Worthington Publishing (and the company’s previous incarnation, Worthington Games) have a long and deep connection with the French and Indian War, as the North American theatre of the Seven-Years’ War (1754-1763) between the empires of Britain and France and their subjects and allies in the New World. Hold the Line (Worthington Games, 2008), and its revision, Hold the Line: the American Revolution (Worthington Publishing, 2016), each saw its own French and Indian War expansion (Worthington, 2008, 2016).
I was
on the fence about French and Indian War, 1757-1759 (Worthington, 2020) game when it was first announced. Because of financial
pressures at the time, I didn’t end up backing the Kickstarter; shipping to
Australia always add around half to two-thirds the cost of the pledge. I like a
block game, and I was thinking about grabbing a copy through Noble Knight, but
I already owned Volko Ruhnke’s classic, Wilderness War (GMT Games,
2001). With limited storage space and a lot of historical areas my smallish-but-respectable
collection doesn’t yet cover, could I justify buying a second French and Indian
War game.
What
convinced me was Bill Molyneaux’s review of the game on BoardGameGeek. Bill
designed the well-received Wilderness Empires (Worthington Publishing,
2015), as well as a sack-load of other games set around aspects of the conflict,
and is a historian and heavily involved in the F&IW re-enaction scene. He
said it was, to his mind, the best game covering the conflict (and mentioned
that his son prefers it to Bill’s own game). I confess, I haven’t played
Wilderness Empires, but Molyneaux is a consistently solid historical game
designer, so his endorsement counted for something with me. After reading his
thoughts in it, I pulled the trigger on French and Indian War.
Having
played it now half a dozen times and spent a lot more time thinking and writing
about it, I feel like I’m in a good position to talk about this game. Having
said that, I feel like it eludes me somewhat. It’s a simple game, very easy to
pick up. I’d say it’s an excellent game for introducing new players to wargaming,
and to block wargames in particular. But underneath its veneer of simplicity, there’s
an awful lot going on in this game, and I’m certain I won’t be able to cover it
all in this review.
Appearance
French and Indian War, 1757-1759 (F&IW) is
a spare game, the mounted board is a narrow, four panel item (11” x 32”), representing the region
in which the bulk of the action in the conflict took place from the
northern shores of the Great Lakes to the frontiers of Pennsylvania, New
York state, and New England, with key locations marked out, along with paths connecting one location
to the next. The colour pallet is muted but nonetheless quite attractive;
highlights the action rather than smothering it. The board also features a Year-track
(1757-59), and turn-track (11 turns with a possible 12th on a
successful die roll for a late winter), and points tracks for each side (running
0-12).
F&IW is a block game, which isn’t everyone’s
cup of tea. If you’ve read this far, you’re probably a fan or at least curious.
The blocks in F&IW are of a typical size for a block game (comparable to
the Columbia Games’ block games or the Cavalry blocks used in GMT’s Commands
& Colors family of games) The British blocks are in a red very close to the
British Redcoat uniform crimson; the French blocks are in a rather pale blue (which
is historically more fitting than the expected royal blue). Two sets of
stickers are provided with the game; these are applied to one side of the
blocks, and represent the three types of units available to the players (French
unit stickers on the blue blocks, British on the red). The differences in the
sets are purely ascetic. I went with the more conventional of the two sets.
Also included are a handful of small black
cubes intended for track markers. There are several more then are needed on the
board, so we placed an extra one or two (as appropriate) on the 0-box to mark
when the twelve-point track had been lapped (i.e. a 0 block and a 3 equals 15 points,
two 0 blocks and a 2 would equal 26 points). We also used a spare block as a mnemonic
for the location of a battle, as the pieces are all removed to a battle board
for combat.
The Battle Board is where conflicts are
resolved. This is a thick 11” by 8½” panel with a combat ranks and instructions
printed on one side. On the reverse side is a break-down of the historical set-up
for the game.
The game comes with six custom dice, used in
the combat rounds. Units hit on their own symbols, of which there is only one
face on each die; Regular army units hit on their respective flags, Irregulars
hit on crossed tomahawks, and Militia on a roll of crossed muskets. The game also
comes with a single regularly-pipped six-sider, for rolling at the end of the game-year
to see if a late winter allows an extra turn that year.
French and Indian War comes with two copies of the rule book; this is something Worthington started doing a few years ago, and it is such a boon. The rules run to eleven of the twelve pages, and these include solitaire play guidelines and the option for hidden simultaneous movement (the game also comes with a pad especially for recording your movements before the simultaneous placement), which I can’t speak to because we haven’t tried that, but now I’m really wishing we had for at least one game; when we get around to playing this again I'll make sure to use the hidden movement rules and report back. The last page has a map with abbreviations for the hidden movement mode, but it doubles as a player’s aid (a good thing there’s two copies of the rules).
Play
The forces in French and Indian War are
comprised of regiments Regular (professional) soldiers, cohorts of Militia,
bands of Irregular units (Indians and Rangers), and naval units for gaining or
challenging control over the Atlantic. These units are represented by labelled
blocks, Red for the British and their allies, light blue for the French and
their Indian tribes allied to Louis. The strength of each unit is indicated by
a decreasing number of pips on the sides of the edges of the block sticker; as
is typical with most block games, when a unit takes damage, the block is rotated
counter-clockwise so that the upper edge always represents the current strength
of the unit (i.e., a four-pip regular unit takes a hit; it is rotated so the
upper edge now shows three pips). Combat rounds go rank by rank; first
Irregulars, then Regular troops, then Militia. Defenders roll first, and hits
are taken immediately, so there’s always the possibility of disadvantage as the
attacker, especially when attacking a fort or a port settlement (attacking Irregulars
and Militia roll with one les die on their first round).
The game is
divided up into three years of 11 or 12 turns to a year, depending on the roll
of a six-sided die to determine whether Winter sets in early or late (on a roll
of 4-6, the players get one more turn for the year; on a 1-3 the snow comes
early). Each location has a victory point score, which also corresponds to how
many units can winter in that location. A winter garrison can exceed the VP
number by one irregular unit and take no penalty, but any further units will
take a one-pip drop in their strength (reflecting desertions, Militia members returning
to their homesteads, etc.). Getting caught with a larger formation in a
small town can be devastating.
The play action of French & Indian War is
deceptively simple; with each turn, each side – beginning with the British –
may move a unit of units from one location. These units can move from their point
of origin to a single location, or they may disperse to separate adjoining
locations, but most can only move to an adjacent location. The exception to
this is the Irregulars – the allied Indian tribes and local Ranger units – who can
move to a second connected location.
When you arrive at a location already inhabited by the enemy, you fight. The number of pips across the units in a rank dictate how many dice you roll for that rank, and you hit on that ranks’ symbol (crossed hatchets for the Irregulars, crossed muskets for the Militia, and the Union Jack and Fleurs de Lys for the British and French Regulars respectively). In this game the dice are unforgiving. Whatever you are fighting with has a one-in-six chance of raining hurt down upon the opposing side. Sometimes a whole round or two of combat will prove ineffectual for both sides. But occasionally a single roll can be devastating. Only occasionally, though (statistics say so). Being a block game, you don’t know what your opponent has placed where until you test it, and in this, combat can have as much use as a method of probing for intelligence as its more obvious purpose. Knowing where the other side is strongest can deliver vital information regarding your opponent’s intentions.
For all the reduced movement options and
sometimes sluggish combat resolution, French and Indian War is a remarkably
fast-playing game. Our first run at it had all the usual qualities of a learning
game, and so ran to about two hours and twenty minutes, but from the third game
on, we managed to keep play within the 90 minutes suggested on the box. French
and Indian War is a tight game that flows easily, so long as you’re not given
to labouring over every difficult choice.
Appraisal
F&IW involves a combination of strategy,
guesswork and, to a degree, dumb luck, though not as much as it might appear on
the face of it. To win, one side must gain a clear ten-point majority in points
at the end of a year, after any territorial gains have been tabulated. Each
unit destroyed offers the victor a single point, but you’re not going to win by
killing the enemy. Taking territory is where the points are, but it’s not
enough to push the enemy out of his homes; to claim a location as a prize, one
of your units must reside there at the close of the year. That means, to have a
chance at winning that ten-point lead, you will have to spread your forces fairly
thinly in an effort to gain those extra victory points. And if you don’t win
the game that year, you’ll be spending turns gathering up your units for
another fight or two before trying to claim all that territory again. This also
means that a fight to the death isn’t in your interests. If you knock out two
of the other guy’s units but lose one or two yourself, you may not be able to
cover the terrain you need for those elusive points. French and Indian War is a
long string of difficult choices.
While it is a relatively simple game
to learn, and only really has one scenario (two if you count the historical
set-up and free placement as separate scenarios), French and Indian War is a
rare gem of a game; I found it reveals its depths slowly, rewarding multiple
games with new insights. It elegantly captures the difficulties of waging a
frontier war with restricted movement options, limited resources and manpower, and
a mutual enemy in the harsh North American winters I’d put it on the same level
as the best of Columbia Games' block games. I think the key to approaching the game is to
adopt a guerrilla mindset, more Mao Zedong than Antoine-Henri Jomini. It was impossible
to run a set-piece decisive battle in the vast wilderness the Great Lakes
region in the mid-eighteenth century. Most actions in the game are small concerns,
with one side conceding the ground and backing off to maintain their force
strength of another day. Sometimes it can feel like whack-a-mole; each side is
limited in its resources and stifled in its manoeuvre options, and I can see
how some might find the frustration insurmountable, but its these elements that
make the game such a strategic showpiece. It’s difficult to spring a surprise
on your opponent when it takes your forces three turns to get into a position
to pounce. This game rewards a flexible approach to fighting, and makes unanticipated
demands on its players.
I’m sure some folks will balk at the
ponderous nature of F&IW; the limited movement, the potential for
successive rounds of ineffectual combat, and the requirements of winter-quartering
potentially chewing up your last three or four moves for the year. But all
these aspects work together to abstractly recreate the difficulties of fighting
a war in the truly untamed and inhospitable environment of the Great Lakes
region. Dealing with these restrictions through the course of play elevates
this game of simple mechanisms into a deep historical simulation. French and
Indian War is a deft and elegant example of game design.
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