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Store:  War Games
Series:  Wilderness War
Theme:  French & Indian War
Genre:  War & Combat
Format:  Board Games

Wilderness War

2010 edition

List Price: $60.00
Your Price: $48.00
(20% savings!)
(Worth 4,800 Funagain Points!)
This item is temporarily out of stock [] (expected availability: Thursday, February 9, 2012). You can still add the item to your cart and we will ship it to you as soon as it becomes available!
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International Gamers Awards
International Gamers Awards
Best Historical Simulation Game, 2002
Players
1-2
Designer(s): Volko Ruhnke
Manufacturer(s): GMT Games
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Product Description

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 or 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 provenciaal 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.

Product Information

  • Designer(s): Volko Ruhnke
  • Manufacturer(s): GMT Games
  • Year: 2001
  • Players: 1 - 2
  • Weight: 697 grams
  • Customer Favorites Rank: #43
Wilderness War has the following expansions available:
Wilderness War: Deluxe Map
List: $20.00 $15.95 (20% savings!)

Product Reviews

****�
Average Rating: 4.7 in 13 reviews


*****
by A Gamer
Wonderfully conveys the salient points of the conflict in a fun game
December 20, 2005
This is probably the best card-driven wargame I've played. I do like Paths of Glory and Triumph of Chaos a lot, but Wilderness War is a little less complex and plays more quickly. There is plenty of room to maneuver on the map, but the topography channels the regular armies and auxiliaries (indians and rangers) into certain areas naturally. A few different ways to victory, from traditional combat and seige of forts and fortresses, to hit-and- run raiding of settlements and stockades. Good fun factor with some tense decision making moments, combined with a little history and a decent simulation make this a winner.
*****
Only adding to the praise...
July 17, 2003

That is all I can do really. I have been playing this game on an irregular basis since it came out and everytime I feel like playing a wargame, I go back to this one. Being from Quebec makes the interest in the subject matter obvious for me. But it is more than that. This is simply put one of the best games of its genre, period. It even got me and a couple of friends hitting the books (although there aren't many on the subject).

I also got my father-in-law interested in the game and that is no small feat, believe me. All in all, a solid 5 stars for me.

*****
Best of the Card Driven Wargames
June 24, 2003

This the wargame I have been waiting for my entire life. A triumph on all counts. The rules are the clearest I've read in 40 years of gaming (since I was 10, you do the math) for any substantially complex game and read like a historical novel.

This game is clearly the beneficiary of previous games in CDG systems but takes the WAR element of wargame in this system to a new level which is apparently outside the comfort zone for many of those who play games as opposed to war-games. This game is what I call (like Hannibal and most other CDGs) a game of Crisis Management and Damage Control rather than some more traditional formats which allow micromanagement and the search for the 'Perfect Plan'. Yes, there is a luck element in that one player can get a dream hand (or hand after hand) while the other gets dreck, but you could be playing Axis and Allies where your opponent rolls nothing but ones and you're tossing 6 after 6 after 6. The game is well balanced and a nail biter even when tilted toward one side or the other by a lucky streak of cards, war is like that, very uncertain and 'The best laid schemes o' mice and men gang aft a-gley'.

The other complaints I have encountered mostly concern the numerous unit types and the movement/combat/infiltration/interception matrix but that is a COMPLEXITY issue and not a game flaw. The historically reflective different unit strengths and weakness and the (advanced game) infiltration/interception rules are clearly explained but you must pay attention to the rules. Once you grasp the ingrained flow of logic the gameplay becomes highly intuitive. All that and GMT's typically gorgeous components make for a superb gaming experience every time.


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