Touring French and Indian War America

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In the spring and summer of this year I vacationed in Missouri, Western New York and Southwestern Pennsylvania. While visiting family and friends was the main focus of my trips, my journeys intersected with the French and Indian War period repeatedly while driving hundreds of miles of back roads throughout the Northeast and Midwest. The hilly regions of the East were  formative in the first half of my life and the flat plains of the Mississippi River have been a presence in the past twenty years after marrying my wife from Missouri.

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National Park Service map with French and Indian War era sites I’ve visited

These regions also played a large role in the origin story of what would become the United States of America. The 18th-century American continent was the New World front in the worldwide competition between the French and English for worldwide colonial control. In the Americas, native peoples were inserted into the European conflict with the various Indian Nations shifting alliances among the European powers.

From 1754-1763, the Seven Years War stretched around the globe and occupied the colonial regions of America with the French and Indian War. From the Great Lakes and mountains of Upstate New York to the Allegheny Highlands of Pennsylvania to the western rivers frontier, French, British, Native American and American colonists fought for the future of the what would become the modern United States and Canada.

Over the years, I’ve had occasion to visit numerous sites from this contested Anglo-French period. Family day trips when I was a kid took me to just about every major fort and battlefield in New York state and nearby Canada, including Fort Niagara, Fort Ontario, Fort William Henry, Fort Ticonderoga and Fort York at present day Toronto. During graduate school in Michigan, I spent a weekend at the northern tip of the state and visited Fort Michilimackinac. After graduate school, my time in Pennsylvania included visits to Fort Ligonier, Fort Necessity and the site of Fort Duquesne at Pittsburgh. Since meeting my future wife while in Pennsylvania, I’ve spent a fair amount of time in Missouri, getting married in the historic French town of St. Charles and visiting other colonial era towns and sites.

With the French and Indian War on my gaming mind this past year with the excellent A Few Acres of Snow, here’s a few of the places I’ve managed to visit (or revisit) this past year.

French Settlements on the American Western Colonial Frontier

Over the Easter weekend, I visited my in-laws in St. Louis and St. Charles, Missouri. After a bit of time in and around St. Louis, we headed south along the Mississippi River to Ste. Genevieve. Settled in the 1730s, Ste. Genevieve showcases a remarkably intact collection of distinctive French colonial-influenced buildings. We were particularly fortunate in being allowed to walk through the Bequette-Ribault House which I had read about in one of my graduate school classes. The building was under renovation, allowing us to view a rare surviving example of the “poteaux en terre” construction technique of posts sunk vertically into the ground.

From Ste. Genevieve we took a rickety ferry across the Mississippi and drove along the Illinois side to Fort des Chartres. Reconstructed in the 1930s, the fort today depicts a French outpost way out on the western boundaries of claims to French territory in the 18th-century which stretched from Canada to New Orleans. Standing in the middle of hundreds of miles of farmland all around, it’s amazing to imagine a small garrison of French soldiers at the fort watching over the far edges of a European empire over nearly 300 years ago. The well-interpretted partial reconstruction of the fort itself and the small on site museum captures the scope of the French empire’s commitment to taking a territorial stand on this edge of the New World.

Although the French would cede much control of North America to the British after the end of the French and Indian War, evidence of French culture remains in buildings and place names throughout the old colonial areas. Visitors from France and French-speaking Canada still flock to Ste. Genevieve and the surrounding area every year, and walking the streets of the town and the battlements of Fort des Chartres the French legacy still echoes today.

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Statue of King Louis IX of France, at the Saint Louis Art Museum

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The Bolduc House (c. 1770)  in Ste Genevieve, Missouri

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The Bequette-Ribault House (c. 1780) in Ste Genevieve, Missouri

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Fort de Chartres (c. 1720) near Prairie du Rocher, Illinois

Mary Jeminson, “The White Indian of the Genesee”

This summer I also took my family back to my hometown in Western New York which sits a quick drive from Letchworth State Park, home to deep river-cut gorges and spectacular waterfalls. The park also celebrates the story of Mary Jeminson, a young girl who was abducted from her family’s Eastern Pennsylvania farm in 1755, traded to Seneca Indians near Fort Duquesne and lived the remainder of her long life as a prominent member of the Iroquois in the area around present day Letchworth.

The legendary story of Jeminson is remarkable, and her life tells the story of the complicated territorial and military alliances between the various Native American and European peoples in the French and Indian War and subsequent American War of Independence. Jeminson is remembered at Letchworth with a monument marking where her remains were relocated in 1872 adjacent to a Seneca Council House which interprets the native people’s governance of the region during the colonial and post-Revolution period.
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The Mary Jeminson Monument at Letchworth State Park

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Seneca Council House relocated to Letchworth State Park in 1872

The National Road and Fort Necessity National Battlefield

Twenty years ago this summer I served as an intern researching and writing National Register of Historic Places nominations for three historic pike towns along the National Road (Route 40) in Pennsylvania. I hadn’t travelled back to the region in two decades, and touring Route 40 again brought back to me how rich the area is in early colonial American history.

Fort Necessity National Battlefield interprets a pivotal series of events that took place in this corner of the Pennsylvania wilderness in 1754 and 1755, arguably leading to the eruption and eventual escalation of the French and Indian War in North America. Commanding a force of Virginia colonial militiamen, British Lt. Col. George Washington encountered a small detachment of French Canadiens led by Joseph Coulon de Villiers de Jumonville in May 1754. After a brief firefight, Jumonville was killed by Anglo-allied Mingo warriors. Two months later, a large force of French, Canadiens and Indians led by Jumonville’s brother Louis Coulon de Villiers met Washington’s small group in a wet, open meadow. Washington hastily built a stockade – a “fort of necessity” – but was overwhelmed by the French force attacking from the woods in a driving rain. One year later, Washington’s mentor General Edward Braddock met his end nearby during his doomed attempt to lad a British force inland to seize the French Fort Duquesne.

In the years since I’ve been to the battlefield, the National Park Service has created a new, modern visitors center telling two important stories from the past. The French and Indian War and its beginnings in the area nearby is depicted through interactive maps, videos and some great exhibits that zero in on the individual nations who fought over the region over two hundred years ago. The construction of the nearby National Road in the decades after the conflict occupies second half of the museum’s narrative, depicting the importance it played in the push West and economic development of the new nation in the early 19th-century. By the time you’ve spent a couple of hours in the visitors center and exploring the hilly region, you can’t help but leave with a real sense of the massive importance this part of Western Pennsylvania played in setting the stage for American progress in the subsequent decades.

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Fort Necessity National Battlefield

As with most of the French and Indian War and Anglo-French colonial era sites I’ve visited, it is remarkable that such wide-reaching ripple effects through centuries of subsequent history took place in these tiny corners of what was then an open territory for Europeans and home to a rich culture of Native peoples. By the end of the French and Indian War, the British had laid claim to much of the Americas. In so doing, the seeds of descent had also been sown among a bitter population of American colonists who would eventually rise up in independence against their British rulers.

All my travel this past year, followed up by a rewatching of the PBS series The War That Made America, has definitely fuelled the French and Indian War bug in me. I’ve put a few books on my reading list, including Fred Anderson’s Crucible of War, and Richard Berleth’s Bloody Mohawk. The period has also led me to pick up Wilderness War from GMT Games, the modern go-to board game on the period. With more than two-and-a-half-centuries between today and the fight for empire in the Americas, the French and Indian War is very much alive for me.

New Game Weekend: Cuba Libre

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The GMT COIN series of games have fast become favorites at Metropolitan Wargamers in Brooklyn, NY. The series focuses on 20th-century insurgencies including Andean Abyss in modern Columbia, A Distant Plain in Afghanistan and the Viet Nam War-themed Fire In The Lake to be released in 2014. Future planned games will focus on conflict in Angola and Iraq. This past weekend I got a chance to play the second in the series, Cuba Libre, set in the Cuban Revolution period of 1957-1958.

The game plays up to four players, each taking on the role of either Fidel Castro’s 26th of July Movement leftists guerrillas, Cuban President Fulgencio Batista’s Government troops and police,  anti-Batista/anti-Communist student Directorio forces or the corrupt Syndicate of casino-owners led by American gangster Meyer Lansky. Using traits unique to each faction, the game plays through a fast-shifting series of diplomatic, economic and militaristic actions toward victory conditions unique to each group.

CCNapRussiansCutnerGMT’s Cuba Libre game board

Like other COIN games, Cuba Libre is compromised of a relatively simple map, abstract wooden play pieces, cardboard markers and a stack of 48 event cards. The map features the island of Cuba split into mountain, jungle and grassland areas, cities and three economic centers for the production of sugar cane, tobacco and coal. Each area carries a population point value from a high of 6 in the capital of Havana down to 1 in the smaller cities and rural areas. The factions begin with unique set-up conditions with Government troops and police primarily clustered in the cities, July 26th guerrillas in their hidden mountain camps, Directorio forces hiding in Havana and Syndicate casinos in the vacation destinations at the western end of the island.

Cities and territories are controlled when one faction’s pieces outnumber the sum of all others in the space. Each space also exists in one of five states of political stability from the pro-government Active Support to Neutral to the rebellious Active Opposition. The game’s shifting control of space and political conditions plays to specific victory conditions.

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Much of the game’s action is driven by Cuban Revolution-themed event cards which determine the turn order in each round and possible special outcomes. Each card is neatly illustrated with a period photograph, some short historic flavor text and events which may help or harm one or more factions. Players make choices in activating the event card each round or opting for a combination of Operations or Special Activities, again unique to each faction. For example, July 26th rebels can choose from Operations like March, Attack or Terror and Activities like Infiltrate or Kidnap. Government forces may play Operations like Sweep, Train or Garrison and Activities like Air Strike or Reprisal.

IMG_2863Cuba Libre at Metropolitan Wargamers

There is a ton going on in Cuba Libre, and the game’s flow can quickly turn. In my first game, the Syndicate player quickly moved toward victory conditions by building multiple casinos. My son, playing as the Government, made side deals on different turns with the Directorio and Syndicate players. My July 26th forces managed to throw much of the board into open rebellion but I could never amass enough of my guerillas where I really needed them. Cutting the game a bit short in the end, we scored it as a Government victory.

Learning how to leverage the strengths of a particular faction makes for a lot of replay value in Cuba Libre. The mix of simple components, plenty of space for strategic options and actual history baked in is what makes this and the other COIN Series games from GMT among the best being produced today.

castro¡Viva la Revolución!

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.