Boardgames of the French and Indian War – Part II

Battle of Fort William McHenry during French and Indian War

Quite some time ago, I wrote a round-up of my favorite boardgames of the French and Indian War. Since then I’ve been focusing pretty exclusively on the FIW using 28mm miniatures and Muskets & Tomahawks. I’ve also spent a lot of time over the past year reading about the period and visiting historic sites in New York, Pennsylvania, Virginia, Maryland and West Virginia that tell the story of the FIW.

Between travel, research, painting miniatures, building scenery and running through tabletop scenarios of the period, I’ve continued to build up my collection of FIW-themed boardgames. With that, I have a second list of more of my favorites from this empire-defining conflict in North America.

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Quebec 1759 (Columbia Games)

You can’t beat Columbia Games for their quick-playing and unique block games for which they are known. I have Liberty: The American Revolution 1775-83, their American Revolution game, on my shelf, and about a year ago I finally to picked up a copy of their FIW game Quebec 1759.

Released in 1972, Quebec 1759 was one of the first block wargames produced and has remained in print for 45 years as a game perfect for entry level players as well as those experienced in the hobby. I’ve been trying to track down a first printing of the game for a while for the embossed blocks, but I couldn’t pass up a great deal on a 1980s edition with 50 stickered blocks for $20 at a convention flea market a couple years back.

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Map and wooden blocks from Quebec 1759

Playable in about an hour or so, this classic abstractly captures the meeting of the British forces led by James Wolfe and the French defenders commanded by Louis-Joseph de Montcalm in September 1759. The decisive Battle of the Plains of Abraham outside Quebec City left both men dead and was the beginning of the end of French rule in North America.

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Typical stickered wooden blocks from a mid-1980s edition of Quebec 1759

My near perfect copy captures the charm of the original edition with its signature wooden blocks, 10″ x 32″ elongated heavy cardboard map and a mere four pages of rules. The game is played over 16 turns with each side — British and French — plotting their moves in advance on paper and then simultaneously revealing them. There are no spaces on the map. Instead ten road-connected land zones and a bisected St. Lawrence River.

The game has remained a classic for a reason, notably its fast play that rewards numerous replays and taking turns on either side.

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End of Empire: 1744-1782 (Compass Games)

Command was a bi-monthly magazine published between 1989 and 2001 which focused on military history, strategy and gaming. Issue 46 from December 1997 features articles on New France, the American Revolution, George Washington and his spy network, and famed traitor Benedict Arnold. The issue also contains a full hex and counter game called End of Empire which captures the grand sweep of North American history from the 1740s through early 1780s. The game was subsequently reprinted as a box game from Compass Games as End of Empire:1744-1782.

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My copy of Command #46 featuring End of Empire just prior to punching the counters

End of Empire covers a wide period from King George’s War, FIW and the American Revolution. Over a dozen scenarios allows play of specific conflicts or campaigns in a few hours, and a full game is playable over the whole period that will run to more than 15 hours for truly committed players. The game is regimental in scope with a huge hex map spanning the entire North American East Coast and contains hundreds of color counters representing British, French, Spanish, Indian and Colonial forces. For a real deep dive into nearly 40 years of colonial conflict, this is the game.

Wilderness Empires (Worthington Publishing)

I’m a big fan of Worthington Publishing’s games. I have three of their American Revolution games – New York 1776, Trenton 1776 and their latest, Saratoga 1777. The simple graphic maps and wooden blocks make Worthington’s games easy to grasp while also providing some great strategic play specific to the conditions of certain battles and campaigns.

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Map detail and wooden playing pieces from Wilderness Empires

With Wilderness Empires, most recently reprinted in 2016, Worthington captures the larger scope of the grand strategy of the FIW in a mix of point-to-point movement, blocks and cards. Designed by my pal Bill Molyneaux, a FIW reenactor and game designer, the game is steeped in real history while producing introductory level play of the period for 2-4 players.

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French (top) and British (bottom) cards from Wilderness Empire featuring original art by Don Troiani

The components are hefty 1″ wooden blocks with nicely rounded corners representing French, British and Indian forces. Indian towns, special wood dice, a large board and cards featuring beautiful original art by Don Troiani round out what’s in the box. Their artwork aside, the cards provide tactical play of reinforcements, leaders, campaign actions and specific play of historical units such as Rogers Rangers and Indian allies.

If you’re lucky, you can track down this recently out of print game in gift shops at various historical sites and forts in the northeast for a great intro to the period.

1759: The Siege of Quebec

1759: Siege of Quebec (Worthington Publishing)

Worthington has also produced a new spin on the famed siege of the era with 1759: Siege of Quebec. The game presents a bit like the classic Columbia game covering the same battle but with a unique 2-in-1 package that allows for both 2-player and solo play, a rarity for games of the period.

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The beautiful map for Worthington’s 1759: Siege of Quebec

This game is gorgeous. The area movement map is bisected with by the St. Lawrence River and has defined deployment areas for stickerless blue (French) and red (British) blocks. In the 2-player game, separate hands of Command Decision cards and Command Field Orders books allow each side to make selections on what they do each turn. Cards are revealed and resolved, with casualties and morale tracked toward victory. The solitaire game uses a separate set of cards but plays out in a similar way.

The game falls into the modern string of fast-play “lunchtime games” which typically run less than a half-hour, making 1759 a great modern spin on the often-covered battle.

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1754: Conquest – The French and Indian War (Academy Games)

I’ve long been a devotee of Academy Games and their take on American history through their highly accessible and educational games. I have copies of their American Revolution game 1775: Rebellion, 1812:The Invasion of Canada and the immensely challenging Freedom: The Underground Railroad, so when I heard they were producing a FIW game, I knew I’d be getting a copy.

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Set-up of 1754: Conquest from Academy Games

The game, 1754: Conquest, follows the same basic mechanics of 1775 and 1812 and rounds out Academy’s trilogy from their “Birth of America” game series. All three games feature wonderfully colorful maps with area movement of small cubes using small hands of action cards keyed to historical events and personalities.

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One of my many plays through 1754: Conquest

In multiple plays of 1754, I’ve found it to be the most challenging in the series. Fortifications, muster points for militia and harbors for arriving British and French reinforcements all reflect the major points of control important to the war. As with all games in the series, this one serves as a great entry into wargaming the period while also providing a challenge to more experienced gamers.

Bayonets & Tomahawks (GMT Games)

One of my most anxiously-anticipated games is GMT’s Bayonets & Tomahawks which has been on their P500 pre-order since 2015. There’s been a steady drip of development and playtesting articles over the game’s long gestation, and in late 2019 some near-final box art was made available.

A 2018 playtest map for Bayonets & Tomahawks, slated for delivery in late 2020

As with all things that come out of GMT, the looks like its going to be a beauty with custom dice supporting a unique battle system and full-color round, square and triangular counters for different forces, fleets, forts and game conditions. The playtest map looks stunning. The game will play over shorter scenarios or the full war with raids, battles, construction, sieges and naval actions. Cards will support historical events and military actions. Having not gotten my hands on it as of yet, I can’t wait to unpack and punch this game when it becomes available, hopefully in late 2020.

Nathan Hale’s Hazardous Tales

NathanHalesHazardousTalesAs a young fan of history in 1970s and 80s, my bookshelves were brimming with illustrated history books. Classics Illustrated comics, David Macaulay’s books and Dover history coloring books were all favorites. In my teen and college years of comic book fandom, I was introduced to the Pulitzer Prize-winning Holocaust graphic novel Maus by Art Spiegelman. Decades later, I loaded up my own boys’ shelves with beautiful books from Dorling Kindersley on such subjects as ancient history, the American Civil War and World War II. Now, as the kids have grown, they’ve made their own reading discoveries and turned me on to newer series. One of my current favorites is Nathan Hale’s Hazardous Tales.

Nathan Hale is the actual name of the Utah-based author and artist of a variety of best-selling children’s graphic novels. His Hazardous Tales series focuses on US history with a wit and flair aimed at engaging kids in wonderful little vignettes of the past. His war-themed books include looks at the American War of Independence (One Dead Spy (2012)) the American Civil War (Big Bad Ironclad! (2012)) and World War I (Treaties, Trenches, Mud and Blood (2014)). He’s also taken on non-war subjects with the doomed Western settlers of the Donner Dinner Party (2013) and the story of abolitionist Harriet Tubman in The Underground Abductor (2015).

NHSpyPageFamed American spy Nathan Hale is introduced in “One Dead Spy”

Hale’s three war books introduce children to three different conflicts from three centuries of the American story. One Dead Spy outlines the American Revolution through the lens of famed Colonial spy Nathan Hale, his exploits, capture and martyred execution in September 1776. The first half of the book moves from Hale’s years at Yale to the Boston Massacre, the Boston Tea Party, the Battle of Bunker Hill, the capture of Fort Ticonderoga and the Siege of Boston. In the second half, the story shifts to the war in and around New York City and Long Island, making it of particular interest for my sons living amid the ground covered by the Battle of Brooklyn. Other historical characters including George Washington (naturally), Ethan Allen, Benedict Arnold and the colorfully-written Henry Knox all make cameos, each adding to the overall narrative which ends with Hale’s hanging just as the war was gearing up into its later years and eventual victory for the American colonists.

NHIroncladsPageCivil War naval combat from “Big Bad Ironclad!”

The American Civil War gets its treatment in Big Bad Ironclad which tells the story of the nation-defining conflict through the epic development and battle of the first US ironclad ships in March 1862. With so many stories to be told from the Civil War, this book’s focus on the relatively ignored naval side of the conflict makes for another interesting tale. A colorful cast of well-known and marginal characters, including Abraham Lincoln, Secretary of the Navy Gideon Welles, Swedish immigrant inventor John Ericcsson and US naval hero William Cushing, frame the story. Drawn in blues, grays and blacks, the historic figures and events helps to place this sideshow to the American Civil War as a not-to-be-forgotten part of American history.

NHTrenchesPageEuropean alliances explained in “Treaties, Trenches, Mud and Blood”

My favorite of Hale’s three war books is Treaties, Trenches, Mud and Blood which does an amazing job of explaining the complex causes and series of alliances which contributed to the outbreak of the Great War in August 1914. The story begins in the obvious place with assassination of Archduke Franz Ferdinand of Austria by the somewhat hapless Gavrilo Princip in Sarajevo in June 1914. After the entertaining opening act, the book moves to outline the intricacies of the allied European nations. Using the cartoon and comic book convention of animals as characters, each country is cast as a different creature — UK (bulldog), Russia (bear), France (rooster), Austria-Hungary (owl), Germany (eagle). You might think explaining geopolitical politics would be a yawn in a children’s book, but Hale carries it off such that even adults would benefit from the World war II overview.

The story marches onward to 1914, erupting in the war depicted in a dramatic double-page spread of assembly line of manpower grinding to battle with the Greek god of war Ares overseeing the entire coming slaughter. Weapons, the introduction of tanks and trench warfare all get their due in the second half of the book, but it’s the pre-war framing of European empires in conflict which makes this book a standout intro to the war for all ages.

AlamoThe forthcoming “Alamo All Stars”

The upcoming sixth book in the series, Alamo All Stars, will appeal to Texans and Texans at heart with the tale of the heroic defense of the Alamo in 1836. With the school year just under way, all of Hale’s Hazardous Tales are worthy of reading lists, no matter the age. Each book also contains a bibliography and more factual information at the back of the book, making all these books a great jumping-off place for budding historians and maybe some future wargamers, too.