"You have brought into this place the art of war of the world beyond the ocean; but for the knowledge of these forests and the way of making war here, we have the advantage over you."
--Assembled Indian chiefs to French general Montcalm, August 5, 1757
War has broken out on the North American continent, pitting the French and British colonial empires against each other. Although they have faced off before, this time something is different: the expanse of the North American wilderness and the Indian nations inhabiting it dictate a new approach to war, so Old World tactics must be adapted accordingly. Will you be caught off guard like British general Braddock in 1755? Will you lose nerve at the critical juncture like French general Montcalm in 1759? Or will you perpetuate the glory of your king in the New World?
In Bayonets & Tomahawks, take command of either the French or British to fight all facets of the French & Indian War: army maneuvering, Indian diplomacy, raids, battles, construction, naval operations, sieges, and more. With scenarios varying from a single year to the whole war, as well as rules for team play, Bayonets & Tomahawks is perfect for new and experienced wargamers alike.
Each action round, players use historically based cards for events and actions. This innovative system builds on card-driven games such as Twilight Struggle while keeping the game accessible and fast paced. An exciting battle system featuring custom dice presents challenges that reward careful planning. Victory is achieved by capturing major spaces and conducting raids in enemy territory. Over just a few hours, relive a war that shaped the course of history in North America and beyond!
"Now, the battle is over, but we must still win a war. It is my fondest hope that the other British Generals will learn how war in America must be fought."
--Benjamin Franklin to George Washington, July 16, 1755
Depending on the scenario, Bayonets & Tomahawks can last one or more in-game years. Each year contains nine Action rounds as well as three administrative Logistics rounds (for reinforcements and winter quarters). Victory points, accumulated by capturing and raiding enemy spaces, determine victory.
Units come in three shapes: triangle (light units), square (regulars), and circle (artillery and other). Unit shapes have an important impact on gameplay.
During an Action round, each player plays a card of his faction, uses its Action points to perform actions and executes its historical event. The French do so with an Indian card also. There is no hand management: each player has a reserve card and may choose to play it instead of the card he draws for the round. Each Action point on a card activates one stack of units, allowing it to perform one action. Possible actions are Movement, Raid, Marshall Troops, Sail, Construction, or Sortie. The cards also include some double Action points that allow a stack to act twice in a row, resulting in sudden strikes.
In battle, each unit rolls a die once. Rerolls may occur via commanders, Highland units, and card events. After all rolls, the attacker wins if he is at a higher position on the battle track than the defender. Bayonets & Tomahawks' custom dice include Flag faces, Hit faces, and a B & T face that gives chrome to some unit types. A unit scores a hit when it rolls a hit face that matches its shape (triangle, square, or circle) and an enemy unit of the same shape is involved in the battle.
During the final game years, War in Europe chits simulate the possibility of peace coming sooner in Europe, thus interrupting the war in North America. To that effect, each player draws one of his War in Europe chits each time he wins a battle or siege. In case of marginal victory at game end, these chits determine who is the winner.
• 1755 Vaudreuil's Petite Guerre (one year)
• 1757 Loudoun's Gamble (one year)
• 1758 Amherst's Juggernaut (two years)
• 1755-1759 French & Indian War campaign (five years)
• Bonus: 1746 King George's War (one year)
• Bonus: 1755-1759 French & Indian War campaign with historical reinforcements
• 22" x 34" mounted board
• 52 cards: 20 British, 20 French, and 12 Indian
• 138 extra-thick unit counters: 53 British, 20 Colonial British, 47 French, and 16 Indian
• 8 Commanders: 4 French and 4 British
• 17 extra-thick Vagaries of War tokens
• 1 small fabric bag
• 6 custom dice
• Various markers
• Player Aid
• 6 Scenario Information sheets
• 1 Indian Units Setup sheet
• Rulebook and Playbook
Note: Unless otherwise noted, all sample images are from playtest graphics, not final game art. GMT Games claims no copyright on these images.