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WILERNESS WAR CONDENSED RULES

(5.3) ACTIVATING UNITS can be individual units or a force.

INDIVIDUAL: one unit per total # on card.indians cost


FORCE: Card number must be = to or less than Leaders Activation Cost

(5.4) CONSTRUCTION PLAY CARD

to build either Fort or Stockade but not both. Need drilled troops or originally friendly

cultivated space.

No enemies present.
STOCKADES: place up to # on card (gives -1 DRM in battle) 1 VP to capturing force. Can be taken by enemy drilled
troops after Battle OR by drilled troops automatically if abandoned.
FORT: up to # on card but first number is under construction. 2nd # flips it. Must be sieged to capure it. May demolish for
-1 VP. Get 2VP for capturing it.

(5.531) INDIANS
NORTHERN: (pro-French - blue stripe) Abenaki, Alongquin, Caughnawaga and Mississauga
WESTERN: (pro-French orange stripe) Delaware, Mingo and Shawnee
PAYS DEN HAUT INDIANS:: (pro-French half orange, half blue) Huron, Ojibwa, Ottawa and Potawatomi.

Can be played with

either Western or Northern Alliance.

IROQUOIS: (neutral, gray stripes): Seneca, Cayuga, Onondaga, Tuscarora and Oneida
MOHAWKS

(pro-British, red stripes)

CHEROKEE (pro-British, red stripes)

JOHNSON
rating)

the only British leader who can command any number of Mohawk or Iroquois units (they do not count against his command

(6.0) MOVEMENT three ways to move


LAND OR RIVER/LAKE: move rate of unit. Force: slowest unit
a) drilled troops moving through wilderness stop next space unless auxilaries present
b) auxiliaries moving through cultivated stop next space unless drilled present
c) all units stop in mountain space unless fort present

1) BOAT: up to 9 spaces
2) NAVAL: port to port. Force: 3 on card to activate Unit: any card
i)
j)
k)
l)

amphib use event card place amphib marker on enemy location


maintains british control louisbourg as if unit
permits naval movement even if there is a siege in amphib space
allows retreat or avoid battle to friendly port . allows placement of reinforcements unless besieged

(6.5) MOVEMENT INTO ENEMY SPACES


Leaders alone may not enter (must retreat or be killed)
Enemy units in space: moving unit must attackmay continue if defenders avoid battle or are Overrun
Fort or Fortress:
drilled troops required.
no enemies begin siege.
enemies battle if outside. Siege if inside.
Stockade:
o
o
o

unoccupied with drilled troops: capture and flip marker Gain 1 VP


unoccupied with auxiliaries only: must raid
occupied: battle at -1 DRM

(6.6) INFILTRATION
lone auxiliary (with or without leader) may move through enemy space if space unbsieged

. subject to interception
. killed (leader too) if forced into enemy space (whether retreat or Lake Schooner Event)
. can infiltrate up to full movement
.ending movement in enemy space BATTLE

(6.7) INTERCEPTION

may intercept infiltrating unit(s) arriving by land, boat, or naval entering your space or adjacent space

Designate leader and units (if force) or lone unit to intercept. Leader may not intercept alone.
Lone auxiliary intercepted only by lone enemy (with or without leader) unless in same space
. add leader tactics to die roll of 4 succeeds
Success: enter infiltrating units space and attack interceptor is defender all defenders must participate unless inside
Fort

If intercept into Fort, enemy must retreat after battle win or lose

First attempt interception then units starting in space may retreat inside

If intercept into unoccupied friendly Stockade Stockade not captured and -1 DRM to attacker

If intercept into occupied friendly Stockade , Battle and -1 DRM applied/attacker

Failure: infiltrator continues movement


(6.8) DEFENDERS AVOIDING BATTLE
Intercepted and Intercepting units may not avoid battle

choose either avoid battle OR intercept not both.


amphib may avoid battle back to British Port

In Wilderness auxiliary only force may auto avoid attackers without auxiliaries
1.

Roll 1 Die for each Force and/or Unit. Add leaders tactics to roll. Succeed on 4. Move into adjacent space unless came
from there or unbesieged enemy present

2.

Fort: can avoid while in Fort

a.
b.

Declare whether inside or outside Fort


Roll

Success move to adjacent space


Fail battle without support from units in fort

(7.0) BATTLES (force activation limits ignored)


A) Play Event(s) attacker first defender second

total combat strength


find column and roll die
add leaders tactics + DRMs
incur step losses roll of 1 or 6 kills leader if one step loss suffered

B) Ambush in wilderness or mountain: double combat strength other side takes losses first then returns fire
(7.3) MILITIA may participate if its department (cultivated space) is under attack unless raided markers within department
(7.6) STEP LOSSES
Half (rounded up) must come from drilled units
Remainder assigned to all units equally
(7.2) RESOLUTION
Win: 1) only one side has units or
2) lowest step losses wins ties to defender
Winner Gets: 1 VP if losers have 1 Regularorat least Five units
Overrun: continue moving if no step losses suffered, no fort and all enemy units elminated

(7.9) LOSERS RETREAT


Surviving Milita to box
Losing Leaders and Units to adjacent space (defenders may split up)
`
UNITS KILLED if following conditions not met:
o
o
o
o
o

Losers may not retreat to unbesieged enemy or fort


Attackers must retreat into space they came from
Defenders may not retreat into space enemy came from
Drilled troops must retreat to cultivated space or friendly Fort
French cannot retreat from Louisbourg

(8.0) FORTS, FORTRESSES AND SIEGE


ONLY DRILLED MAY ENTER SPACE WITH ENEMY FORT
INACTIVE SIDE MAY INTERCEPT INTO SPACE

1) Defending Units decide whether to Avoid Battle


2) Then units that started at Fort may retreat inside (4 max plus Leaders)
3) Units that remain outside Battle
(8.2) SIEGES
must activate Leader to begin
when no enemies are outside Fort
requires drilled troops
occurs in action phase after 0 siege marker placed

Activate highest command leader


May Activate Coehorns Event (or save for Assault)
Roll on Siege Table
Add Tactics of Leaders (+ DRM to attacker, - DRM to attacker)
Add 2 DRM for Coehorns
May play Surrender now
Minus 1 DRM to attacker sieging Louisbourg

(8.25) Breaking Siege

May activate besieged leaders and units to battle outside Fort

If friendly units move into space, units inside Fort may join fight

If lose fight, only units starting inside Fort may retreat inside

(9.0) ASSAULT

(when Siege reaches 1 for Fort or 2 for Fortress)

Like Battle except:


o
o
o
o

No Militia can take part


All step losses from Drilled Troops until none left
No retreat (if Fort captured those inside killed including Leaders)
No VPs for Battle only for Forts capture

Active force must start in space and may not have moved
2nd force may join if activated by Campaign Event
Once assault declared must proceed
MAY ACTIVATE COEHORNS EVENT AFTER DECISION TO PROCEED
o
o
o

Both sides add Tactics of highest leader


Add 2 for Coehorns Event
Attacker shifts one column left

WINNNG ASSAULT
Lowest step losses wins ties to defender. Eliminating Units does not cause win: Fort defends on 0 column of CRT
Defender wins Siege Continues
Attacker wins 2 VPs Fort 3 VPs Fortress
If lose enemy Fortress give back 3 VPs. Must garrison to retain.
If demolish Fort lose 1 VP

(10.0) RAIDS

(Earn VPs)

Auxiliaries Only (with or without Leader)


1) Destroy Stockades
2) Eliminate Indians
3) Stop Militia Deployment
Must Raid if Auxiliaries Only end battleor activation on:

Original enemy cultivated space


enemy Stockade
Indian settlement when corresponding Indians on map

Even if dropped off by Force after Battles resolved

Militia May Depoy to Defend Raid (unless already fought Battle in Stockade space)

against Stockade in cultivated space only


ONE Unit only from Department box (even if raided markers present)
Raiders attack it in Standard Battle: Raiders Win: Carry out Raid. Raiders Lose: Retreat

CONDUCTING RAIDS

RESOLVING RAID

Roll on Raid Table


Choose Stockade/Settlement or Cultivated Space Column
Add Leaders Tactics
+1 for Rangers
-1 if Raiding within Enemy Department with two more Militia in Box

Either Success or Failure on Raid Table


If natural 1 Rolled. Roll again. Roll 1 kills enemy Leader.
If natural 1 or 6 Rolled in Stockade Space. Roll again. 1 kills Leader
If successful:
i.
ii.
iii.
iv.
v.

Place a raided marker


Eliminate any stockade in space
Eliminate all unbesieged Indians anywhere belong to tribe
Score VP rounded up when marker removed
Can raid enemy stockades or settlements more than once for additional markers but not
cultivated

If cultivated. Roll on Raid Table and then Go Home

GOING HOME AFTER RAID

Indians to home settlement


o
If enemy occupied eliminate Indian
o
If Cherokee eliminate (after raid only)
o
May be accompanied by stacked Leaders or Coureurs de Bois
o
Stacked with Leader may go to closest Fortification
Non Indians (Coureurs de Bois, Rangers and Leaders)
o
Placed in closest friendly Fort (count squares to determine)
o
Indians stacked with Leader may go to Fort

(11.0) ATTRITION (Drilled Troops Only)

All besieged drilled troops suffer attrition


All drilled troops that do not occupy:
o
Unbesieged Fort or Fortress
o
Originally friendly cultivated space

STEP LOSSES
o
First: Eliminate half rounded up of REDUCED Drilled
o
Then: Reduce every FULL STRENGTH Drilled Unit

SUPPLY (Drilled Troops Only)


Must form unbroken chain of spaces leading to an ORIGINAL FRIENDLY FORTRESS
Drilled Troops can be connected to each of these spaces by:

Water
Friendly Fort or Fortress
Amphib Marker
Cultivated Space

May not build Fort or Stockade


May not roll on Siege Table
May not be restored to Full Strength

OUT OF SUPPLY

VICTORY

(Annus Mirabilis) (Capturing Ohio Forks, or Niagara = 1VP)

Either Side Wins if it:


Gain 11VPs OR Controls ALL Fortresses PLUS Ohio Forks and Niagara
Or if game ends in 1759 and Above NOT Accomplished, British Win if they:
Control all originally held British Fortresses plus TWO of the following four spaces: Ohio Forks, Niagara, Quebec,
Montreal.
Otherwise whoever has at least 1 VP wins

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