My Account
Your cart is currently empty.
Shop by Age Shop by Players Kids Family Strategy Card Party Puzzles Toys Extras
Funagain Frank's Adventures Funagain Points System Funagain Membership System Ashland, Oregon Eugene, Oregon Free shipping at $100! Facebook
AT $100!
Wilderness War
Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.
Store:  War Games
Series:  Wilderness War
Theme:  French & Indian War
Genre:  War & Combat
Format:  Board Games

Wilderness War

2010 edition

Funagain Games does not stock this edition of this title [], usually because it's out of print.

Notify me if/when this item becomes available:
(you will be asked to log in first)

Product Awards:  


Designer(s): Volko Ruhnke

Manufacturer(s): GMT Games

Please Login to use shopping lists.

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 Awards

International Gamers Awards
Best Historical Simulation Game, 2002

Product Information

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 16, 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 23, 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.

Show all 13 reviews >

Other Resources for Wilderness War:

Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.