Plains Indian Wars (GMT Games, 2022) is a high-level
simulation of the interactions between the US Government, white settlers, and
the resident Plains Indian peoples – the Apache, Assiniboine, Blackfoot,
Cheyanne, Comanche, Hidatsa, Kiowa, and Mandan nations – in a period of massive
Western expansion, driven in a large part by the creation of the
Trans-Continental Railroad by the Union Pacific and the Central Pacific Railroad
Companies. In a way, the creation of the railroad spelt the end of the indigenous
way of life more completely than any other single factor; Plains people lived
nomadically, following the massive bison herds’ seasonal migrations. Where the
railroad track had been laid, the buffalo would not cross it; their roaming
lands were permanently bisected.
From the start, let me say that the whole game looks great. Terry Leeds was responsible for the board and the general art contribution to the game, and he has managed to create a game with simple components The game is played on a map representing the hereto “unsettled” territories of the United States of America, roughly from St Louis in the east to the Rocky Mountain range in the west, with slender portions of the Canada to the North and Mexico to the south. This map is divided into territories for movement and scoring purposes.
The
map feels like a period representation of the region; not a Corps of Army
Engineers survey map, but like a massive painting commissioned by the directors
of a railroad interest to place in their boardroom. The board accommodates
nearly the whole game and its components, which is always as triumph of design.
The game uses wooden cubes of various colours to denote the various factions’
forces, as well as the railroad (which has a dedicated track printed on the map)
and the Wagon Trains (which traverse various historical trails, also incorporated
into the map). The cubes are matched by wooden discs that are drawn from a bag
at random for activation of each faction of game function.
Each
player faction has their own set of fifteen tarot-sized cards, a mixture of
Action and Event cards. These are beautifully presented, with many featuring period
illustrations. The cards each relate to significant individuals, historic events and social phenomena from the period of the great westward migration, and each includes a short descriptive passage.
Play
Plains Indian Wars supports two to four players; for a four-player game, each player controls one player faction – North or South Plains Tribes (NPT, SPT), The US Cavalry (which also controls the Enemy Tribes) or the Settlers (who also operate the proscribed functions of the Wagon Trains and the Railroad). For a two-player game, one player will control the NPT and SPT, while the other player handles all the government and settler functions. A three-player game is an option, but I’d advise having one player handle both Plains tribe factions and the other players each play the US Cavalry and the Settlers respectively for reasons that will become apparent.
Plains Indian Wars supports two to four players; for a four-player game, each player controls one player faction – North or South Plains Tribes (NPT, SPT), The US Cavalry (which also controls the Enemy Tribes) or the Settlers (who also operate the proscribed functions of the Wagon Trains and the Railroad). For a two-player game, one player will control the NPT and SPT, while the other player handles all the government and settler functions. A three-player game is an option, but I’d advise having one player handle both Plains tribe factions and the other players each play the US Cavalry and the Settlers respectively for reasons that will become apparent.
The
game is made up of an indeterminate number of rounds, with turn order dictated
by the random draw of a coloured marker matching that faction or function. On
their turn, a faction will play two of the cards from their three-card hand, one
Action and one Event (if the player only has Event cards in their hand, they
play one Event as an Action, as per instructions in the rulebook; if they only
hold actions, they only play a single action). When the Railroad (black) or
Wagon Train (white) markers are drawn, the Settler player places the railroad cubes
or moves the Wagon Train cubes along their chosen trails respectively. When the
Enemy Tribes (purple) marker comes out, the Cavalry player places a new Enemy
Indian cube on a controlled territory and may move a group to instigate a fight
with the Plains tribes. (This is why it could get boring, if two players with
Plains tribe factions were only responding to one marker draw each and the third (government) was handling the other five.)
The
combat system in Plains Indian Wars is simple and elegant, and deftly captures
much of the nature of these conflicts. Each faction has its own specialised conflict
dice, with hit and treaty markings, as well as blank faces. The two involved
factions each roll dice; one if a single block is present, two for multiples. For
each Hit face, an antagonist’s block is removed. Blank faces allow that many
blocks to escape to an adjoining territory. If both factions roll Treaty-faces
(but only if both sides roll such), any hits are ignored and the conflict
is ceased in that territory – peace has broken out between the warring
factions. No one retreats and no further conflict can be instigated in that
territory for the remainder of that round.
The
game can end in a couple of ways. If a faction deck plays its last card on
their turn, the round is played to its conclusion, then scoring takes place. Or
in the case of the Intercontinental railroad being completed on an activation,
the game terminates with the last activation of that round. As an automatised game
function, the Settler faction has some control over the building of the
railroad; when the railroad marker is drawn, up to three blocks are place at each
rail-head, so long as the territory adjacent to the rails is populated by
Settlers; no settler blocks in attendance, no railroad.
At
its heart, Plains Indian Wars is an area control game. A significant portion of
each faction’s Victory points come from who holds what ground. The onus is
somewhat on the Plains tribes to maintain as much of their territory as they
can in the face of the encroaching settlers, and to take and hold as many of
the Enemy Tribes (Purple bordered) territories as they can; the Plains tribes
don’t gain points for these, but they will be penalised if they don’t hold a
majority of the enemy territories in their respective regions. The Plains Tribes also gain points if the railroad remains uncompleted at the end of the final turn, and for each Wagon Train block eliminated (these blocks go onto the Planes tribes’ scoring track. The US players gain points collectively for the territories held and the Wagons that make it to the Rocky Mountains, as well as the completion of the railroad.
Historically, the best the Plains
people could do was a strategy of hit and run attacks on vulnerable targets,
while harassing the US Cavalry forces sent against them, avoiding larger-scale
conflicts where they could. As a Plains tribe player, you must do your best to
hold back the tide of settlers pushing into your lands with a strike and evade
strategy, all the while taking on the Enemy tribes in their home territories,
and preventing as many Wagon Trains from completing their journey as you can. As
the government and the migrating settlers, your job is to push the Indians further
to the south and north, claim lands in the name of Manifest Destiny, and get
the Intercontinental Railroad built. That last part requires Settlers to be present
all the way along the path on which the railroad is being built, and fending
off attacks from hostile Indians; no easy task, but nothing worth a damn ever
is.
I’ve been meaning to write up a review of Plains Indian Wars since I started this blog. Personally, this was one of my favourite games from last year, though it has proven to be somewhat divisive among the people I’ve played it with. After playing the game, hard-bitten grognards have expressed their sense of sadness over the tragic inevitability of the fate of the Plains Indians. I found it hard to separate the action in the game from the history It simulates; every Indian victory was pyrrhic and short lived. Any tribal leader who actually managed through armed resistance to draw a new treaty or concession from the government would nearly always live to see that agreement rescinded within a generation or – more likely – within a decade. But, for me at least, one of this takes away from the challenge presented in the game or the pleasure in the playing of it.
Overall,
the game runs smoothly, and once everyone understands what they are trying to
achieve, in moves along at a brisk pace (individual moments of analysis
paralysis notwithstanding). The US players have more board-time than the Plains
tribe players, an artifact of the additional functions of the Wagon Trains and
the Railroad falling to the Settlers player, and the activities of the Enemy
tribes to the Cavalry player, the random turn-order helps keep everyone engaged
in the game. Even with all a table of newbies, I’ve found each game I’ve played
or adjudicated to finish within two hours. Plains Indian Wars does not outstay
its welcome.
For such a seemingly one-sided
conflict, Plains Indian Wars is remarkably well-balanced. I’ve played the game
seven or eight times now, and no faction or side seems to have a clear
advantage. While chance plays a part, both in the drawing of counters for turn-order
and the caprices of the dice-rolls, a sensible new player will have a good
chance of keeping up with or outstripping more experienced players.
Some have criticised PIW as being too
much a Eurogame. I can’t see it myself. The underlying system is similar to Academy
Games’ Birth of America series, 1812: The Invasion of Canada (2012), 1775: Rebellion (2013), and 1754: Conquest – The French and Indian War
(2017). Having never played any of these, I can’t really speak to how PIW
compares with them. I would say though that Plains Indian Wars is a reasonably
accurate, if abstracted, representation of a significant conflict in North American
history. I get that some people may find it difficult to make the leap from
counters with numerical values to blocks with no clear value of strength or
effectiveness, but what makes a wargame isn’t the accuracy of the order of
battle, but the designer’s intent; the way the rules work and the elements of
the game interact can transform a game into a simulation of a
historical event or process. All the elements of Plains Indian Wars work together
to create a bird’s eye view of this period of history in all its tragic glory.
Designer
John Poniske is no stranger to difficult or sensitive subjects in his games. His
published games include Amigos and Insurrectos: The Philippine Insurrection,1899-1902 (Battles magazine #11, 2016), Maori Wars: The New Zealand Land Wars, 1845-1872 (Legion Wargames, 2018), Bleeding Kansas (Decision
Games, 2019), and Wolfe Tone Rebellion (Compass Games, 2023). Poniske is
a retired History and Journalism teacher, and the fundamental drive to educate
as well as challenge and entertain comes through in all his games. My only
disappointment with Plains Indian Wars was the lack of any historical essay or
designer’s notes. I’ve read fairly extensively about the period for a separate,
so I have some understanding of the historical background. There are short
notes on the cards, offering some historical context regarding the events and
personalities represented, but after the embarrassment of resources provided
with Ball’s Bluff (Legion Wargames, 2015), the absence of any elucidating
material with PIW was felt.
Plains
Indian Wars recently won the Charles S. Roberts Award for Best Early Modern
Wargame, voted best in a field that included The Red Burnoose (Hit ‘Em With
a Shoe Games, 2022) and Votes for Women (Fort Circle Games, 2022). While
I might have issues with the title of the category, the win is a Best Among
Equals kind of deal.
*
I should note that PIW comes with a separate set of solo rules, developed by Etienne
Michot, which offer different models of solitaire play for playing either the Plains
tribes or the US government / settlers, with variations of play. I haven’t tried
these out yet – the games I’ve played solo I have played out four-handed to
familiarise myself with the game with the aim of teaching others. I have read
though the solo rules, and, when I’ve had the chance to play thought them a couple
of times, I’ll give a report on how well they play.
No comments:
Post a Comment