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Wilderness War
Wilderness War
by GMT Games (2001)
Player Count
2

Player Ages
12+

Playing Time
3 hours
Categories
  • Wargame
  • American Indian Wars
  • Age of Reason
  • Designers
  • Volko Ruhnke
  • Mechanisms
  • Campaign / Battle Card Driven
  • Dice Rolling
  • Point to Point Movement
  • Action/Event
  • Artists
  • Rodger B. MacGowan
  • Mark Simonitch
  • Family
  • Age of Kings
  • Country: Canada
  • Country: USA
  • French and Indian War
  • Players: Two Players Only Wargames
  • Digital Implementations: Rally the Troops
  • Rating: 0/10 from 0 users

    Description

    Wilderness War is a card-driven wargame, dramatically simpler and more streamlined than either For the People or Paths of Glory, but the complexity still exceeds the classic Hannibal: Rome vs. Carthage, but only just.

    In Wilderness War, the players get to re-fight the 7 Years War in North America. Although only a single deck of strategy cards is used, à la We the People, the two sides are dramatically different in character: the French are irregular-heavy (especially Indians) and rely on raiding to tie down the superior numbers of British Regular & Provincial drilled troops, who will themselves be intent on sieges and trying to force a pitched battle. Like Hannibal: Rome vs. Carthage, the fortunes of war turn as the game goes on: the French are masters early, with the crushing British manpower advantage accruing late.

    Wilderness War takes two players into the French & Indian War, 1755-1760, the climactic struggle between France and Britain for control of North America. It uses strategy cards and a point-to-point map similar to GMT's award winning For the People and Paths of Glory. Players maneuver and fight over a map stretching from Northern Virginia to Canada. As the leader of French or British forces in North America, you will need to defend your frontier, raid your enemy's frontier, build fortification networks through the harsh wilderness, recruit Indian allies, besiege forts and fortresses, and deal with events occurring in Europe that are above and beyond your control.

    Wilderness War includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. The French player can recruit up to sixteen different Indian tribes as allies, secure a continental alliance in Europe against Great Britain, sortie his squadron at Louisbourg, force a ministerial crisis in London, and work toward draining support for the war from the provincial assemblies. The British player can recruit Mohawks and Cherokees, plan for and conduct amphibious operations, implement a global strategy via William Pitt, destroy the French fleet at Quiberon Bay, and expel the Acadians. Relive the history of this exciting time when the fate of Canada hung in the balance.

    Wilderness War is by the designer of the more recent Labyrinth: The War on Terror, 2001 – ? and Andean Abyss and other Series: COIN (GMT) games.

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