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Opetusohjelma #1845
Move #2
Progression 8%
BETA
BETA version
BETA version
As this is an early version of the game, you agree that bugs can still occur. [More]
It's your turn!
I would like to think a little, thank you
Previously on Bayonets & Tomahawks #640144744 ... ([Skip last moves replay])
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ProfX

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Tämän opetusohjelman tekijä: ProfX
0000
ProfXHello and welcome to Bayonets & Tomahawks, a game by Marc Rodrigue and published by GMT Games! This tutorial is best viewed on a computer as there is a large game map that requires lots of scrolling. It will take about 45 minutes to complete. Many thanks to Thalack for a great implementation of the game on BGA!2archivecontrol_editmode_centercomment000
ProfXBayonets & Tomahawks is a two-player grand strategic game depicting the French & Indian War, which raged from 1755 to 1760 and in which France’s North American empire was conquered. One player controls the British; the other controls the French and most Indian units.3Wolastokuk000
ProfXIndian diplomacy, raids, construction, naval operations, breaching of fortresses are all included to immerse players in every aspect of the eighteenth-century colonial frontier. In this game we'll be playing the French (white units with a blue label) and most of the Indians (white units with a green label)4Wolastokuk001
ProfXThroughout the game players will earn points on a single scoring track at the top of the board. If the French score a point, the white "V" token will move to the left. If the British score a point, the token will move to the right.5victory_marker-front000
ProfXYou should click on the [red]clipboard icon[/red] to see the Victory Threshold at the end of the year for each side, the bonus points that can be scored, as well as the Reinforcements that will be arriving later on in the game. This game will be played in the year 1755 and the French will win if the scoring marker is on the blue side of the Scoring Track at the end. 6clipboard_button000clipboard_button 1
ProfXEach round, players draw a card depicting actions that can be taken. We'll go over the details later. For now it's enough to know that each symbol in the colored band will allow you to move one stack of units on the map. At the beginning of the game, we get to choose one card and the other will be discarded.7player_hand000
ProfXClick on the card on the right side to select it and then click [blue]Confirm[/blue] at the top of the screen.8Card24-front010confirm_btn 2
ProfXFrom now on, each round we will draw one new card for the Indians (green band), and one new card for the French (blue band). We then have to select one of the French cards to play this round. The other one will stay in our hand for the next round.1player_hand67ca40b95372a00
ProfXSome cards have some special text on it that will lead to historical events happening if it is played that round. If the text indicates "AR START" that means that the event will take place before any other action is performed.2Card51-front67ca40b95372a00
ProfXLet's select the card on the left to play this round by clicking on it now. Then click the [blue]Confirm[/blue] button at the top of the screen.3Card24-front67ca40b95372a10customActions 2
ProfXWe can see the cards in play this round by scrolling under the map. Note that there is a die value at the very bottom of the cards. The player with the highest number gets to choose who goes first in the round. The French go first in case of a tie.1bt_tabbed_column_tab_cards67ca40d75fd7200
ProfXThe card we didn't select this round stays in our hand, which can be seen in this little pop-up box. You can click on the big "X" above it to hide it or, if it's already hidden, on the Cards icon to show it.2player_hand67ca40d75fd7200
ProfX!!! In this tutorial you may have to scroll often in order to find the area the text is actually pointing to. Oh no, the British played a card that makes us lose one of our square units! We'll have to select one in Quebec and it will go into our [blue]Losses Box[/blue], which is located to the left. Maybe we'll get lucky and get a card to get it back later on.1unit_7-front67ca40f4e1b0800lossesBox_french 2
ProfXGo ahead and click [blue]Confirm[/blue] to continue.1confirm_btn67ca40fa4898610
ProfXThe first thing we get to do on our turn is play the Indian (green) actions. We can move exactly one Indian unit (a white triangle with a green banner) per triangle on the Indian Card. Click the [green]Green Icon[/green] at the top to choose to perform the action. And then click [blue]Confirm[/blue].1customActions67ca414c9171f10customActions 3
ProfXAll the stacks that are eligible to be selected now appear with a yellow square around them. Click on the map and scroll around to be able to view different parts of it (it's a large map!). You can also click the black icons in the top right of the screen to zoom in and out, or to change display options1unit_41-front67ca41819014400
ProfXThe interface skipped a couple of beats here so I selected the unit in Kithanink for you and opted to Raid Carlisle to the right. The number inside the red disks is how many Raid points you get if you raid successfully. Go ahead and click on Carlisle now. Then click on [blue]Confirm[/blue] at the top of the screen to continue.1unit_41-front67ca4186dd39b10Carlisle 16
ProfXA die was rolled automatically and the Raid succeeded; congrats! That moved us two spots on the Raid Track, which is located in the top left corner of the board. Whenever we reach 8 Raid Points we score 1 Victory Point on the Scoring Track!1french_raid_marker-front67ca418d0995100
ProfXThe problem with raiding with Indians though is that, if the raid is successful, they get removed from the map and get placed in the Losses Box. If the raid had failed, the Indian unit would have gone back to its original spot and marked with a "Spent" marker so that it couldn't have been used for anything else this round.2unit_41-front67ca418d0995100
ProfXOK, time to talk about the different types of units available. All Indian units are Light Units, which are represented by triangles, both on the map and on the cards. Some French and British units are also Light Units and are represented by triangles as well.3unit_5-front67ca418d0995100
ProfXThe square units are Brigades and can only be activated by a square symbol on the cards. The Light Units can be moved both by the triangle and square symbols on the cards, though they can only Raid with a triangle symbol.4unit_7-front67ca418d0995100
ProfXThen there are several kinds of round units: Artillery, Forts, and Bastions. You cannot do anything with a Bastion, it just helps in defense. Forts can be built; we'll see that later. And Artillery can be moved with a square symbol on a card like Brigades.5unit_10-front67ca418d0995100
ProfXSo now let's look at the actions we can perform from our card: use one stack of Light Units (the Triangle option on the left) and use either one stack of Light Units or Brigades (the triangle/square option on the right). Let's move our whole stack in Quebec. It contains non-light units so we have to use the triangle/square option on the right. Go ahead and click on it now Then click Confirm.6customActions67ca418d0995110customActions 2
ProfXNow select the stack in Quebec by clicking on it. It gives us all the options available to Brigades at the top of the screen. "Marshal Troops" would bring all adjacent troops to that location. We'll use Construction later on. For now, let's move the whole stack South. So go ahead and click on "Movement" and then [blue]Confirm[/blue].1unit_7-front67ca419eccd2410Namaskonkik 14
ProfXClick on Select All at the top of the screen. And then click on the highlighted circle in Les Trois Rivieres where the Indian unit is.1LesTroisRivieres_Mamhlawbagok67ca41a9d2e3510
ProfXGreat! Now let's pick up that Indian unit by clicking on it (it's highlighted in yellow). And then move the whole stack to Montreal by clicking on the highlighted circle there.1Mamhlawbagok67ca41addc6d110
ProfXAwesome! Now we can pick up those other 3 Light Units highlighted in yellow. Click on "Select all" at the top of the screen to select them. And then click on the next spot South: La Presentation. Usually, non-light units can only move two spots at a time. But because we played a card with Forced March, it's letting us move one more spot. So click on [blue]Move with Forced March[/blue] at the top.1Saranac67ca41b3844bc10
ProfXNow click on our triangle action at the top of the screen. Then click [blue]Confirm[/blue].1confirm_btn67ca41e19c80310
ProfXBecause it's a triangle action we can only select Light Units this time. Go ahead and click on the Indian Unit in Gennisheyo now. Then click [blue]Movement[/blue] at the top of the screen. And then [blue]Confirm[/blue].1unit_40-front67ca41e8687ac10Niagara_Onyiudaondagwat 9
ProfXJust like we did before, we can move from spot to spot and pick up other units on the way. Light Units can move a total of 3 spots. So we can round up those light units around Lake Ontario and bring them up to Baye de Cataracouy. I'll do that for you to go faster.1Gennisheyo67ca421758e3600
ProfXThat's the end of the first round! The first 3 rounds are Buildup Rounds and they allow you to set yourself up for what's coming next. The game will end at the end of the 9th round. Click [blue]Confirm[/blue] at the top of the screen to continue.1round_marker-front67ca4235c4c4610
ProfXNew cards are drawn at the beginning of each round and we get to pick one of the two French cards again. Click on the one on the left. Then click [blue]Confirm[/blue] at the top of the screen.1player_hand67ca4239d272b10
ProfXGreat, that gave us the initiative! That means we can choose who goes first this round. Let's select ourselves, the French, to go first. Go ahead and click on the [blue]blue button[/blue] above now.1select_8686094867ca42547cb3010select_86860948 2
ProfXWe always start with the Indian card. We get to move two single Indian Units this time. I'll do that for you to save time since we've already covered those basics.1ap_INDIAN_AP_067ca42654b14200
ProfXWhen we're the First Player in a round, we have the option to hold one of the Actions for later, after the other player has played. It's called "holding an Action Point for Reaction". Click on the triangle/square icon on the left now. And then [blue]Confirm[/blue] to keep that action as a Reaction.1customActions67ca42a16fbda10customActions 2
ProfXThat square action we can now play allows us to move Brigades up to 2 spots and Light units up to 3 spots. See the British Fort in Oswego? It's undefended and we have a huge stack of units just two spots away. So I'm going to grab the stack in La Presentation, pick up the 3 units in Baye de Cataracouy, and then click on Oswego to attack the fort!1unit_33-front67ca42b171dc800
ProfXAll of our units were marked as spent because they moved. But that doesn't mean they cannot fight! A battle marker was added in Oswego and it will be resolved at the end of the round. Usually, if a stack is overwhelmed more than 3 to 1 it will just retreat without a fight. But not when a fort is involved!1unit_33-front67ca42c6d05e400
ProfXNow that the other player is done it's our turn again to play our Reaction. I'll move those Light Units in Le Detroit at the bottom left of the map to our Fort in Forks of the Ohio.1unit_22-front67ca432d8cfd000
ProfXNote that there are different kinds of Connections between locations. Look at the Connections Keys box to the left of the screen. It shows what units and how many of them can travel along specific Connections. 1Kahuahgo67ca436de926c00BayeDeCataracouy 14
ProfXUp to 16 units of any type may move on Highways; only 4 Light units can travel on Paths; and only 8 units of any kind (but only one piece of artillery) can travel on roads (those can be built on Paths by Brigades). Those numbers apply to each faction. So 4 French Light Units and 4 British Light Units can use the same Path.2Kahuahgo67ca436de926c00BayeDeCataracouy 14
ProfXBGA keeps track of how many units have used a Connection with numbers on them: blue numbers for the French, and red numbers for the British.3Albany_LakeGeorge67ca436de926c00BayeDeCataracouy_LaPresentation_frenchLimit_counter 2 Albany_LakeGeorge_britishLimit_counter 1
ProfXNow that actions have all been taken, battles are resolved. Since we had a Commander in our stack (a small square token that doesn't count as a regular unit), it automatically gets placed on the Commander Rerolls Track at the top of the board.1commander_rerolls_track_defender_267ca437f6a73e00
ProfXEach Commander token has a number (1-3) and a shape (triangle or square) on it. The number indicates the number of times that a die can be rerolled during the battle. The shape indicates what unit type it applies to: triangle for Light Units and square for Brigades. A Commander token may be removed from play if it misses a reroll and then misses again.2commander_rerolls_track_defender_267ca437f6a73e00
ProfXTo the left is the Battle Track. A token is placed on 0 for each faction. Then it can be moved back if any penalty applies. In our case, we are attacking a fort, which gives us 2 Battle Penalties. But since we have some artillery units involved, the penalty is reduced to 1 instead.3battle_track_defender_plus_167ca437f6a73e00
ProfXDice are rolled automatically. Each unit rolls 1 die. Since we have a commander in play we are given the opportunity to reroll some dice. Scroll below the game board to see a summary of the battle location and the units involved. More importantly, you can see the effect of each die result depending on the unit types involved.4customActions67ca437f6a73e00
ProfXTo know what unit is currently rolling, refer to the Battle Summary below the game board. We can see that the 3 dice were rolled for our 3 Non-Indian Light units. When we look up the results in the table below that, we see that the first one is only a hit if an enemy triangle unit is present, the flag advances the Battle Marker on the Battle Track, and the little crescent is a miss.5bt_active_battle_sequence_indian_attacker_rolls67ca437f6a73e00bt_active_battle_sequence_MILITIA_attacker_rolls 15
ProfXSo let's reroll the crescent at the top of the screen. Go ahead and click on it now. Then click Reroll to confirm.6die_result_2_btn67ca437f6a73e10
ProfXLet's also reroll the die on the left since there is no enemy triangle units involved. Click on it now. Then click Reroll to confirm.1confirm_reroll_btn67ca438bd9b0a10
ProfXYou can follow the progress of the battle on the Battle Track at the top of the board, in the Battle Summary below the game board, or in the log on the right side of the screen. After we've rolled all our dice, the enemy fort rolls its one die and hits one of our round units (artillery) so it is changed to "Reduced", which means that if it is hit again it will be eliminated.1battle_track_defender_plus_367ca439b63d5f00
ProfXWe won the battle with a score of 3-1 (a tie would have gone to the Defender). Congrats!! Unfortunately, when an Indian unit attacks either a Fort or a Settled Space (more on that later) and achieves victory, one Indian unit token is removed to the Losses Box due to desertion.1battle_track_defender_plus_367ca43aa18bda00
ProfXWhen a Fort is taken over, the Defender is given the choice to either replace that fort with an opponent's Fort, or to eliminate it from the map. Not surprisingly, the British choose to eliminate their fort instead of turning it over to us!1maintitlebar_content67ca43b28a9dc00
ProfXTaking over Oswego results in a blue Fleur de Lys token being placed there, signifying that we now control that space.1Oswego_markers67ca43bdb003200
ProfXAdditionally, Oswego is also a Victory space, as it has a thick yellow circle around it, like Niagara to the South, so we scored 1 Victory Point by taking control of it. (Niagara is already under French control - blue disc - so we wouldn't get a point from going there.)2Onontake67ca43bdb003200
ProfXNote that colored discs with no yellow circle around them do not give Victory Points. Instead, the number in them indicates the number of Raid points you gain after a successful Raid.3OneidaLake67ca43bdb003200
ProfXAfter a very successful 2nd round for us, Fleets Arrive with Reinforcements! The British get theirs first.4round_marker-front67ca43bdb003200
ProfXAfter the British have placed their new troops, it's our turn to do the same. Scroll beneath the game board to see our Drawn Reinforcements. We got two fleet and two Brigades. As they're arriving by boat, those Brigades will have to be placed wherever a Fleet is placed.1bt_tabbed_column_tab_battle67ca4480ddfc100
ProfXUnfortunately, this interface won't allow you to make all the moves yourself so I'll have to do it for you but I'll explain. To place your Fleet you have to click on it in the Drawn Reinforcements section below the game board and then click on a destination on the map. 2bt_tabbed_column_tab_battle67ca4480ddfc100
ProfXI'm going to place one Fleet in Chignectou, which is across the bay from Nova Scotia in the North East of the map. We have a fort there and the destination would be highlighted with a yellow circle. If it is obstructed you can click the "eye" icon in the top right of the screen.3unit_1-front67ca4480ddfc100
ProfXThen I'm going to place the other Fleet the same way on Quebec. After the Fleets have been placed, we can place the Brigades, one at a time, by selecting them below the game board and clicking on their destination on the map. I'll place both Brigades in Quebec as well.4Namaskonkik67ca4480ddfc100
ProfXThe French can only place Reinforcement Fleets in the North, from Quebec to Louisbourg. The British can only place their Fleets on the East Coast, From Newfoundland down to Charles Town.5Mamhlawbagok67ca4480ddfc101
ProfXAnd now Round 3 begins! Click the card on the left with the two triangles to select it. Then click [blue]Confirm[/blue] at the top of the screen.1Card26-front67ca44b48979110
ProfXWe gained the initiative again. But let's see what the British do with all their new troops by letting them go first this time. Click on the [red]red[/red] button at the top of the screen to continue.1select_9407712567ca4505db70d10select_94077125 1
ProfXCarlisle looks like an easy target if we can get all our Light Units in Forks of the Ohio there without exceeding the maximum limit of units on each path. I'm going to use the two triangles from the Indian card to move 2 Indian Units to Carlisle, and then use one action from the French card to send the rest of the troops there using a different path.1unit_34-front67ca463e7246a00
ProfXLet's use our last action to try and raid Albany toward the center of the map. The thing is, there are enemy units there and one die will be rolled to see if our raiding unit is intercepted, which would put an end to the raid. But it's worth 3 Raid Points if we succeed so it's worth a shot!1unit_28-front67ca46751077c00
ProfXClick on our last triangle action at the top of the screen. Then click [blue]Confirm[/blue].2confirm_btn67ca46751077c10
ProfXClick on our stack in Oswego to select it. Then click [blue]Raid[/blue] at the top of the screen. Then click [blue]Confirm[/blue].1Oswego_french_control_marker67ca46a3414c610
ProfXClick on the "Beaujeu" French Light Unit (you can zoom in to see the name; it's the triangular unit just above the square unit). Then click on Albany two spots to the right to select it as the destination. Then click [blue]Confirm[/blue].1unit_14-front67ca46a84272210
ProfXThe raid was not intercepted by the enemy AND succeeded, which gave us 3 Raid Points; amazing! And since we used a French unit instead of an Indian unit to do the raid, it will just return to its spot and not to the Losses Box.1pagemaintitletext67ca46af197b300
ProfXNow that all the actions have been taken it's time to resolve the battle in Carlisle.2Carlisle_markers67ca46af29ec800
ProfXNote that Carlisle is a Settled Space, which means that Militia is automatically recruited to defend the city when it is attacked. You can recognize Settled Spaces by the printed soldiers on the map next to a town. Two Militia are in Easton, as well as Minisink to the North of Albany. Militia will roll one die against us during the battle, like other units.3britishMilitiaMarker_1-front67ca46af47aac00Easton 11 Minisink 11
ProfXWe won the Battle 3-2 and will now take control of Carlisle but one of our Indian unit deserted because the battle was against a Settled Space. It's also important to note that, if our units leave a Settled Space, control of it will automatically revert back to its original side.1Carlisle_markers67ca46cb9f64200
ProfXThe Militia tokens are removed automatically when the battle ends. But since there was a surviving enemy unit it had to retreat to an adjacent space.1unit_34-front67ca46e2917b400
ProfXCarlisle being a Victory Space (it has a thick yellow circle around it), we also earned 2 Victory Points by taking control of it! You can see on the Scoring Track at the top of the map that we now have 4 Victory Points. Well done!2pagemaintitletext67ca46e295e6c00
ProfXBut our luck may be about to change because after round 3 the British Enlist Colonial Units. Those will be placed in the red parts of the map except Nova Scotia. Sadly for us, the French don't Enlist Colonials in this scenario.1round_marker-front67ca46f02d82000
ProfXNevertheless, we're entering the last 6 Campaign Rounds so no new reinforcements will arrive. Let's pick the Cherokee Diplomacy card for this round.1Card29-front67ca4722b040a00
ProfXThanks to our Cherokee Diplomacy card, we just earned 2 Raid Points. Just one more and we will get a Victory Point. Then the Raid Scoring Track will reset and we can keep on earning points.1french_raid_marker-front67ca477833d8100
ProfXThe British just made a big move with their Forced March card and are attacking us in Oswego. This will be a big battle! They're also trying to retake Carlisle in the South.1Oswego_battle_marker67ca47ce9a50100
ProfXIt's now our turn to play but I want to draw your attention to the British player's actions. They used both their square action but they kept their triangle action for a Reaction after our turn is over. So let's keep that in mind.2overall_player_board_9407712567ca47ce9a50100
ProfXWe now play our Indian Action. See the "2x" inside the triangle at the top of the screen? That means that, instead of the Indian Unit being limited to traveling over 3 connections, it can now travel over 6 of them! That could be handy for a sneaky move ;)3ap_INDIAN_AP_2X_067ca47ce9a50100
ProfXSo go ahead and click the Indian Action at the top of the screen. Then click [blue]Confirm[/blue]. 4confirm_btn67ca47ce9a50110
ProfXNow click on the Indian Unit in Miramichy in the North to select it. Then click on [blue]Raid[/blue] at the top of the screen. And then click [blue]Confirm[/blue].1unit_35-front67ca47f62842210RiviereRistigouche 9
ProfXThen scroll all the way down to Northfield, in an attempt to score two more Raid Points. Click on the highlighted yellow circle in Northfield now. Then click [blue]Confirm[/blue].1NewLondon67ca4806e81c810Mikazawitegok 9
ProfXThe Raid succeeded! So we scored 2 Raid Points. We had 7 Raid Points before so going to 8 gave us one Victory Point. And then the Raid Points got reset to zero and we scored the remaining Raid Point we had gotten from Northfield. Woohoo!! The Indian Unit deserted right after that but it was worth it! :)1victory_marker-front67ca48106e04b00
ProfXOK, so I feel like we need to bring our two Brigades from Quebec South ASAP to help out. And then, what about a Raid on York? I'll do that for you to speed things up a bit.2ap_SAIL_ARMY_AP_167ca48106e04b00
ProfXOK, our raid failed but no matter. Let's see how we do with our two battles. Note that the British are attempting to retake control of Carlisle. Normally, two Militia tokens are added in that Settled Space. But since we are in control of it right now, one less will be used in the battle.1Philadelphia67ca488696e9400
ProfXWe tied at 2-2. But since we were the Defender we were given the victory. That was a close one! Let's see what happens in Oswego now.2french_battle_marker-front67ca4886c0ad700
ProfXOK, they scored 5 Battle Points in their attack. Now it's our turn to roll the dice. As a reminder, you can see the die results in the table underneath the game board.1battle_track_defender_plus_567ca48ce733f500
ProfXLet's reroll that 'Tomahawk & Bayonet' die in the middle. Click on it. Then click [blue]Reroll[/blue].2confirm_reroll_btn67ca48ce733f510
ProfXNow all our dice are Flags, which mean that we get to advance the Battle Marker for each one. We really need to catch up to the British so click 'Do not reroll' at the top of the screen.1pass_btn67ca48dbd0c6610
ProfXI'm sure you're getting the hang of it so I'll take care of the rerolls from now on.1die_result_2_btn67ca48e0c57f500
ProfXWell, we lost that battle and had to retreat. The British retook control of Oswego and the Victory Point Marker moved one spot to the right.1unit_10-back67ca48f36842a00
ProfXNow Round 5 begins. Click on the 'Frontiers Ablaze' card in the middle to select it. Then click [blue]Confirm[/blue].2Card36-front67ca48f36842a10
ProfXThe British are going to keep the pressure on us! I'll handle the actions you're already familiar with to gain some time and I'll stop to explain new elements.1BayeDeCataracouy_markers67ca4a053156400
ProfXOur Staged Lacrosse Game card comes with a special ability (if you want to see the cards in play you can scroll underneath the game board and click on the 'Cards' tab). Since we're raiding an unsupported enemy fort we have a chance to remove it from play if the raid succeeds. Click on the "[blue]Use Staged Lacrosse Game[/blue]" button at the top of the screen1unit_26-front67ca4a5da112610customActions 16
ProfXToo bad, we failed and we didn't have any more Indian Units within range to try again with our second Indian action. Oh well, moving on...1unit_26-front67ca4a830fad400
ProfXOK, you may have noticed that some square actions have a little boat anchor. That means that they can be used for a Sail Movement. That allows us to move our Fleets across long distances. We just happen to have a Fleet sitting in Quebec. Let's see if we can make it more useful.1ap_SAIL_ARMY_AP_067ca4af21963c00
ProfXClick on the square action at the top of the screen. Then click [blue]Confirm[/blue]. 2confirm_btn67ca4af21963c10
ProfXNow click on our Fleet in Quebec. And then click [blue]Sail Movement[/blue] at the top of the screen. Then click [blue]Confirm[/blue]. (Note: a Fleet can also move along the Coastline along two connections. We would use the "Movement" button for that. But we want to travel further than that this time so we're using the "Sail Movement").1Namaskonkik_Quebec67ca4affe9c5a10
ProfXClick on the Fleet again to activate it now. A Fleet can carry up to 4 other units but we don't have any there so it will just travel on its own. Then click [blue]Sail Move[/blue] at the top of the screen.1Mamhlawbagok_Namaskonkik67ca4b0e2fc3010
ProfXOur Fleet moved to the Sail Box, in the top right corner of the game board. And look at that, the British are also sailing with several units on board. I wonder where they will land! We'll find out at the beginning of next round.1Newfoundland67ca4b127b9f500
ProfXIf you were following the battle along you noticed that the British eliminated one of our Brigades. Each time an opposing Metropolitan Brigade is eliminated the player draws a War In Europe chit. This could give them 0-2 bonus Victory Point(s), but we won't find out until the end of the game!1pagemaintitletext67ca4b6b7e31d00
ProfXWow, we just survived two tough battles with two ties! If you ever want to review all the battles that happened in the game, click on [red]that icon[/red] to open the Battle Log.1battle_log_button67ca4bd853de300battle_log_button 1
ProfXFor this new round we got the initiative but we let the British go first so we could see where they would land from the Sail Box. Landing does not cost an action. They landed in Chignectou to attack us. But they will have 1 battle Penalty in that battle, which is represented by that yellow square token on their stack.1unit_1-front67ca4c34f094900
ProfXIt's our turn to land our Fleet from the Sail Box. If you scroll around the map you can see that a lot of spots are highlighted, from Quebec all the way down south to Charles Town, though a section from Boston to Alexandria is not available. 1Chignectou_Halifax67ca4cb421e4500
ProfXThe French can land in any of those spots from the very beginning of the game, while the British are limited to landing on the East Coast only. Anything on the North Coast, starting in Louisbourg and going West is not available to British Fleets. However, if the British were to take control of Louisbourg, that would open ALL those landing zones to them. Something to keep in mind!2AnnapolisRoyal_Halifax67ca4cb421e4500
ProfXLet's land in Chignectou to help out with the battle there. Click on the highlighted yellow circle on Chignectou now. Then click [blue]Confirm[/blue] at the top of the screen.3AnnapolisRoyal_Halifax67ca4cb421e4510Chignectou_Kwanoskwamcok 15
ProfXThe British have started rebuilding their Fort in Oswego. I don't think we're strong enough to attack them before they finish (it generally takes two rounds). So let's do the same thing in Baye de Cataracouy. Only Brigades have the ability to build and we only have the one left!1Oswego_fortConstructionMarker67ca4cbbbc9bd00
ProfXClick on the square action in the middle at the top of the screen. Then click [blue]Confirm[/blue].2confirm_btn67ca4cbbbc9bd10
ProfXNow click on our stack in Baye de Cataracouy to activate it. Then click [blue]Construction[/blue] at the top of the screen. Then click [blue]Confirm[/blue].1unit_28-front67ca4cda83ea310BayeDeCataracouy_Oswego 11
ProfXClick on the square Brigade token in Baye de Cataracouy to select it. Then click "Place" at the top of the screen. Then click [blue]Confirm[/blue].1BayeDeCataracouy_Oswego67ca4cdfae2fe10
ProfXA Construction token is placed. Next round we'll have to use another square action with our Brigade to finish the Fort.1BayeDeCataracouy_fortConstructionMarker67ca4ce4476d200
ProfXWe have a battle in Chignectou now and we have a battle penalty because we just landed there. However, our card also has Wilderness Ambush, which allows us to advance our Battle Marker based on the number of Light Units we have in play. This option only works on Wilderness Spaces (the towns with small white disks) and Outposts (the towns with small colored disks worth 1 Raid Point).1Chignectou_Halifax67ca4d88efd9d00
ProfXChignectou is an Outpost so we can use Wilderness Ambush and move the Battle Marker by 2 positions! Click on [blue]Use Wilderness Ambush[/blue] at the top of the screen now.2Chignectou_Halifax67ca4d88efd9d10
ProfXThat was an easy win! In fact, it was so easy that the British stack now has a Rout marker on it. A stack becomes Routed if it loses the battle by 3 or more points on the Battle Track (and we won 3-0). A Rout Marker provides a Battle Penalty of 1. At the end of the round, a routed stack will roll a die to see if it rallies (in which case the marker is removed).1Chignectou_Halifax67ca4da77d9a200
ProfXBut in this case, the British stack retreats to a spot with non-routed friendly units, which also removes the rout marker immediately.1CapeSable_Halifax67ca4dbd37df900
ProfXRound 7 of 9 just started, we're almost there! I know there are a lot of moving parts to this game but it becomes very intuitive once you become familiar with how it works. Let's take the Reluctant Wagoneers card in the middle. It's a good one that takes away some of our opponent's actions.1Card30-front67ca4dcb79f6a00
ProfXThe British also got a good card. It allowed them to take one unit from their Losses Box and to place it back on the map!1gameaction_status67ca4e0a6f48100
ProfXI chose to go first this round because I wanted to make sure we could finish our fort before we were attacked. I'm going to hold the triangle action for Reaction but let's use the square action now to complete the construction of the fort.1BayeDeCataracouy_Oswego67ca4e3a7665300
ProfXClick on the square action at the top of the screen. Then click [blue]Confirm[/blue].1confirm_btn67ca4e499fda210
ProfXClick on our stack on Baye de Caratacouy to activate it now. Then click [blue]Construction[/blue] at the top of the screen. Then click [blue]Confirm[/blue].1Oswego_fortConstructionMarker67ca4e4e08ab810BayeDeCataracouy_fortConstructionMarker 11
ProfXNow click on the square Brigage token. Then click "Replace with Fort" at the top of the screen. Then click [blue]Confirm[/blue].1Oswego_fortConstructionMarker67ca4e549072610BayeDeCataracouy_fortConstructionMarker 11
ProfXOoooh, another fortuitous draw for us! With Iroquois Diplomacy the Iroquois Nation will join our side if we have at least 4 Victory Points. We do! Click on that card now. Then click [blue]Confirm[/blue].1Card38-front67ca4f25aa9c910
ProfXNote that until now the Iroquois Confederacy was neutral. If anyone had taken the black Paths through the green area, a battle would have immediately been triggered with the Iroquois and they would have sided with the opponent for the rest of the game.1iroquoisControl_markers67ca4f4eb650900
ProfXThe same thing goes for the Cherokee in the South East of the map!2Keowee67ca4f4eb650900
ProfXNow you can see that there is our blue Fleur de Lys token in the Iroquois Confederacy and 3 Iroquois Units appeared in their villages. We can now control those units like any other Indian Unit. I think they will be very useful!1Albany_Kingston67ca4f5b3072300
ProfXIt's the 8th round so the British are going all in, attacking us in 3 locations with all they've got! I'll move our available units around to provide as much support as we can get.1unit_69-front67ca4fbdbda3c00
ProfXOh, but I see a sneaky move to make with our new Iroquois friend. See [red]Lake George[/red] there? All alone, undefended, and worth 1 Victory point! I'll let you take that one.1Albany_LakeGeorge67ca502c5c4ec00LakeGeorge 1
ProfXClick on our square action at the top of the screen. Then click [blue]Confirm[/blue].2confirm_btn67ca502c5c4ec10
ProfXClick the Iroquois Unit in Onontake. Then click [blue]Movement[/blue] at the top of the screen. Then click [blue]Confirm[/blue].1Oquaga67ca50326f69810Onyiudaondagwat 9
ProfXClick that same unit again. Then click the highlighted yellow circle in Oquaga to the right. Then click the highlighted yellow circle in Oneida lake to the North. Then click the highligthed yellow circle in Lake George.1Oquaga67ca503e77da610
ProfXNicely done! That was an easy point to take!1pagemaintitletext67ca5047b10f300
ProfXNow let's see what happens with all those battles before we move to the final round!1pagemaintitletext67ca50786c0a600
ProfXYikes! We won the first two small battles easily but we actually were routed in Baye de Cataracouy :( That means we have to eliminate one of our units and then retreat.1BayeDeCataracouy_battle_marker67ca50f995c1000
ProfXLet's retreat North so that we can prevent the British from reaching Montreal. Click on the yellow highlighted circle in La Presentation now. Then click [blue]Confirm[/blue].1Nihanawate67ca510f9f88a10BayeDeCataracouy_LaPresentation 11
ProfXNormally, when we retreat from a fort we're given the option to either Eliminate or Replace it with an enemy fort. It usually makes sense to just eliminate the fort but in case of a rout we're not given the option and the fort automatically becomes an enemy fort! :( :( :(1Kahuahgo_Oswego67ca511cedf8700
ProfXThis is the final round! We're leading by 4 Victory Points so I think that, as long as we block the way to Montreal, we should be ok. So I'll just show you a couple more things before we wrap this up! Click on the Coup de Main card in the middle now. Then click [blue]Confirm[/blue].1Card37-front67ca51268cbe310
ProfXYikes! Smallpox is no joke! We'll lost two of our Indian Units but we should still be ok.1pagemaintitletext67ca51b28791700
ProfXAnd now we're losing another one because of Pennsylvania's Peace Promises!1gameaction_status67ca52010b69900
ProfXSince there's not much left for us to do, let me show you how to turn a Path into a Road. Only a square Brigade can do this. So click on our square action at the top of the screen. Then click [blue]Confirm[/blue].1confirm_btn67ca52f060f1810
ProfXClick our stack in La Presentation now. Then click [blue]Construction[/blue] at the top of the screen. Then click [blue]Confirm[/blue].1Kahuahgo_Nihanawate67ca53155aa8110BayeDeCataracouy_LaPresentation 11
ProfXThen click the square unit in La Presentation again. Then select the *lower* path to *Kahuahgo* highlighted with a yellow square. Then click [blue]Confirm[/blue].1Kahuahgo_Oswego67ca531c1321710BayeDeCataracouy_LaPresentation 11
ProfXJust like for Forts, it usually takes two rounds to complete a Road. One important thing to note is that, when the Road is completed, the Brigade then MUST travel on that Road immediately, accompanied by other units if desired. This movement does not use any other action.1Kahnistioh_LaPresentation_road67ca5329d3d9600
ProfXWith his 2x square with a boat anchor action the British were able to make a Sail Movement and land in the same round! They landed in York, which I had just taken with our Light Indian Unit. We're going to lose that one because we're outnumbered more than 3 to 1 and have to retreat. But of well, it was worth a shot! ;)1player_board_9407712567ca53a1c152f00
ProfXThis is the end of the game! The British score their 2-point Year End Bonus because they control at least 2 French Victory Spaces.1pagemaintitletext67ca53a68f12d00
ProfXBut we also score our 2-point Year End Bonus because we control at least 1 British Settled Space! Remember you can see the Year End Bonuses from the [red]clipboard icon[/red] in the top right corner of the screen.2pagemaintitletext67ca53a6944b500clipboard_button 1
ProfXAnd because the British had eliminated one of our Metropolitan Brigades, they now reveal a War in Europe chit worth 1 Victory Point.3pagemaintitletext67ca53a69578700
ProfXSo our final score is 2 and we win the game. Congrats! I know this was a long tutorial but I hope it gave you a good understanding of the game. It's really quite intuitive to play once you get the hang of it. Please contact me if you have any feeback and please rate this tutorial so that other people can learn this great game. Thank you!4victory_marker-front67ca53a696c5f00
ProfX

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Cards
Battle
Pools
French card
Indian card
British card
Attacker
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Defender
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Indian
Highland Brigades
Metropolitan Brigades
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Non-Indian Light
Indian
Highland Brigades
Metropolitan Brigades
Non-Metropolitan Brigades
Fleets
Bastion or Fort
Artillery
Militia
Other Commanders
Unit type
Unit Hit
Non-Indian Light
Indian Light
Highland Brigades
Metropolitan Brigades
Non-Metropolitan Brigades
Fleets
Bastion or Fort
Artillery
Militia
If there is an enemy triangle unit:
1. Advance Battle Marker
2. If Marker > 0: apply Hit
Miss
Miss
Advance Battle Marker
Miss
1.Non-Indian Light
2.Indian Light
1.Indian Light
2.Non-Indian Light
Miss
If there is an enemy square unit:
1. Advance Battle Marker
2. If Marker > 0: apply Hit
1. Remove 1 enemy Militia
2. Resolve
result
Remove 1 enemy Militia
Advance Battle Marker
Miss
1.Metropolitan Brigade
First Hit to Highland
2.Non-Metropolitan Brigade
1.Non-Metropolitan Brigade
2.Metropolitan Brigade
First Hit to Highland
If there is an enemy circle unit (other than
):
1. Advance Battle Marker
2. If Marker > 0: apply Hit
May move to friendly non-Battle Coastal Home space
Advance Battle Marker
Miss
1.Fleet
2.Artillery
3.Fort
If there is an enemy circle unit:
1. Advance Battle Marker
2. If Marker > 0: apply Hit
If there is an enemy square unit:
1. Advance Battle Marker
2. If Marker > 0: apply Hit to enemy square unit
Prioritize Metropolitan Brigade
1.Artillery
2.Fleet
1.Artillery
2.Bastion or Fort
3.Fleet
Miss
Advance Battle Marker
Miss
N/A
Drawn Reinforcements
Fleets
British
Colonial
French
Unit Pools
Fleets
Neutral Indians
Commanders
Light
Colonial Light
Artillery
Forts
Metropolitan Brigades & VoW
Colonial Brigades & VoW
Colonial VoW Bonus
Commanders
Light
Artillery
Forts
Metropolitan Brigades & VoW
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Bayonets & Tomahawks

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Bayonets and Tomahawks Living Rules June 2022
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Game mode
Friendly mode
Game speed
No time limit • with friends only
Scenario
Vaudreuil's Petite Guerre 1755
Factions
Table admin plays the French

publisher

Designer: Marc Rodrigue

Artist: Marc Rodrigue, Scott Mansfield (banner and display photos)

Developed by: Thalack

Release 250225-2124

Ambient music for Bayonets & Tomahawks

Ambient music provided by our partner Melodice.org



Note: 3D is experimental

Vaudreuil's Petite Guerre 1755
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Tämä on ensimmäinen pelini.
Kiitos avusta!

Action Round 1
  • 0. Choose Reserve card
  • 1. Choose card to Play
  • 2. Choose First Player
  • 3. Resolve "AR Start" Events
  • 4. First Player Action Phase
  • 5. Second Player Action Phase
  • 6. First Player Reaction
  • 7. Resolve Battles
  • 8. End of Action Round
Resign
Abandon

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Vaudreuil's Petite Guerre 1755

Duration: 1 year
French
Year End Bonus: 1755
+2
Control 1 or more British Settled Spaces
Year End Victory Threshold 1755
British
Year End Bonus: 1755
+2
Control 2 or more French Victory Spaces
Year End Victory Threshold 1755
Reinforcements:
1755
Fleets
5
French Metropolitan
3
British Metropolitan
3
Colonial
8

Battle Log

Player Aid

Game Map
Winter Quarters

Winter Quarters Procedure

1.Remove Raided markers (Raid track unaffected).
2.Remove Rout / OOS markers.
3.Stack on Sail box: to a friendly Coastal Home Space.
4.Indian units (including Losses box): to their villages if not enemy-controlled. Go to / remain on Losses box otherwise.
5.Colonial Brigades on spaces: to Disbanded Colonial Brigades box (keep Full/Reduced status). May remain as Winter Garrison only.
6.Stacks not on a friendly Colony: Return to Colonies.
7.Fleets: to Fleets pool.
8.For each Losses box: 1/3 of same type non-Indian units (rounded down) return to friendly Settled Home Spaces (Highland: 1 max. per Year / Colonial Brigade: to Disbanded Colonial Brigades box).
9.Discard Reserve cards. If Scenario 4/4B: also replace Year-specific cards. Played/discarded/newly added cards: shuffled in their respective decks.
10.Year marker: advanced to next Year. Round marker: to AR1.

Return to Colonies

No AP required. Ignore enemy units / enemy-controlled spaces / Connection Limits / Fleet transport capacity / MP Limits
1.Stacks not on a friendly Colony Home Space: Move to nearest Fleet / friendly Colony Home Space (count Connections). Connection type restrictions apply.
Stacks including Fleet(s): no move until step 2.
2.Stacks still on non-Home Coastal Spaces (including stacks that moved in step 1): To friendly Coastal Home Spaces on friendly Colonies. If none available: Fleet Retreat priorities.
3.Commanders: May redeploy to stacks on friendly Colonies Home Spaces. Mandatory for Commanders with no other unit types.
4.Combine Reduced units on spaces + Disbanded Colonial Brigades box. Odd Reduced Colonial Brigade: flipped to Full.
Victory spaces = yellow outline Fortresses and some Outposts/Settled Spaces that are worth Victory Points (VPs).
Settled Has Militia. Number = Raid points, VPs if Victory Space, # of enemy Brigades that may winter (other types unlimited). Enemy must remain to keep VPs.
Outpost 1 Raid point. 1 VP if Victory Space. Supply tracing allowed by own faction unless enemy units occupy it.
Indian Village Space OR icon on British/ French Home Space. Each linked to indicated Indian unit
Coastal Space of any type bordering a Sea Zone. Allows Sail Movement or Landing (check Open Seas marker). Landing attacker: Battle penalty
Wilderness No control. 1 Raid point if Fort on it
Fortress (also a Settled Space) British stack: no Overwhelm required to leave space. No defender Retreat if Bastion remains. Last Bastion eliminated: Rout. Non-light defending units may be eliminated. No Bastions: Settled Space only
Base No French unit allowed.

Settings

Layout
Colors
Gameplay
Two column layout
Column sizes
Size of cards in log
Show card info in tooltip
Selectable color
Selected color
Spent color
Confirm end of turn and player switch only
Show animations
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ProfX:



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