War Along the Great Lakes
War Along the Great Lakes Rulebook
Table of Contents
Table of Contents
2 Game Board
2.1 The Game Board shows the Niagara land mass and river between Lake Ontario and Lake Erie in 1814 and portions of the shoreline along those lakes. Movement is regulated by location to location movement over land roads or on the naval zones on Lake Ontario and Lake Erie.
2.2 Each lake is one naval zone that have ship holding boxes for each side. The ship holding boxes hold the naval squadron for the lake which is represented by one ship block. Land and ship units cannot move between the Lakes.
2.3 The Niagara River is the dominant terrain feature. It separates the United States and Canada. It is a large and fast river that is difficult to cross. Each unit crossing the Niagara River via road routes (dashed blue line) must spend 1 extra Command Action Point (CAP). Battle retreats and reinforcement are more difficult across the Niagara.
2.4 Fortified locations in the game provide defensive benefits to militia and use garrison units when occupied. Red forts are British controlled and Blue are American unless occupied by an opposing side. Players may also destroy forts at a cost of 2 CAP, negating any defensive benefits for the rest of the game. When this occurs, place a fort destroyed marker on the fort location. Destroyed forts are still active locations and still count for victory points where applicable. Opponent forts can only be controlled when occupied.
2.5 Forts add +1 to morale for militia units defending in those locations.
2.6 Named locations, fortifications, lakes, bays, rivers, ports, and roads are shown as they affect game play. There are three tracks on the game board. Two are to track Command Action Points (CAP) for each player for each turn. The other is to keep track of the turns.
2.7 Land locations on the game boards are named key places such as towns, forts, etc. Adjacent land locations are connected by solid brown road lines on land. Land units can move to adjacent land locations connected by the road lines. Some adjacent locations have a road connecting them that crosses a river. Rivers provide a defensive bonus when units must cross a river to attack. Some land locations are ports on naval zones and this is denoted by the land location having with anchor symbol.
Terrain Effect Chart
| Terrain | Effect |
|---|---|
| Locations | Locations are named points. Locations are considered adjacent if a road connects them to each other. |
| Roads | Roads connect locations. They are used to move units between locations. |
| Fortified Locations | Noted by a red outlined fort. Fortified locations allow the garrison unit when defending in that location to roll the listed battle dice during a battle round. Add +1 to American and British militia morale rolls. Opponent forts can only be controlled when occupied. |
| Rivers | Each unit moving on a road that crosses a river to attack a defended location roll one less die for the first round. For terrain affect purposes ONLY the road that is immediately between the attacking and defending locations is used to determine a battle terrain effect. |
| Niagara River Crossing | Niagara river crossings are identified by a blue dotted line on the road crossing point. Each unit that crosses the Niagara must spend 1 extra CAP for the crossing. This only applies at the Niagara where units use a road route. All other rivers do not cost extra CAP to cross. |
| Ports | Port locations have an anchor symbol next to their name. Units attacking port locations by amphibious movement roll 1 less die for the first round. |
| Lake Zones | Each lake is one naval zone that have ship holding boxes and major ship ports. The ship boxes hold the naval squadron for the lake. |
3 Game Components
- 2 (these rules) rule books for War Along the Great Lakes, Volume 3 of the War of 1812 Series
- 1 rule book for War Along the Chesapeake, Volume 1 of the War of 1812 Series
- 1 rule book for War Along the Gulf Coast, Volume 2 of the War of 1812 Series
- 1 Label Sheet with 2 sets of labels for game blocks. Note, one set is a spare.
- 35 Blue Wooden Blocks
- 35 Red Wooden Blocks
- 2 Player Aid Cards
- 12 Dice
- Game Board
4 Game Units
4.1 American units are blue blocks with blue outlined labels applied. British units are red blocks with red outlined labels applied. Status marker labels such as forts destroyed, turn, etc. should be placed on the block color that matches the outline of their label.
4.2 American and British leaders can move up to 3 locations per turn.
Diagram captions printed with the sample blue outlined label (11th Infantry) and red outlined label (104th Foot): Unit Name; Morale Number; Strength Points (SP); Dice Rolled in Battle.
4.3 Leaders have no combat value by themselves and do not fire. During combat place them in the failed morale space face up where they can help with morale checks during battle rounds. They are not counted towards fort defense and cannot block movement or retreat by themselves. If by themselves and opposing units move into the locations move the leader to the nearest friendly unit.
4.4 ARMY COMMANDER REINFORCEMENT RATINGS are for the current ARMY COMMANDER. This means that for the any battle that reinforcement attempts are made anywhere on the game board, the commander rating is used whether the army commander is present or not.
4.5 Fort Destroyed Blocks: Any time a side decides to destroy an occupied fortification location the fortifications are considered destroyed and no longer provide defensive benefits to American units nor British units. This is done by spending 2 CAP during the player's turn. Place a Fort Destroyed Marker on the location.
4.6 Blank labels should not be applied to blocks. Extra blocks are for spares or markers. During game play units on board are stood upright with their label facing the controlling player which are only revealed to their opponent in battle.
Note: Your game comes with two sets of label, one is a spare.
4.7 At the top of the label is the unit's name. In the center are unit type icons. In the lower left corner is the unit's morale number shown in a circle. This is used when units take hits in battles to determine if they stay in battle or withdraw from the battle. In the lower right corner is the number of dice the unit rolls in battle shown in a square.
4.8 Strength points (SP) are the numbers located around the center of the label. The unit's current SP is the number currently upright in the top center of the label. The unit is rotated as hits in battle are applied to the unit. Once a unit is reduced to 1 SP the next hit applied to it eliminates the unit from the game and it is removed from play.
4.9 The unit types and their icons are shown below. Any special rules for the units are also given.
4.10 AMERICAN LEADERS: American leaders can move up to 3 locations per turn. Leaders must always end a move in a location with a friendly infantry unit. Some leaders have game specific abilities when with units. Leaders have no combat value and do not fire. They are not counted towards fort defense, cannot block movement, or retreat. If by themselves and opposing units move into the location, move the leader to the nearest friendly unit.
4.11 AMERICAN REGULAR INFANTRY: Movement rate is 1 location per turn.
4.12 AMERICAN MILITIA INFANTRY: Movement rate is up to 2 locations per turn. Forts provide a +1 to Morale Checks.
4.13 AMERICAN DECOYS: Movement rate is up to 2 locations per turn. Cannot capture VP locations. Must be revealed if blocking movement by themselves.
4.14 AMERICAN ARTILLERY: Movement rate is 1 location per turn.
4.15 AMERICAN DRAGOONS: Movement rate is 3 locations per turn. Cannot capture VP locations.
4.16 AMERICAN NATIVE AMERICAN ALLIES: Movement rate is up to 2 locations. Native Americans cannot capture a Victory Point location alone.
4.17 AMERICAN GARRISONS: A special unit that appears when British units attack an American controlled (occupied or unoccupied) fortified location. It rolls a number of battle dice equal to the fortified location's battle number. It does this until eliminated or forced to retreat (it is not retreated but is considered eliminated instead and removed from the board). It is not permanently removed, but pulled from the board and will be placed if the British player enters another American controlled Fortified location. This can happen any number of times.
The garrison unit is placed in the location with the American militia unit and a battle occurs. The units are placed on the battle board and a battle is fought until the garrison is eliminated or fails a morale check at which point it is eliminated. Note: It is not removed from the game but is placed again in any American controlled Fortified location that is attacked by a British unit.
4.18 AMERICAN SHIP SQUADRONS: The Americans have a ship squadron on Lake Ontario and a ship squadron on Lake Erie, represented by a single block.. A ship squadron on a lake can perform four functions; transport army units, support an army attack, supply the army, and intercept opposing ships.
4.19 BRITISH LEADERS: British leaders move 3 locations per turn. Leaders must always end a move in a location with a friendly infantry unit. Some leaders have game specific abilities when with units. Leaders have no combat value and do not fire. They are not counted towards fort defense, cannot block movement, or retreat. If by themselves and opposing units move into the location, move the leader to the nearest friendly unit.
4.20 BRITISH REGULAR INFANTRY: Movement rate is 1 location per turn.
4.21 BRITISH MILITIA INFANTRY: Movement rate is up to 2 locations per turn. Forts provide a +1 to Morale Checks.
4.22 BRITISH DECOYS: British decoys movement rate is 2 locations per turn. Cannot capture VP locations. Must be revealed if blocking movement by themselves.
4.23 BRITISH ARTILLERY: Movement rate is 1 location per turn.
4.24 BRITISH DRAGOONS: Movement rate is 3 location per turn. Cannot capture VP locations.
4.25 BRITISH NATIVE AMERICAN ALLIES: Movement rate is up to 2 locations. Native Americans cannot capture a Victory Point location alone.
4.26 BRITISH GARRISON: A special unit that appears when American units attack a British controlled (occupied or unoccupied) fortified location. It rolls a number of battle dice equal to the fortified location's battle number. It does this until eliminated or forced to retreat (it is not retreated but is considered eliminated instead and removed from the board). It is not permanently removed, but pulled from the board and will be placed if the American player enters another British controlled Fortified location. This can happen any number of times.
4.27 BRITISH SHIP SQUADRON: The British have a ship squadron on Lake Ontario and Lake Eire. A ship squadron on a lake can perform four functions; transport army units, support an army attack, supply the army, and intercept opposing ships.
4.28 MARKERS: There are Turn, CAP (for each player), and markers to track victory conditions. The Turn and CAP markers are placed on the game board.
Summary of Units
| American Units | Movement Rate | SP Rate | Morale | Battle Dice |
|---|---|---|---|---|
| Leaders | 3 | NA | NA | NA |
| Regulars | 1 | 2–4 | 4–5 | 3–4 |
| Militia | 2 | 2–3 | 2–3 | 1–2 |
| Artillery | 1 | 2–3 | 5 | 5–6 |
| Dragoons | 3 | 1 | 3–5 | 1 |
| British Units | Movement Rate | SP Rate | Morale | Battle Dice |
|---|---|---|---|---|
| Leaders | 3 | NA | NA | NA |
| Regulars | 1 | 4 | 5 | 4–5 |
| Militia | 2 | 3–4 | 3–4 | 2–4 |
| Artillery | 1 | 2–3 | 5 | 5–6 |
| Dragoons | 3 | 1 | 5 | 2 |
5 Command Action Points (CAP)
5.1 COMMAND ACTION POINTS (CAP): CAP reflects an army commander's ability to motivate his army and move it effectively to battle. Each point of CAP activates ONE unit for movement.
5.2 Players receive a base CAP each turn. Each army has an Army Commander CAP Rating that determines how much extra CAP an army receives each turn. This extra CAP is added to the base CAP to give a player his total CAP for the turn.
5.3 Ship Missions on each lake can also provide or deduct CAP.
5.4 BASE COMMAND ACTION POINTS:
- The British receive 7 base Command Action Points (CAP) per turn.
- The Americans receive 6 base Command Action Points (CAP) per turn.
5.5 ARMY COMMANDER CAP RATING: In addition to the base CAP, each player may receive additional CAP by rolling one dice and comparing to his current Army Commander CAP Rating.
5.6 GENERAL DRUMMOND: Is the British army commander for the entire game so the British extra CAP roll is always based on his rating. General Drummond has an extra CAP rating as follows; Die roll of 1-3 = 1 extra CAP for the turn and a die roll of 4-6 = 2 extra CAP for the turn.
5.7 GENERAL BROWN: the American army commander for the entire of the game. As Army Commander, his extra CAP rating is as follows; Die roll of 1-2 = 1 extra CAP for the turn and a die roll of 3-6 = 2 extra CAP for the turn.
For example; during the CAP roll of a turn for the British, Army Commander Drummond Army CAP Rating provides 1 extra CAP on a roll of 1-3 and provides 2 extra CAP on a roll of 4-6.
5.8 Army Commander CAP rating has no tie to a physical leader block, its location, or its special ability).
6 Sequence of Play
6.1 The player whose turn it is currently is the active player, his opponent is the inactive player. The sequence is to be played in the exact order listed below:
6.1.1 SELECT SHIP SQUADRON MISSIONS: Before the CAP roll both players choose the ship squadron missions before the CAP roll or player movements for the turn begin. Rotate the ship block so its mission is at the top of the block, facing its owning player (but hidden from the opposing player) in its Lake Squadron box. The missions are revealed to each opposing side and are carried out in each player's portion of the turn unless one or both sides have selected "Intercept". In that case a ship battle occurs and must be resolved before player CAP roll or movement begins. Otherwise, the missions are carried out in each player's portion of the turn at the appropriate time.
6.1.2 CAP ROLL: Each player rolls 1 die to check for extra CAP. The player with the highest total CAP is the first player for the turn, ties go to the Americans.
6.1.3 ADD REPLACEMENTS: Both players may add replacements by spending CAP. Now player movements and battles begin.
6.1.4 FIRST PLAYER MOVEMENT: Using the CAP available, he activates and moves eligible units.
6.1.5 FIRST PLAYER INITIATES BATTLE: Any units that end the move in the same location that enemy units occupy must conduct a battle.
6.1.6 SECOND PLAYER MOVEMENT: Using the CAP available, he activates and moves eligible units.
6.1.7 SECOND PLAYER INITIATES BATTLE: Any units that ends the move in the same location that enemy units occupy must conduct a battle.
6.1.8 END TURN: If it is the last turn of the game, the game is over. Otherwise, move the turn marker one ahead on the turn track and repeat the sequence of play.
7 Ship Squadron Missions
7.1 Each side has ONE ship block on each lake. The ship block has the lake name and has 4 sides that define each ship squadron's possible missions each turn; Transport, Support, Supply, Intercept. There is a number on each ship block to show how many dice it rolls in combat or how many army unit blocks can be transported.
For example, the British ship block on Ontario is a 4 and the American is a 3.
7.2 Mission Selection
7.3 After the CAP roll both players choose the ship squadron mission on Lake Ontario and Lake Erie before the player movements for the turn begin. This is done by rotating their ship squadron block where its mission is at the top of the block while in its home naval base box on the lake with the mission facing the owning player. Ship missions do not cost any CAP.
7.4 The ship block for each side in each lake can select ONE mission for the turn.
7.5 The Missions Are
- I Transport army units from one lakeside location to another lakeside location. The number of units it can transport is equal to its combat value.
- II Support an army attack on one lakeside location by rolling its combat dice during each round of combat.
- III Supply the army. This choice ensures maximum CAP for the army. On Lake Ontario, a successful supply mission provides an additional 2 CAP and on Lake Erie it provides 1 CAP. Each turn a side makes this choice and is successful, it adds the CAP to its CAP Roll for that turn.
- IV Intercept the opposing ship squadron on a lake and attempt to stop its mission by ship squadron battle.
7.6 Once each side has chosen its ship squadron mission, the mission is revealed to each side. If one or both sides have selected "Intercept" then a ship battle occurs and must be resolved before player movement begins. Otherwise, the missions are carried out in each player's portion of the turn at the appropriate time.
7.7 Resolving Ship Squadron Battles
7.8 The only way that a ship squadron battle occurs is if at least one side chooses to "Intercept" for its mission for the turn. If either or both sides selected INTERCEPT as their ship squadron mission on the lake, then a ship squadron battle occurs. To resolve ship battles, move each ship on to the lake. Then each side rolls their squadron combat dice and uses the one highest die rolled for their side in the battle. Each side compares its highest single die and the highest die roll wins the battle. In case of a tie do a reroll of all ship combat dice. If the winning side played supply, support or transport then the mission is completed during its turn at the appropriate time. If the siding choosing intercept wins then the losing side returns its ship squadron to its lake naval base. The loss causes its mission to fail and their mission goes un-played for the turn. If both sides had chosen Intercept, the loser of the battle reduces its CAP by 1 for the turn.
7.9 The ship phase is played after the CAP Roll but BEFORE either player moves. After completion of the ship phase, each player does his army moves and may use his ship block for its mission.
For example, if side one plays SUPPLY with his ship block and side two plays TRANSPORT with his ship block, no battle occurs and player one will be able to get supplies and player two will be able to transport troops. However, if player two had played INTERCEPT instead of transport then a battle would occur that would determine if player one gets supplies.
7.10 Ship Squadron Transport and Support Missions
7.11 Transport and Support missions are done by moving the ship block from its lake naval base to the lake location for the mission. The number of combat dice also is how many troop blocks may be transported and how many dice are rolled in support of army combat.
For example, a 3 would be how many blocks it can transport or the number of dice rolled in support combat.
7.12 Transport is from ONE location on the lake to ONE location on the same lake for army units. The departing location must be controlled. During your move portion of the turn move the army blocks from their lakeside departing location to the landing location. To show this move the ship to the location. The landing location can be friendly or neutral. If the landing location is occupied by the enemy troops then it is treated as an amphibious landing for battle purposes.
7.13 Support is for ONE location on a lake, where the ship rolls its combat dice in a port battle with land troops and hits on 6's during each round of combat and may not be hit itself. The location must be a port where your army troops must be either defending the location or attacking a location. To show this move the ship to the location. For defense, move it there before either side moves, for attack move the ship there after your movement. Once the battle ends, the ship ends its support for the attack.
7.14 Note a ship squadron can only do one mission a turn.
For example, if a ship squadron supports an army attack then it could not transport army units nor could it intercept an opponent's transport attempt in that turn.
7.15 At the end of the turn all ships return to their home naval base location box on the lake.
8 CAP Roll
8.1 During CAP ROLL of the turn sequence each player rolls 1 die and compares to his current Army Commander CAP Rating. The result is added to his base CAP which provides his total CAP for the turn.
8.2 The player with the highest total CAP after any ship supply mission or ship intercept combat CAP reduction is the first player for the turn. Ties go to the Americans.
9 Replacements
9.1 Each turn each side can add up to 2 SP as replacements to reduced units. They may not bring back eliminated units. You must spend CAP to buy replacements. It cost 2 CAP to add 1 SP as a replacement for one reduced unit. This is done for both players after CAP ROLL and before movement by either player. Players are limited to a maximum of 2 SP per turn. 1 SP can be added to one reduced unit (spending 2 CAP) or 1 SP can be added to two reduced units (spending 4 CAP) or 2 SP can be added to one unit (spending 4 CAP).
10 Movement
10.1 All movement is regulated by the Command Action Points (CAP) allocated to each player per turn. CAP is used to activate a unit once for movement per game turn by the active player. A player may not spend more CAP than he receives in a turn, nor does he have to spend all CAP. CAP may not be saved from game turn to game turn. Movement rate and movement points (MP) are synonymous.
For example, 6 CAP allows a player to move 6 units up to their movement rate. If it was the American player with 3 regulars (MP=1) and 3 militia (MP=2), all 6 units could move where the 3 regulars move 1 location and the 3 militia could move up to 2 locations.
10.2 If a unit moves to a location where an opposing unit is, the moving unit must stop, unless the opposing unit is a decoy. In that case remove the decoy and continue moving if the unit has movement points remaining.
10.3 UNIT ACTIVATION FOR MOVEMENT: The player whose turn it is activates units one at a time. Each activated unit (including decoys and leaders) cost 1 CAP. This unit is the active unit. No unit may be activated more than once during his player turn.
10.4 UNIT MOVEMENT: Each unit has a movement point allowance based on unit type. Each movement point allows the active unit to move one adjacent location. An active unit is able to move from location to adjacent location along the roads. Locations may not be skipped while moving. Movement points not used are lost; they may not be transferred to other units. Units may not exceed their movement allowance. Any number of units may occupy a location. An active unit that enters an enemy occupied location stops its move.
For example, a militia infantry unit that has 2 MP can move up to 2 locations.
10.5 AMPHIBIOUS MOVEMENT: Amphibious movement is allowed by army units that use their lake ship squadron for transport. It cost 1 CAP per unit for amphibious movement. No further movement is allowed for that unit this turn once it lands.
10.6 Units may only make one move (land, or amphibious) per turn.
10.7 DECOY AND LEADER MOVEMENT: These unit types use CAP for movement like other units. They by themselves may not enter a location that is only occupied by enemy units. However, they may enter a location that is being moved into by friendly infantry units, even if enemy units are present.
10.8 LEADER FREE MOVEMENT: When friendly units activate in a location where leaders are present those leaders may move without spending CAP. Leader units can move to locations other than the activated unit. (Note: In Leader Free Movement, they are using the same CAP as the unit being activated. However, they may only move once per turn.)
10.9 CROSSING THE NIAGARA RIVER: Niagara river crossings are identified by a blue dotted line on the road crossing point. Each unit that crosses the Niagara must spend 1 extra CAP for the crossing. This only applies at the Niagara where units use a road route. All other rivers do not cost extra CAP to cross.
For example, 2 army units are crossing the Niagara between Black Rock and Ft. Erie. It would cost them 4 CAP to cross, 1 CAP to activate each army unit (2 CAP) for movement and 1 extra CAP for the Niagara river crossing for each unit (2 CAP).
10.10 FORCE MARCH: All units can move 1 extra space by spending 1 extra CAP. For example, a regular can move 2 locations (base 1 + 1 extra) by spending 2 CAP. A militia could move 3 locations (base 2 + 1 extra) by spending 2 CAP.
10.11 Units may not force march an extra location into a location occupied by an opposing unit that causes battle. Units may not use force march if crossing the Niagara River.
11 Battles
11.1 Battle occurs when opposing units end a move in the same location. The active player is the attacker. If more than one location is having a battle, the attacker determines the order in which the battles are fought. Each battle is resolved separately before any other battles are started.
11.2 After deploying units on the battle board, a series of battle rounds continue until the units of one side are eliminated, voluntarily retreat, or are forced to retreat.
11.3 Certain terrain affects the battle for the attacker or defender. Leaders may also affect battles.
11.4 Decoys cannot attack or defend and must be removed once revealed. They may stay unrevealed in battle if in reserve.
11.5 Deploy Units on Battle Board
11.6 Units are moved from the battle location on the game board to the battle board. Units are deployed so the opposing player cannot see the SP.
11.7 The Battle Board is divided into two halves, the attacker half and the defender half.
11.8 On the attacker side is the Attacker Line Position where firing units are placed. For firing units that crossed a river or landed at a defended port for the attack, there are separate line positions where they are placed for the first battle round.
11.9 On the defender side of the battle board is the Defender Line Position and the Fortified Location Line Position, shown by a fort. The Fortified Location Line Position is used to place the Garrison unit. Firing units are placed in the defender line positions.
11.10 A Reserve and Failed Morale Position are at the back of the battle board for the attacker and defender and are not part of the Line Positions. Units in these positions do not fire nor do they take hits.
11.11 Fort Location Attacks: If the defender is in a fort location that has not been destroyed it places its Fort Garrison Block in the Fort space of the battle board. The Garrison block rolls the fort location dice (indicated in on the game board inside the fort icon) and may take hits. Any undestroyed fort location controlled by a side always uses their fort garrison block to defend the location even if no other defender combat units are present. Fort garrison blocks can take hits like any other units.
11.12 First, the defender places each of his defending units in the line positions on the defender half of the battle board. All leader and decoy units are placed in the reserve. Also, any units not participating in the current battle round are placed in reserve.
11.13 The attacker then places each of his units in the line position on the attacker half of the battle board. Any attacking units that cross a river or lands at a defended port to enter the defending location are placed in those respective line positions on the attacker side of the battle board. It is possible for some units to be in the Amphibious/River Line Positions while those that did not cross a river or port landing to be in the non-terrain affected Line position.
11.14 All units placed in the reserve do not have to be revealed and do not fire. Decoys cannot attack or defend and must be removed from the game once revealed. They may stay unrevealed in battle if in reserve.
11.15 Once both players have placed their units on the battle board, each player reveals their units in the line positions.
11.16 Battle Rounds
11.17 Each battle is conducted in a series of battle rounds that continue until the units of one side are eliminated or retreat.
11.18 Battle Round Sequence
- Defender Battle Fire / apply hits to attacker units
- Attacker Battle Fire / apply hits to defender units
- Attacker checks morale for any units hit
- Defender checks morale for any units hit
- Attacker decides voluntary retreat
- Defender decides voluntary retreat
- Defender reinforces
- Attacker reinforces
11.19 In each battle round, the defending player fires each of his units in the line positions. Any hits on the attacking player units are applied immediately. Then the attacking player fires each of his units in the line positions and any hits on the defending player units are applied immediately.
11.20 After both player's have fired and both players have applied hits, a morale check is made for units hit that battle round to see which units stay in the battle lines and which units go to the failed morale position. The attacker checks his morale first for hit units, then the defender conducts his morale check.
11.21 If either players line positions is vacant due to elimination of units OR failed morale checks a forced retreat occurs immediately. If a forced retreat has not occurred, then at the end of the battle round players can decide if they want to voluntarily retreat instead of continuing more battle rounds. Attacker decides first, then the defender.
11.22 BATTLE FIRE: Only units in the line positions conduct battle fire. Units in reserve or failed morale DO NOT FIRE. Units conduct battle fire by rolling a number of dice equal to the number shown on the lower right corner of the label in the square, modified by terrain. Players score a hit against his opponent's units for each "6" rolled on a die. Losses are applied immediately.
For example, A 4 SP unit is rolling 3 dice. If attacking a location across a river, the unit would roll 2 dice in the first battle round, and 3 dice in following rounds. Hits are then allocated based on the 6's rolled.
11.23 APPLYING HITS PER BATTLE ROUND: Allocation of losses are decided by the owning player receiving the losses. He must apply one hit to each unit in the line positions before a second hit can be applied to the units in these positions. Units in the reserve or failed morale positions do not take losses unless all units in the line positions are eliminated. Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Any units reduced below 1 SP are eliminated and removed from the battle board and the game.
11.24 MORALE CHECK: After all hits are applied, morale checks are made on units receiving hits. First, the attacking units that took hits check morale, followed by the defending units. A morale check is done by rolling one die for each hit a unit takes and comparing each individual die number to the unit's morale rating. If a roll is higher than the unit morale rating the unit withdraws to the failed morale position and may not return to the line or reserve position for that battle. If the attacking player's line positions are left vacant due to a morale check failure, the defending player does not have to check his morale.
11.25 Leader Special Abilities in Battle
11.26 Gen. Drummond and Gen. Riall special ability: During battle if the Gen. Drummond or Riall leader unit is present and in reserve, the British player can re-roll one failed morale check die for one unit during the battle. Once used, put the leader block face down as he cannot use his special ability for the remainder of the battle.
11.27 Gen. Brown and Gen. Scott special ability: During battle if the Gen. Brown leader unit is present and in reserve, the American player can re-roll one failed morale check die for one unit during the battle. Once used, put the leader block face down as he cannot use his special ability for the remainder of the battle.
12 Battle Retreat
12.1 After each round of battle is completed players may voluntarily retreat from battle. The attacker makes this decision first, followed by the defender. All retreat rules apply. If neither player decides to voluntary retreat then they begin another battle round.
12.2 VOLUNTARY RETREAT: If a player decides to retreat, all of their units retreat from the battle location. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which each firing unit in a line position of the non-retreating player each roll one die per unit. A hit occurs for any 6's rolled or 5's and 6's across the Niagara. All hits are applied immediately to the retreating units. The retreating player decides which units to apply any hits. The retreating units do not return battle fire and must follow retreat rules. Units retreat one location on a voluntary retreat.
12.3 FORCED RETREAT: Anytime during a battle round if a player's line positions are vacant due to hits or failed morale checks a forced retreat occurs. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which each firing unit in a line position of the non-retreating player each roll a normal battle fire. If the forced retreat is across the Niagara river then the one retreat battle fire round hits on 5's and 6's. All hits are applied immediately to the retreating units. The retreating player does not get to fire. Units retreat one location away due to a forced retreat. If all retreat locations are blocked, then all retreating units are eliminated.
12.4 Units may retreat from port location battles to another friendly port on the lake if they have their lake ship squadron using a "support" mission at the retreat port location. Otherwise, retreat is not allowed across the lake from port to port, but normal land retreats are allowed.
12.5 Decoys DO block retreat routes for defenders IF other routes are open for retreat. Otherwise they do not block retreats.
12.6 RETREAT RULES REMINDERS: Attacking units must retreat to the location they moved or reinforced the battle from. Defenders must all retreat to the same open location the attacker did not come from. The defender open retreat routes must FIRST be to open locations the defender reinforced the battle from. May not retreat to a battle location.
13 Battle Reinforcement
13.1 After each battle round, and after each player makes a retreat decision for the round, players may reinforce the battle with units that are in adjacent locations that have not been in a battle this player's turn.
13.2 ARMY COMMANDER REINFORCEMENT RATING: Each current army commander has a reinforcement rating which is shown below and on the Player Aid Card that affects how well units in his army can reinforce battles from adjacent locations. He does not need to be present to use this rating, only in command.
13.3 The player rolls 1 die for each unit attempting to reinforce. If the die roll is equal to or less than the current Army Commander reinforcement rating, then the unit enters the battle location. If the roll is more than the Army Commander reinforcement rating the unit may not reinforce the battle this battle round. He may attempt again during the reinforcement phase of the next battle round. If the unit(s) reinforcement attempt is made across the Niagara river, add a +1 modifier to their reinforcement die roll.
13.4 When reinforcements enter the battle, they are set up in the appropriate line position and may fire in the next battle round. If a side retreats, the non-retreating player may reinforce.
13.5 General Drummond has an army commander reinforcement rating of 4. This is the British reinforcement rating for the entire game.
13.6 General Brown has an army commander reinforcement rating of 4. This is the American reinforcement rating for the entire game.
13.7 Units cannot reinforce land battles across lakes.
13.8 As a reminder, reinforcement from adjacent land locations is based on the current army commander reinforcement rating which is the number in the orange circle of the leader block. He does not need to be present at a battle to use his reinforcement rating to reinforce the battle with units in locations adjacent to the battle location.
14 Victory Conditions
14.1 The side that has the most victory points when the game ends wins the game. Victory points can only be earned when occupying victory point locations in your opponent's territory. In the event of a tie, the British win.
14.2 Victory Point locations and values in USA that earn the British Victory Points are noted by a red star on the gameboard:
- Ft. Niagara: 2
- Batavia: 2
- Buffalo: 2
- Ft. Schlosser: 1
- Erie: 1
14.3 Victory Point locations and values in Canada that earn the Americans Victory Points are noted by a blue star on the gameboard:
- York: 3
- Ft. George: 1
- Ft. Erie: 2
- Beaver Dam: 1
14.4 Automatic Victory: If ALL VP locations are occupied on an opponent's side when a game turn ends, it is automatic victory, regardless of how many VP locations are occupied by the opponent. In case of a tie the British win.
14.5 Occupation requires an infantry, militia or artillery unit to be there. Indians, leaders and dragoons do not count for occupation purposes.
15 End of Game
15.1 The game has a variable turn ending to reflect the uncertainty of the negotiations that ended the war. On turn 14 and each turn thereafter a War Ends die roll is done to see if the war ends before the next turn begins. Therefore, at the end of turn 14 a die roll is done to see if the war ends. If it equals or exceeds the war end die number for the turn, then the game is over and the next turn would not begin. The game ends any time after turn 14 when the War Ends die roll exceeds 5. After turn 17 the War Ends requires that the die roll exceeds 4 for the war and therefore the game to end. Otherwise the game ends at the end of turn 20.
16 Game Set Up
16.1 All units start at maximum SP.
16.2 Note that the player aid card also shows these unit starting locations.
16.3 Place the Turn marker on turn 1 on the game board. Place the British and American CAP markers on the game board in the starting CAP locations.
16.4 Set Up
16.5 British set up first. Up to 3 blocks may be in Ft. Niagara on the American side plus any leader. At least ONE block must be in each VP location in Canada. All other blocks can be set up in any location on the Canada side of the Niagara. Decoys and leaders do not count for set up requirements of one block per VP location.
16.6 American: The 1st and 4th Rifle start in Erie At least TWO blocks must be in each VP location in USA except Niagara which is British occupied. All other blocks can be set up in any location on the USA side of the Niagara. Decoys and leaders do not count for set requirements up of two blocks per VP location.