tied, the one with the lowest Reputation left is Sacked;
  • If those are also tied, it is your choice from among those tied Leaders.

Reference: "Safe" Historique Card Draws

British Leader [6.2.4] and British Event cards [6.2.5] are immediately Recycled [6.4] without effect and you do make a replacement card draw (unless instructed otherwise).

Reference: Where to Place Cards After They Are Used

  • French Action Cards: These cards are generally Discarded unless otherwise instructed.
  • Auxiliary Forces: After their shot(s), these cards are Recycled if they feel victorious or Discarded if they feel defeated [13.3].
  • Leaders: Recycle these cards when Sacked and Discard them when their last Battalion is eliminated in Battle [10.3].
  • British Events: After their use, Discard these cards unless otherwise instructed.
  • World Events: After their use, these cards are Trashed unless otherwise instructed.

Reference: Victory and Defeat

Victory: If, after completion of the French phase, there are no cards remaining to play except those in the Recycle Bin (but only after the Seven Years' War Erupts! World Event has occurred), the game ends in a French victory.

The degree of your success is measured in Victory Points (VPs) as shown on the Victory Table [5.0] by adding the current Box # location of each British Army and each French Trading Post on the map, then subtracting one (-1) point for each Fort/Trading Post marker eliminated during play AND each British-controlled Fortress box on the map.

Defeat: If, during the British phase, a British Army marker Advances into the last box on its track (i.e., 0, Montréal), and wins that British Assault if it is fortified, then you immediately lose the game.

To measure the degree to which you are defeated, count the total number of cards remaining in the Draw Pile PLUS the Recycle Bin and consult the Defeat Table [5.0].

  • If those are tied, the French Leader wins if the Battle is the result of a French Attack, and the British Leader wins if the Battle is a result of a British Assault.
  • Quality of Leadership and element of maneuver are the tie-breakers for tactical initiative.

  • Conduct First Fire: The side with the Tactical Initiative (from Step 4) fires as per [10.2]; all losses inflicted upon the enemy force are immediately applied as per [10.3].

  • Conduct Return Fire: If the other side has any surviving Battalion Strength (e.g., Battalions or even Auxiliaries, including those that have absorbed Hits), they now return fire. Note that this side's Battalion Strength could very well be reduced from casualties just suffered in Step 5!

  • Determine the Victor: Consult this list to see which side was victorious at that Battle:

    • If both sides' Leaders survived the exchange of fire with at least one Battalion remaining, the victor is the side whose Leader card lost the fewest Battalions.
    • If one side's Leader is reduced to 0 Battalions (i.e., that Leader is Discarded) and the other side's Leader survived, the victor is the side with the surviving Leader.
    • For any other result (i.e., both Leaders were Discarded due to casualties OR both Leaders survived but lost an equal number of Battalions), that Battle is a draw.
  • Battle Aftermath: When the Battle is over, perform the following activities:

    1. Reposition Cards: Surviving Leaders are reset to their map or tableau positions, and used Auxiliary forces are Discarded unless otherwise noted on their cards (see Rule [13.3]).
    2. a. If the Battle was a draw: The Army marker remains in place if the Battle took place during the French phase; otherwise, the contested Army marker Retreats one box (i.e., the defender retains the contested box when the outcome is a draw). b. If the French won: The contested Army marker Retreats a number of boxes equal to the victorious French Leader's Rating (but always at least one box), and see [12.1]. c. If the British won: The Army marker remains in place. Trash any Fort or Trading Post markers in that box. Be very careful about your placement of these scarce building pieces as, once Trashed, they can never return!
    3. If either side won: The Reputations for the opposing Leaders (as indicated by their Reputation markers) are adjusted: upward (to the right) by one for the victor, and downward (to the left) by one for the defeated Leader. A Leader's Reputation marker cannot be moved higher than Glory or lower than Disgrace. No adjustments are made for a Minor Engagement (Rule [11.3]) or if the Battle result was a draw.