French and Indian War: Compagnie Franches de la Marine from Galloping Major Wargames

Fan favorite Galloping Major Wargames launched its second Kickstarter campaign in July 2017 with a line featuring Compagnies Franches de la Marine. Billed as “regular soldiers recruited in France for colonial service,” this 28mm campaign added seven new packs to their catalog, plus a single character figure which instantly became one of my favorite.

I ordered three packs of figures (FIW FCFI, FIW FCF2 and FIW FC3) featuring soldiers and command clad in “Canadian/outpost” clothes and wearing a mix of bonnets and tuques. I chose to paint them up in a variety of colors so they mix equally well with my Canadian militia units or stand alone as recruited French soldiers.

These soldiers were commonly posted at forts and fought in battles all across the French and Indian War era, so they come in pretty useful in a lot of gaming scenarios. Overall the poses are pretty basic in loading, at the ready, advancing and firing, with a little extra personality in the command figures. Other figures in the Kickstarter featured more formal short jackets and tricorne hats, and the entire range is now available for sale through the company’s website.

The gem of the entire offering is the individual Daniel Hyacinthe de Lienard de Beaujeau figure. A Canadian officer and veteran of King George’s War, Beaujeau was an inspiration to his men and often led them into battle bare-chested and dressed in Indian garb. He died in the opening minutes of the Battle of the Monongahela in July 1755 and remains a somewhat legendary character of the FIW period.

I’m always glad to add more Galloping Major figures to my collection, and the Beaujeau figure really made this campaign worth it.

French and Indian War: Woodland Indians from Sash and Saber Castings

In the summer of 2018, Sash and Saber Castings launched a Kickstarter for one of the most massively comprehensive lines of French and Indian War miniatures available. Owner and designer Chris Hughes has proven himself over the past 20 years in creating a huge catalog of metal 40mm and 28mm miniatures spanning hundreds of years of military history. His 28mm FIW launch was quickly funded by campaign backers, unlocked a number of stretch goals along the way, and shipping proceeded at a swift pace by the spring of 2019.

The miniatures in the Sash and Saber FIW collection cover British, French, Indian soldiers, warriors, mounted leaders, casualties, artillery and civilians of all types over some 100 different packs of four figures each. Less common models such as figures in winter clothes on snowshoes and some much-needed women and children help make this offering one of the most welcome and unique offerings for the period.

I ordered a bunch of British Provincials and several of the Indian packs, including Iroquois Firing (FW11), Iroquois Advancing (FW13), Iroquois with Clubs and Tomahawks, and Iroquois Leaders (FW1201). The figures carry a lot of detail in sculpts that lean a bit on a more natural scale tipping a bit toward 25mm rather than the chunkier, heroic figures found in other manufacturer lines. Many of the Iroquois come dressed in more European-influenced trade clothes while some wear more traditional bucksin leggings and loincloths, both styles reflecting the evolving culture clash of the 18th-century frontier.

The full line is now available on the company’s website, retailing for $8 a pack. With some of these models already gracing my tabletop scenarios, I’ll be certain to be slowly adding more to my collection over time.

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.

French and Indian War: Woodland Indians from Galloping Major Wargames

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To add yet more Indians to my French and Indian War 28mm collection, I’ve turned again to a current favorite miniatures manufacturers — Galloping Major Wargames. After a recent project using GM’s Provincials and supporting their recent French Marines Kickstarter, I filled out a direct order from the UK with a few of their Indian models which didn’t disappoint.
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GM miniatures are the among the largest in my collection, cast at a 28mm heroic scale. That said, I found my first purchase of their Indians to be just a bit smaller than their other figures I own. The size of the models presents the opportunity for a lot of detail and individual personality, especially in some great facial expressions.
These Indians present a more traditional look with chests bared and dress in leather loincloths and leggings. Knives, hatchets, jewelry, powder horns and various shoulder-slung bags equip these figures nicely for any campaign. As a bonus, the six figures I ordered were supplemented with a seventh figure thrown in for free, a nice thing GM offers to larger orders. And with these Indians complete, I’m sure there will be more of those orders to Galloping Major Wargames in my future.
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Boardgames of the French and Indian War

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To understand the founding of the United States, you have to understand the American Revolution, and to understand the American Revolution, you need to understand the French and Indian War. As I’ve learned more about these wars in my adult life, I’m increasingly surprised the FIW gets such short shrift in American education and the general cultural conversations of the country’s history.

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Major campaigns and battles of the French and Indian War, 1754-1763

As I’ve written about previously, I’ve spent a lot of time touring many sites where the French and British vied for control of the continent in the mid-18th-century. In that era the French held much of the country west and north of the Alleghenies while the British possessed the eastern regions of the coast. As an extension of the Seven Years War in Europe and around the globe, the French and British empires fought over territory in America during the FIW and pulled numerous native Indian tribes into complicated alliances along the way. The clash of cultures and motives among Europeans and native peoples carried ripple effects for years to come and old grudges from the period led directly to the American Revolution some two decades later.

FIWBooksSome of my recent reading on the French and Indian War

My time spent touring various sites around the company has been supplemented by a stack of books. Fred Anderson’s Crucible of War (2001) weighs in at over 900 pages and provides a super comprehensive treatment of the war in depth. The French and Indian War (2006) by Walter Borneman provides a similar overview with detail stripped way back into a more historical narrative. For a focus on how Indian peoples shaped the 18th-century European settlement and wars for the continent, Peter Silver’s Our Savage Neighbors (2007) gives some fantastic insights which are usually breezed over in most histories. Finally, I’ve recently picked up a copy of Braddock’s Defeat (2015) by David Preston. This book provides a great bridge story on how a key campaign on the western frontier of Pennsylvania in 1755 echoed through the events of the FIW into the American Revolution and history beyond.

With many miles traveled and pages read, getting to play boardgames of the FIW — both tactically and strategically — has provided me the opportunity to roll up my sleeves and experience the wilderness roads, forts, settlements and battlefields of this fascinating period.

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Wilderness War (GMT Games)

My longtime favorite of FIW games is GMT’s Wilderness War from 2001. Designed by Volko Ruhnke, WW is not only the standout game of the period but also ranks among the best of modern wargames depicting any period. The game’s gorgeous hardbound game board defines the game as the war was fought amid the geography of the Northeast with point-to-point connections between major landmarks, cities, settlements and forts.

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Sample strategy cards from GMT’s Wilderness War

Strategy cards featuring both abstracted military actions like recruiting troops and militia, building siege works or conducting campaigns and period-specific events and personalities drive the game. Alternatively cards are played for points to activate leaders, forces stacked with a leader or individual units. Points may also be spent to construct stockades and forts to defend against attack a provide a safe haven during wintering periods.

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Wilderness War by GMT Games

For me, the three key strategies to WW are in defending the important interior frontier, remaining exceedingly mindful of troop positions as winter seasons approach and playing a long game of carefully-planned campaigns. All of these factors are incredibly well factored into a game which balances abstraction with historic events, all of which can be experienced with a solid few hours of play.

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The French and Indian War (Decision Games)

For another grand strategic experience of the FIW, Strategy & Tactics magazine issue #231 from Nov/Dec 2005 by Decision Games offers up a full campaign level game with The French and Indian War. Traditional wargamers will feel right at home with this hefty game although it does offer some unique elements.

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S&T’s FIW map and counters organized in tray

Right off the bat, experienced gamers will notice a departure with the game map laid out on a square grid instead of the more typical hex style. Past the square grid, the map itself is gorgeous with well-delineated terrain, clear colonial control boundaries and abstracted French and British home country holding areas across the Atlantic in Europe. Charts and tables for terrain effects, supply points, balance of power and colonial control displayed right around the board. The tiny cardboard playing chits likewise feature some simple and colorful art clearly differentiating units types and nationalities. In all, there’s a lot to love visually in this magazine game.

Gameplay goes a long way toward representing the build up of tensions and eventual outbreak of war between the French and British in North America. Yearly turns between 1758 and 1762 are split into four seasons each, and the results of battles occupation of cities and towns shifts the Balance of Power track which drives income, initiative, random events and negotiating strength. The relatively weak and poor British at the start of the game quickly gain strength as the Seven Years War breaks out and men, money and ships begin to arrive from Europe. For the French, they have to take some early victories and then hold key cities like Quebec through the late game. Victory in one of the three included scenarios is determined by a straight points system accumulated during the game largely by capturing cities and settlements.

Aside from the game rules themselves, the magazine holds over 20 pages of background on the FIW, major battles and quick bios on some of the conflict’s major personalities. This plus some nice maps and a short bibliography makes for a great package for those wanting a relatively comprehensive experience of the war. Being a magazine game, there are a couple discrepancies in the rules here and there, but the design and heft of the game is entirely satisfying.

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Hold The Line: French and Indian War (Worthington Publishing)

The 2008 French and Indian War Expansion Set for the popular Hold The Line series by Worthington Publishing downshifts into a more tactical presentation of the war without sacrificing the flavor of the era.

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Scenario set-up for the Battle of Snowshoes for the HTL FIW expansion

Adding to the HTL base game components,  the FIW expansion comes with Indian, Ranger and French unit tiles to be played with using the British and Militia pieces in the original. Additional terrain hex tiles  are included to represent lakes, boats forts and Indian villages, all of which played important roles in the wilderness battleground of the FIW. Five historic scenarios round out gameplay which will be any lover of the original HTL.

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The 2016 remastered HTL French and Indian War game

The HTL series has been remastered in 2016 with a successfully funded recent Kickstarter campaign. The new version has some serious upgrades with plastic miniatures from the Plastic Soldier Company and redesigned board and tile artwork. For both the American Revolution and FIW sets there were a bunch of extra scenarios and options to buy add-on miniatures. The new game looks fantastic and breathes new life into an already immensely enjoyable game on the era of 18th-century American colonial conflict.

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A Few Acres of Snow (Treefrog Games)

A Few Acres of Snow, designed by Martin Wallace and published in 2011 by Treefrog Games, is my other go-to game on the period. While not strictly a game confined to the FIW, AFAOS takes two players through the broader French-British colonial period in North America.

Playable in just over an hour, AFAOS is an area control deck-building game where British and French players draft cards into and out of their hands in order to move, settle, construct, skirmish and conduct sieges. Managing cards gives the game a campaign feel as several turns may be taken up getting all the right cards in place before executing a plan. The British player generally has more financial and naval strength while the French are much more agile and open to trade opportunities in the wilderness interior. Essentially, the game captures the overall character of the opposing forces and provides for a ton of strategic play within a simple, gorgeous design.

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A recent game of  A Few Acres of Snow by Treefrog Games

The major downside to AFAOS that many critics will bring up is a broken mechanic within the game where one side can all but sew up a victory through a specific series of opening moves. I’m not going to provide any details since players agreeing to play fairly and ignoring this one issue with an otherwise perfect and wildly popular game is how I choose to play the game. The look and flow of AFAOS makes it what I consider to be the best at introducing even inexperienced gamers to the period.

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Struggle For New France (Schutze Games)

I picked up a copy of 2013’s Struggle For New France designed by Bill Molyneaux and published by Schutze Games in a charity auction at HMGS Fall In! 2015. It’s a super simple beginner’s game playable in about 90 minutes with event cards and point to point movement. With just a few pages of rules, including a solo game option, SFNF is a lean game designed for swift play while still reflecting the basic character of the war.

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Set-up for a play through Struggle For New France by Schutze Games

The relatively inexpensive game has a compact yet beautiful 11″ x 17″ color map, over 60 cards and over 175 small printed wooden tiles. Play is quick with a hand of five cards for each player, of which one can be played per season. In a season, both sides move and battle using standardized movement for regulars and Indians plus bonuses for having a leader stacked with a force. Forts, fortresses and Indian villages give defensive modifiers in battle along with leaders present and any cards added to the battle modifiers. Areas won or lost provide victory points, all tracked on either side of the map. After four seasons of play, cards are refreshed and the next turn year begins. Playing from the entire course of the war, British win at 50 points and taking Quebec, Montreal and Louisburg, and the French win with 45 points. While by no means as rich an experience as the offerings from GMT and Decision Games, SFNF achieves a remarkable amount in strategic experience of the FIW.

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French & Indian War Battle Collection (Two Buck Games)

Another charity auction win at Fall In last year was 2014’s French & Indian War Battle Collection by Two Buck Games. The game makes a nice companion to SFNF and is also designed by Molyneaux. Like SFNF, this is an easy game but with a pack of twelve major battles and engagements of the war instead of a grand campaign style of play. Each scenario is playable in anywhere from well under an hour to maybe two hours maximum. While not big on design, the game does allow a player to get down to the tactical level in some very small engagements including some personal favorites like Jumonville Glen, Fort Necessity and the Mary Jeminson Raid.

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The Fort Necessity scenario from The French & Indian War Battle Collection

A brief set of rules is supplemented with specific scenario outlines for set-up and play. Maps for each scenario are printed front and back on card stock, and 88 counters come with generic information to make for flexible use representing a variety of regular and irregular French, British and Indian units at each battle or skirmish. As this is a tactical game, units move just one hex and may only by stacked alone or with an officer. Leaders die easily in combat, Indians are dangerously flexible on the attack and terrain can play a big role in a game’s outcome. All these factors make planning an attack or defense finicky down at the ground level and FIBWBC goes a long way toward mimicking the feel of up-close engagements during the period.

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Empires In America (Victory Point Games)

My latest addition to my FIW games is the recent second edition reprint of Empires In America from the States of Siege series by Victory Point Games. This one stands apart from the others here as a purely solo game with the player’s French and Indian allies pitted against the game’s British and their allied Indian forces.

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My first try at the re-issue of Empires In America by Victory Point Games

It took me a few times to get a handle on the single player flow of the game and I was beaten by the non-player AI in my first two games. Having played through it about a half dozen times now, I’ve finally got the hang of it with quick play and a fairly rich experience. Leaders wind up being key in winning the game much as leadership could make the difference during battles during the war.

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Photo from my visit to Fort Necessity in the summer of 2014

So where to start with the French and Indian War?

The 21st-century has already given us a bunch of fantastic games to take us back to the forest, rivers and battles of the French and Indian War of some 260 years ago. Despite having a half-dozen of the recent FIW games under my belt, there area always more games to play. Wilderness Empires, also by Worthington Publishing, puts the war in a block game format with beautifully-illustrated event cards and game board. Columbia Games re-released its 1972 classic block game of Quebec 1759 in 2009, and the game still stands as probably the best way to experience this pivotal siege of the war.

For me, Wilderness War sits at the top of the list for its design and depth, not only for the FIW but among all the games I play. A Few Acres of Snow, Empires In America and Hold The Line likewise win big design points for me, and their speed of play sacrifices nothing in telling the story of the period. A gamer wishing to get into the FIW with a couple very different yet always rewarding gaming sessions could hardly do better by starting with these games.

New Game Weekend: Zombicide Black Plague

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Like any zombie apocalypse horde, the Zombicide series by Guillotine Games just won’t die. Through four enormously successful Kickstarter campaigns, the Zombicide games have raised nearly $10 million since 2012 and have made the games among the most popular board game projects launched from the platform.

As a fan from the start with the first Zombicide, I backed Zombicide: Black Plague last year along with nearly 21,000 other devoted fans. After skipping the third round in the series, the reinvented game with a medieval fantasy theme and updated rules brought me back to the fold. Buying in at the Knight’s Pledge level, I wound up with an enormous pile of gaming goodies, including the base game, the werewolf-themed Wulfsburg expansion box, 40 extra survivor characters, dozens of additional zombies and all sorts of extra playing aids. With the base game blessedly shipping ahead of the 2015 holiday season, I was able to get this re-launch of the zombie franchise on the table over the past week.

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Contents of Zombicide: Black Plague

I cut my teeth on gaming with Dungeons & Dragons in the 1970s, so the theme of Black Plague and the basic dungeon-crawler play of the Zombicide series intersect nicely in this new game. Survivor player characters include a dwarf, warrior, wizard and archer which are right at home in the fantasy world of the game. As with the previous Zombicide games, the survivors work collaboratively to search the game’s map of heavy cardboard tiles for items such as weapons, shields, armor, spell scrolls, food and other special gear. After following turn actions of moving, searching, opening doors, rearranging gear and gathering objectives, zombie cards are pulled and the horde builds. As zombies are destroyed in combat actions, player experience builds which leads to more and more zombies swarming the board. From there, its a race for survival as each scenario’s objectives and win conditions are achieved.Zombicide Base

The new survivor’s dashboard introduced in Zombicide: Black Plague

One of the most welcomed innovations in the new game is the survivor dashboard. In a game with so many cards and experience, wound and skill tracks to manage for each player’s survivor character, having a tidy and intuitive plastic base is a huge boon to game play. A slot in the center holds the interchangeable character card, weapons and other items are held in  left and right ‘hand’ positions, five slots represent space for extra items in the character’s backpack and a sliding experience track traces along the bottom of the dashboard. An extra slot overlapping the character card allows for an extra quick-draw weapon like a dagger or a protective shield or armor.

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New zombie figures include: Walkers (top), Fatty (bottom, left), Runners (bottom, center left), Necromancer (bottom, center right) and Abomination (bottom, right)

While regular zombie types of Walkers, Runners, Fatties and Abominations have carried over from the previous games, Black Plague introduces a new Necromancer zombie type with its own set of mechanics. When the Necromancer enters the board, an additional zombie card is drawn with zombies to accompany him. Additionally, a new spawn point is generated where the Necromancer appears and activates once the Necromancer escapes the board via the nearest exit. Destroying a Necromancer allows the players to eliminate a zombie spawn point. While a bit complicated at first, the Necromancer mechanic adds a new twist to the game in creating an additional moving target for the survivors to deal with while also completing their main objectives, avoiding being killed by other zombies and (hopefully) winning the game.

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Zombicide: Black Plague game in progress

Aside from the Necromancer, most rules have remained largely unchanged with some minor tweaks. Fatties are no longer accompanied by Walkers, making them slightly easier to kill but the Abomination is still a pretty tough foe with only a combination of a vial of dragon bile and torch able to eliminate them in a fiery combination. The jury is still out for me on the double-spawn zombie cards which can carry from one spawn point to the next in doubling and then re-doubling zombies coming on the board. This makes for a bit of a confusing mechanic which I wasn’t quite certain added much to the game.

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A lone survivor faces off with two walkers and two Fatties

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Survivors take out an Abomination with a dragon bile and torch combination

As with all the previous Zombicide games, the art and sculpting in Black Plague makes for a stunningly fun game to look at and play.The ten base scenarios included in the rules offer a progressive mini campaign of sorts, and additional scenarios are sure to come. With all the expansions and add-ons ready to ship this year, there’s going to be a ton of replay value with this game.

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A survivor leads a zombie horde through the medieval streets of Zombicide: Black Plague

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An enormous zombie horde from Zombicide: Black Plague

I had been feeling a bit played-out with the original Zombicide games based in more familiar contemporary environments of city streets, a prison and a mall. Black Plague’s reboot preserves the easily playable mechanics and engaging design in a refreshing medieval wrapper. Where the franchise goes from here either in additional fantasy expansions or in yet another thematic direction like a futuristic sci-fi realm remains to be seen. In the meantime, sword-slashing and spell-casting through the Black Plague zombie apocalypse will be a ton of fun.

Boardgames of the American Revolution, Part I

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Last month, Quartz published a crowd-sourced online survey of how the rest of the world learns about the American Revolution in school. For most outside the US, the war is variably seen as a sideshow to other 18th-century European conflicts, an extension of the Enlightenment or ignored altogether. Children in the United States itself often leave school and march into adult citizenship with only the broadest mythic stories and American patriotic heroes of the war under their belts.

My interest in the American War of Independence has fluctuated over time since growing up as a kid amid the United States Bicentennial fervor of the mid-1970s. Having been in Brooklyn for almost two decades now, I’ve developed a growing interest in the war as I live and commute daily through the ground fought over during the Battle of Brooklyn and Battle of New York in 1776. Over the past year or two I’ve also been working through a minor obsession with boardgames of the American War of Independence. I’ve played many and collected a few ranging from classics of the early 1970s to modern games varied in scope and mechanics.

Presented here is by no means a complete list of games themed on America’s defining early conflict, but an overview of the ones I’ve played or chosen to add to my inventory of wargames. Style, scope and time commitments vary with these games, offering interested gamers – both new and experienced – an opportunity to play and learn about the American Revolution anew with each tabletop session.

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The American Revolution 1775-1783 (SPI)

Simulation Publications Inc (SPI) rolled out The American Revolution 1775-1783 in 1972 a few years ahead of the Bicentennial celebration, and launched some revolutionary new aspects to wargaming along with it. Breaking from the tradition of a hex-based wargame map of the time, SPI’s game is laid out in a graphic abstract series of areas and regions with their own victory point values. Rules for the game are slim, and reference charts for turn sequence, movement, winter attrition, combat and reinforcements by turn season and year are all printed right on the map. The overall design, from the slick Helvetica font on the plain white box edition to the map itself has a great retro feel that sets it apart from other games of the early 70s. I’ve played In short, the game feels very ‘modern’ despite being more than forty years old.

AmRevSPIgameSPI’s The American Revolution 1775-1783

Cardboard chits with simple iconic graphics display force strength for the two main sides of the war, and movement is standardized in terrain marked simply as either as wilderness or open. Colonial forces move more effectively in wilderness areas than the British, making it easier for them to evade confrontation with the superior English troops. Staying away from the British until enough Colonial forces can be raised is key to any success for the Revolution.

The arrival of additional British troops into ports is scheduled specifically according to the year and season of the game outlined at the edge of the board, and Colonial forces are raised and deployed through a random die roll levy. The mechanics whereby Colonial Militia and Tory forces deploy I find to be pretty accurately reflective of the regional politics of the era. Tories appear only once when British Regulars enter a region, and Colonial Militia take up arms against the British when they first enter a region they do not control and each time the British lose control. French forces arrive after a ‘major success’ (five or more losses by the British) in combat by the Colonials. All these well-thought deployment mechanisms stand out as big historical differentiators for me with this game.

Combat is resolved through a die roll check on a simple table in a corner of the board which can result in very bloody losses to both sides as they meet in battle. First losses in battle always go to Tories of Militia forces which historically often left battlefields when the going got tough. Sieges are pretty simple with forces defending in forts getting triple their combat strength and attackers outside the fort doubling their value when counter-attacked by the fortified foes. Victory for the British comes by controlling a value of 51 victory points on the board, and the Colonials can win with three ‘major success’ battles. In all its abstract area movement and control, SPI’s game offers a slick game that captures just enough of the nuanced history of the period to more than satisfy.

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1776 (Avalon Hill)

The other big game to come out before the Bicentennial was Avalon Hill’s 1776 from 1974. With rules running almost three times as long as those in SPI’s game, 1776 is often viewed as the more detailed play experience of the two. Some 400 counters represent infantry, artillery and dragoons for the Continental Army, British Regulars, Colonial and Tory Militia, French Regulars, Indians, and British and French naval units. The large mounted hex maps are filled with detailed terrain with each feature effecting movement and combat in different ways. Other tables for combat and turn sequence are contained on a series of additional reference charts, and tactical cards and scenario sheets round out the components in the hefty box.

IMG_6370Avalon Hill’s 1776

I’ve only recently picked up a copy of 1776 and I’m not certain when I’m going to be able to find an opponent to give this one a proper play. A read through the lengthy rules outline the game from a quick beginner’s experience to specific historic scenarios within the war to a full campaign mode covering the entire war. Advanced rules go deep in simulating the role of supply, forts, entrenchments, naval movement and combat, river movement by bateaux, wintering effects, French entrance to the war and the arrival of additional troops throughout the chosen game. Combat is achieved by a ratio of force size and a die roll modified by factors of supply, defense from forts and trenches and presence of artillery. Control of specific locations within a region is the key factor to the game, creating an interestingly complex dynamic for the raising additional forces as well as a path of victory. Aside from the game itself, the splendid designer notes offer a great general meditation on the trade-offs inherent to historic war simulation balanced with playability. For the gamer really wanting to roll their sleeves up with the intricacies of the American Revolution, 1776 is probably the game.

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Liberty: The American Revolution 1775-83 (Columbia Games)

Liberty: The American Revolution 1775-1783, published by Columbia Games in 2003, bridges the gap from traditional wargames to the present with relatively swift play, wooden blocks to represent British, Colonial, French and Native American forces, and simple cards driving force activation and supply during each game turn. The long game map consists of large hexes with forest, swamp and river terrain features which affect movement as well as geographic supply towns and key victory point locations. British and French West Indies ports allow for additional options in naval movement and combat. The game strikes a balance between simple rules and rich re-playability, and my time with the game has seen victories for either side depending on the session.

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Liberty: The American Revolution 1775-83 by Columbia Games

In each year of the game, a hand of five dealt cards activate forces and re-supply existing forces which have taken step losses in previous turns. Actions may either move forces already on the map or bring new units onto the board by selecting from a random pool of blocks. A limited number of Native American blocks are allied with the British player only, and French forces may arrive randomly after the first turn beginning in 1776. Colonial forces arrive in controlled supply areas, British and French forces arrive by sea to available ports and Tory Militia rise from British-controlled supply areas. When opposing forces move into contact, combat is resolved by simple die rolls depending on the quality and strength of the blocks available. Blocks are reduced in strength and then eliminated as ‘prisoners’ which may be exchanged at the end of the turn and returned to each player’s pool of available forces. At the end of combat, forces may have the option to withdraw or stay in the fight. Weather plays a random role in the game, potentially limiting combat during a turn year, and troops may be also eliminated in a wintering phase at the end of turn. Victory is tallied at the end of each hand of cards and year with the British winning with 30 supply points and the Colonials by driving the British to under 12 supply points.

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1775: Rebellion (Academy Games)

I’ve written previously in detail about 2013’s 1775: Rebellion from the Birth of America series from Academy Games, one of my favorite quick-playing boardgames of the American Revolution. The game plays different from most in the period with two to four players able to command the American Continental Army, Patriot Militia, British Army and Loyalist forces in a game driven by card activation and randomized turn order.

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1775: Rebellion from Academy Games

The four main forces plus French, Hessian and Native American allies are all represented by simple colored cubes moving and warring over a gorgeous game board representing the the colonies, territories and Canadian provinces of the northeastern American continent of the late 18th-century. Cards drive the action with movement, period-specific events and personalities, and special color-coded dice resolve combat as forces are either destroyed or flee to return in later turns. Areas flip to British or American control as combat is resolved. When two special Treaty of Paris cards are played, the game ends with victory rewarded to the player holding the most control of the board. If I’m going to play the American Revolution with a relatively inexperienced player or non-gamer, this is my go-to game for the period.

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New York 1776 and Trenton 1776 (Worthington Publishing)

In 2014, Worthington Publishing launched their ambitious Campaigns of the American Revolution series with New York 1776 followed by Trenton 1776 in 2015. These strategic block games, funded through popular Kickstarter campaigns I backed, take players through specific stages of the war beginning with the action on Long Island and in and around New York City in the summer and fall of 1776 and continuing the conflict into New Jersey in the winter of 1776 and 1777.

While the games do not directly connect to each other in a grand campaign, each two-hour game is well-scaled to the strategy inherent to each series of battles in the early years of the war. Randomized turn order, variable numbers of turn actions and the block components provide a fog of war mechanic to the game as forces move by themselves or as groups under the command of the many leaders present on each side. Movement is broadly point-to-point on game boards simply illustrated with towns, ports, forts or other key geographic points of control. Combat goes off as forces meet on the map with infantry, artillery, leaders and fortified positions playing into results that can include withdrawals, retreats, fleeing Militia and follow up attacks. Command plays several roles in these games, including being able to move groups of forces and other scenario-specific special rules in battle, deployment and victory conditions.

NY1776gameplayWorthington Publishing’s New York 1776

New York 1776 presents the largest meeting of troops during the American Revolution with the professional British army and navy, along with their hired Hessian allies, looking to halt the uprising of the new American Colonial army and Militia in the early months of the war. Controlling the waterways and supply routes around New York with the British navy plays a big part in the British player’s path to either capturing Washington or controlling New York by game’s end. For the Colonial player, the game is largely one of avoiding the mass of better rated British troops, preventing their control of New York or reducing the superior British army by 20 points.

IMG_6368Worthington Publishing’s Trenton 1776

In Trenton 1776, the action moves to smaller scale engagements in New Jersey as the British looked to smash the Colonial army and Militia retreating from their defeat in New York. With Washington in command, he risks bold counterattacks to push the British back out of southern New Jersey or simply moving to safety south of the Delaware. Howe’s pursuing British army must mass its forces against the rebel army at key towns and river crossings and hopefully push to seize Philadelphia as the icy winter settles in. With similar rules but at a smaller scale than New York 1776, multiple plays of Trenton 1776 can really show players how cautious or aggressive decisions can make or break a campaign.

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Liberty Or Death: The American Insurrection (GMT Games)

I’m really looking forward to the release of Liberty Or Death: The American Resurrection, due out late this year. The sixth game in the counterinsurgency (COIN) series from GMT Games, I’ve had this one on pre-order based on my love for the other COIN games. Playing from solo to four players, Liberty Or Death will present the war as one of insurgent and counterinsurgency forces of American Colonials, British, French and Native Americans warring for control of the North American continent. As in the other COIN games, shifting alliances, varied turn order, separate victory conditions, irregular forces and historically-themed event cards will each play into a game which will greatly expand beyond the typical presentation of the war as one between just two opposing nations. Early reports from game tests and some sneak looks at artwork make this my personally most anticipated game of the year, and I’ll surely be back with a full report in the coming months.

So where to start with the American Revolution?

The 1970s era SPI and Avalon Hill games will appeal the most to experienced strategy players looking to really dig into hours of the broad complexity of some or all the war within a very traditional wargame. On the flipside, the Worthington Publishing games provide short but replayable intros to gaming the period for younger players or those just getting into block games. The Columbia Games take on the war splits the difference by offering up relatively simple mechanics of a card-activated block game representing the entire war over a couple hours of play. The Academy Games game expands play to four players and allied forces in an abstracted area control strategy game that likewise covers the entire war in mix of card and dice action. The forthcoming game from GMT Games will reinvent the conflict anew within the context of four separate interests vying for victory.

Players wishing to play through advanced strategic simulation of 18th-century warfare will be rewarded by time invested in the Avalon Hill and SPI games. The Columbia Games and Worthington Publishing games will also provide a satisfying  combat simulation albeit at a much simplified level. To experience more abstracted combat as well as the interplay of politics, alliances and events within the period of the war, the Academy Games and GMT Games games provide both relatively fast play as well as more of a learning experience about broader aspects of the American Revolution.

Each game above paints the American Revolution large or small, and together they are a fine reflection of the evolving mechanics of wargaming over the past forty years. There are numerous additional games of the American Revolution, some focusing on specific regional campaigns and many others presenting the full war. Games still on my shortlist to try include 2010’s Washington’s War from GMT Games and its 1994 predecessor We The People by Avalon Hill which helped launch the modern trend in card-driven wargaming.

There’s a point of entry for gamers of every type to get in on the War of Independence and relive what Thomas Paine famously called, “the times that try men’s souls.”