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.

The 2010s in Review: My Favorite Games

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The past ten years have been a big decade for gaming and for me as a gamer. I launched this blog (which I haven’t posted to in more than two years). I became president of Metropolitan Wargamers in Brooklyn, NY, NYC’s oldest continuously active gaming group, now in its fourth decade. And, I played a lot of games.

So, here’s my oddball list of 16 games I deem as my favorite of the 2010s. My list isn’t necessarily the most innovative games of the past ten years (although some are) and many are not widely popular (again, some are). These are the games that got back to the table over and over again as other new games came and went.

First up are a few games that capture my love of Marvel comic books and Star Wars from my 1970s childhood. Fantasy Flight Games has really exploded with Star Wars games over the past decade, and while I’ve played most of them, Rebellion and Imperial Assault are my standouts for capturing the story of Star Wars at the epic interplanetary level and as a sci-fi adventure campaign. Both games have incredible design, artwork and plastic miniatures which really speak to the toy nerd in me. The deck-builder Marvel Legendary also captures the teamwork which is the hallmark of Marvel heroes and villains. All three games take me deep into the real storytelling feel of being in the pages of a comic book or a movie.

My other childhood obsession was Dungeons & Dragons. Lords of Waterdeep captures the flavor of D&D within one its most fabled campaign settings dropped into a boardgame that feels like an adventure quest. Back to the classic RPG style of play, the D&D 5th Edition Starter Set brought me back to the table for the first time in years with a slimmed down all-in-one boxed rule set that felt akin to the fast-moving games of my childhood.

From superheroes, science fiction and fantasy, my love swings to American history. The American War of Independence plays out n my two favorite games of that period — Liberty or Death: The American Insurrection and 1775: Rebellion. In 1775, a simple block, card and dice mechanic allows play of the entire war in about 90-minutes and serves as a fantastic entry into the period and wargaming. With LOD, GMT’s COIN (counterinsurgency) mechanic of asymmetric conflict breathes new and nuanced complexity of the often-simplified formative American story.

From the American Revolution, my interest stepped back to the French and Indian War. This was the period that really fired my imagination the past few years with a dive into dozens of books and several long trips visiting historic sites of the era in Virginia, Pennsylvania, Maryland, West Virginia and New York. A Few Acres of Snow was my first game of the period and remains one of hands-down favorites with its two player asymmetric, deck building that still challenges over multiple plays as the French and British. My miniatures wargaming interest also swung heavily to the FIW with Muskets & Tomahawks. The quick-playing, card-driven mechanics of the game really captures the clash of British, Indian, French and Canadian forces, and I’ve spent countless hours researching and writing historic scenarios for significant engagements of the period which I’ve run at multiple miniatures gaming conventions as well as my club. A new version of the long out-of-print rules is due in 2020, so I’m very much looking forward to what the game brings next.

Two other historical games I’ve loved deal with two difficult subjects that have significantly shaped American history. Freedom: The Underground Railroad tackles slavery and the fight of abolitionists to bring it to its end through exceedingly challenging gameplay that involves often heartbreaking choices of who does and doesn’t make it to freedom in Canada. Fast-forwarding to the 21st-century, Labyrinth: The War On Terror covers the endless war of the US and coalition forces in the Middle East. As the wars continue, the game has received updated expansions bringing the game’s events and mechanics right up to the current news of the day from the 9/11 attacks to the Arab Spring to today. Both games show the power of games as tools to model and understand history ways few others do.

With time at a premium, there were a few games that filled the gap for 30-minute or less time slots at the beginning or end of a long evening’s game session or when a quick game just fits the bill. The patterned tile placement in a Azul is great for my non-gamer friends as well as experienced players, plus, it has my favorite mechanic of pulling the very satisfying heavy tiles out of a bag. Fuse also has a tactile angle with fast rolls of dice placed into patterned puzzles to be solved against a nerve-wracking countdown app. Finally, The Mind takes a super simple deck of 100 chronologically numbered cards and turns it into a really interesting exercise in how we play collaboratively with others without the benefit of verbal communication.

I play a lot of the above games and others with my family, and one we’ve returned to repeatedly is Five Tribes. The game, set in a fantasy sultanate, scratches all the Eurogame itches of colorful wooden meeples, a modular board, beautiful card artwork and some easy to grasp but hard to master strategies. We’ve taken this game on the road more than just about any game in my collection.

Finally, I wasn’t alone in my obsession with the wildly-popular Root. The game combines so many things I love about games — fantasy, adventure, great art — in an asymmetric clash of woodland animals. With what it presents simply on the surface, the game taps into a wargaming feel that bridges all the games I’ve enjoyed so much over the past ten years.

Aside from all the games above I’ve enjoyed, I have to also celebrate the 2010s coming to a close on a personal gaming note. After some fours decades as a gamer, I was thrilled to co-found Campaign Games and launch a successful Kickstarter in the late summer of 2019 for Forts & Frontiers: The Feast of the Dead Deluxe. Combining the mechanics of D&D 5th Edition with my love for the story of 17th-century European-Indian history in North America, the game was well-received during Free RPG Day 2019 and continues to playtest well at conventions. To end the year and decade on the other side of the table as a game creator is a thrill I’ll watch unfold over the coming year and into the 2020s.

Freedom: The Underground Railroad and America’s Slavery Pop Culture Moment

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Slavery in the United States is having a moment in today’s popular culture. Suddenly again the long, complicated and violent history of slavery is seemingly everywhere — movie and TV screens, bookstores and even Presidential politics. Chalk it up to the mostly-ignored 150th anniversary of the American Civil War, a surging national conversation on race in America or a growing recognition among cultural creators for the need to tell this story, but slavery is importantly among us.

Slavery in contemporary fiction: Underground Airlines and The Underground Railroad

Underground Airlines by Ben H. Winters has been my late summer read. The book depicts a dystopian alternate contemporary United States where the Civil War never happened, slavery still exists in a pocket of Southern states and the hard-boiled narrator (himself an escaped former slave) pursues runaway slaves looking to escape north to Canada. Colson Whitehead’s newly-released The Underground Railroad takes a more historical fictional approach following an escaped Georgia slave girl’s journey north through a fantastically re-imagined Underground Railroad consisting of an actual network of secret railway routes.

Slavery on contemporary television: Roots and Underground

On small screens, no telling of the story of American slavery has been greater than in the landmark 1977 TV miniseries Roots which I watched as a child. Almost 40 years later, the summer began with a well-reviewed remake of the series on the History Channel, once again telling the multi-generational story of a family from Africa to slavery to freedom. Earlier in the year, Underground premiered on WGN with a fictional drama telling the tale of a group of slaves making the decision to escape their Georgia plantation. A second season will be premiering in 2017 and the first season has just become available for streaming on Hulu.

Slavery on contemporary film: Django Unchained, 12 Years A Slave, Free State of Jones and The Birth of a Nation

Hollywood has a spotty history with slavery but some old favorites of mine include the story of the first black volunteer regiment in the Civil War epic Glory (1989) and the slave ship revolt trial film Amistad (1997). Django Unchained (2012) somewhat controversially showed how slavery could be used as framework for what was essentially a violent action film. The following year’s Academy Award-winning 12 Years a Slave (2013) returned to a true narrative of a New York freeman sold South into slavery and winning his freedom again. In 2016, two movies have turned to historical armed slave uprisings with Free State of Jones and The Birth of the Nation, a film which riffs on the title of the classic pro-KKK 1915 movie in the telling of the story of the martyred slave rebellion leader Nat Turner.

Escaped slave and abolitionist Frederick Douglass and his anti-slavery newspaper The North Star published in Rochester, NY from 1847-1851

While stories of slavery, abolitionism and the Underground Railroad are currently in our pop culture media landscape, my years growing up south of Rochester, NY exposed me to all this history from an early age. Escaped slave, writer and activist Frederick Douglass lived in Rochester in the 1840s through 1870s and was eventuality buried there upon his death in 1895. Harriet Tubman, another escaped slave, activist and escort along the Underground Railroad, also settled in nearby Auburn, NY and was buried there in 1913. Stories, historic sites and statues to the abolitionists of the period litter Western New York, as do the routes and stops along the Underground Railroad — some factual and some folklore.

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Solo play set up for Freedom: The Underground Railroad by Academy Games

While the Civil War has long been a popular period among historical miniatures wargamers and board game players like myself, the subject of slavery has been largely ignored. That changed in 2012 with the release of Freedom: The Underground Railroad from Academy Games. The intense board game presents the period from 1800 through 1865 with players cooperatively taking on the roles of abolitionists and conductors of escaped slaves along historical routes from the Deep South to freedom in Canada.

Playing against the game, players must work together in Freedom to raise funds, build abolitionist support and ferry slaves from three plantation areas of the South. A series of actions in each round give players choices in moving escapees, fundraising and buying cards as slave hunters prowl routes in the North attempting to recapture slaves seeking freedom in Canada. The cards depict historical events and people that assist or hinder the mission of the players, with each of the three rounds of the game revealing cards specific to the events of different periods of the era. As each turn ends, more slaves (depicted as small wooden blocks) fill the Southern plantations so the game is a race against time from the start. Only by rescuing a certain number of slaves and building anti-slavery support by the game’s end results in a victory.

And victory is difficult and harrowing. Playing through the game several times in both its solo and multi-player mode, Freedom has an intensity I’ve rarely felt in a board game. Hard, balanced choices have to be made to lure slave hunters away from Underground Railroad routes and players likewise have to keep an eye on not only moving their escaped slaves northward but on the other important aspects of raising money and gaining support for the cause. After several games, I realized some slaves had to be heartrendingly sacrificed and captured in order to allow others to escape. By game’s end, players can be emotionally exhausted and I’ve even heard of some crying during play.

Playing Freedom reveals the difficulty of depicting slavery and the story of the Underground Railroad in game form. Making Freedom a collaborative game with players working against the construct of the game does a remarkable job of presenting the challenge the entrenched system of slavery presented to those working against it for decades under long odds and seemingly little chance for success. Academy Games does a great job in providing informative historical context in the rule book as well as making available a 72-page teacher’s guide to using the game in the classroom.

Much as our popular culture has struggled to deliver diverse, accurate and compelling stories of slavery in books, television and movies, it is most probably the complicated nature of  the history that has kept game makers away from the topic for so long. Thankfully Academy Games has risen gloriously to the challenge with Freedom and filled an important gap in historical gaming and our popular understanding of slavery in The United States.

New Game Weekend: 1775 Rebellion

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Late this past week, the Washington Post ran a lengthy article on game designer and CIA analyst Volke Ruhnke. Ruhnke’s games are popular at Metropolitan Wargamers, including his COIN (Counterinsurgnecy) series from GMT Games, including the two 2013 releases of  Cubra Libre (Cuba) and A Distant Plain (Afghanistan). The basic mechanics of these games and other historicals like them involve simple map game boards, wooden blocks placed in area control of spaces and detailed cards driving player actions.

While Ruhke’s games from GMT focus on 20th-century insurgencies in Southeast Asia, the Middle East and Central and South America, Academy Games has been producing games for a couple years framed in similar mechanics but focused on US history with their Birth of America series. Thus far, the series consists of  1812: The Invasion of Canada, published two years ago  to conicide with the 200th-anniversary of the War of 1812, and 1775: Rebellion, an American Revolution game. Next up for Academy Games is an Underground Railroad-themed game called Freedom which was successfully funded on Kickstarter last year.

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Back of the box for 1775: Rebellion showing game contents

This past weekend I had an opportunity to play 1775 for the first time, and if you’ve got a passion for board games and American history like me, you need to give this one a try yourself.

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Game set up for 1775: Rebellion

The board presents a map of ther thirteen original American colonies, plus Quebec and Nova Scotia to the north, at the dawn of the War of Independence. Two to four players begin the game as American Regulars, Colonial Militia, British Redcoat Regulars and English Loyalists deployed throughout the colonies. On the western frontier are unaligned Native Americans, and throughout the game opportunities arise for Hessian and French forces to join the conflict. All forces in the game are indicated through simple color-coded cubes with American Colonists in blue and white, British in red and yellow, Native Americans in green, French in purple and Hessians in orange.

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Sample movement cards from 1775: Rebellion

The action of the game is propelled by movement and event cards. Each player draws three cards to their hand and may play one movement and up to two event cards during their turn. Movement cards indicate one or more allied army’s movement from one to three spaces in a turn. Native American, Hessian and French forces cannot move until another force moves to their space and joins in alliance with them. Moving forces cannot move through enemy-occupied areas, and movement to a space containing enemy forces results in a battle.

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Sample event cards from 1775: Rebellion

Event cards depict historic personalities such as generals or statesmen and other occurences from the Revolutionary period like Paul Revere’s Ride, signing of the Declaration of Independence or the creation of the American flag by Betsy Ross. Each event card allows for things like additional forces to arrive or extra movement.

 

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Turn 1 with the Americans moving on British-occupied Boston

Combat is resolved with dice color-coded to each force. Dice faces show hits, blank sides and flee indicators. Defending forces roll first in a combat. Hits destroy an enemy unit, returning it to the reinforcement pool. A blank result allows the option for a unit to retreat to a neighboring allied-controlled space. A flee roll removes a unit to the flee space to be replaced at the beginning of that player’s next turm. Dice for each force are weighted differently, so British Redcoats don’t hit as often but never flee while Hessians hit more frequently but flee more readily.

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Truce cards from 1775: Rebelllion

The game proceeds in random turn order each round with players deploying reinfocements into occupied cities and retrieving fled units. The object of the game is to control the most colonies before the game ends after turn three with the play of two truce cards on each side. Colonies are only controlled when every space in the colony is controlled by allied forces.

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Turn 3 with the American truce card played and British advancing from the north

In our four-player game this past weekend, my team’s Colonists initially attempted to oust the British from Boston but were repelled. The British advanced from Canada into northern New York, New Hampshire, Massachusetts and Connecticut. The Colonists picked up Native American allies in Western Pennsylvania and took control of the colony while a stalemate resulted in New England. With a mass of British-allied reinforcements to the north, the Colonists recieved French reinforcements in turn three and quickly took control of two colonies to the south. Colonists quickly played their second truce card and ended the game with more colonies in our control.

Although our intro game was a quick one, I’m very much looking forward to trying 1775: Rebellion again using different paths to victory. The game’s rules are short and the components simple, but there’s a lot of strategic heft to the game. For adults, or even smart kids, with a thing for early American history, I can’t recommend 1775: Rebellion enough.