Rounds and Turns – The game is played over a variable number of rounds. During each round, all four Turn Markers are placed int the draw bag. Next, a Turn Marker is blindly drawn form the bag and is placed on the “1st turn space on the Turn Track. the color drawn denotes which faction’s turn it is. This faction completes its turn before the next Turn Marker is drawn from the bag.
Once all Turn Markers have been drawn and all the factions have had their turn, the round ends. The round Pawn is advanced to the next round space on the Round Track and a new round begins.
Game End Check – At the end of round 3 and at the end of each subsequent round, the game end condition must be checked.
Turn Sequence – A draw Turn Marker shows which faction takes its turn next. The person who controls this faction is the Active Player and performs the following phases in order:
A. Reinforcements Phase
B. Movement Phase
C. Battle Phase
D. Draw Cards
A. Reinforcements Phase
Place Reinforcements and Fled Units. At the beginning of a turn, the Active Player pulls 4 units from his Reinforcement stockpile and places these into any City Area(s) within the colonies his side controls. Each faction has a limited supply of Reinforcements. If they have less than four units in their stockpile they place all remaining units. The Active Player may also play any Event Cards they hold in their hand if allowed during this phase by the card.
In addition to placing Reinforcements, any of the Active Player’s units located in the Fled Units Space re-enter play by being placed into any City Area(s) within the colonies he controls.
If any Active Player begins a turn in which his side controls no colonies, then he may not place any Reinforcements or Fled Units. The Active Player loses that turn’s Reinforcements and his Fled Units stay in the Fled Units space.
Controlling a Colony
When units of only one side and / or its allies (Hessians or French) occupy areas areas in a colony, that side controls the colony. Empty areas do not influence colony control. An area containing containing Native American units prohibits control of a colony. Controlled colonies are marked with either an American or British Control Flag.
If a side should move all of its units out of a colony it controls, the colony becomes neutral at the end of the round and the control flag is removed.
Hessian and French Units enter the game when certain Event Cards are played. These units are always controlled by their allies and never change sides.
Native Americans – Native American units is an area are independent until allied with a side. This occurs when British or American units more into an area occupied only Native American units. Once allied to a side, the Native American units are controlled by that side. Native American units in different areas may be allied to the Americans and British at the same time.
As soon as an allied Native units are left alone in an area (due to movement or battle), they become independent. They can become allied again in the future.
When Native Americans units allied to opposing sides meet in battle, the flee in equal numbers from each side until only one side or neither side has Native American units left. These Fled units are placed into the Fled Units Space.
If a side has only Native American units remaining in a battle, they become allied to the opposing side remaining in the area.
B. Movement Phase
The Active Player must play one, and only one, Movement Card during their turn. Units may be moved by land or water, depending on what the Movement Card allows. The Active Player may also play any Event Cards that they hold in their hand, if allowed during this phase by the card.
Once played, all cards are discarded, except for the Truce Cards which are placed face up along the right side of the board.
Armies are formed from units in the same area. An army can be formed wit units from factions and allies of the same side. A player can include all or some of the units, but at least 1 unit in the army must belong to the Active Player. The Active Player can then move the army.
The number of solider figures on a Movement Card represents the maximum number of armies that the Active Player may move, followed by how many areas each o the these armies may move. an army, including any of its units, may only be moved once during a turn.
Armies are moved from area to area, across area boundaries. An army must stop if it enters an area occupied by enemy units are independent Native American Units. Armies cannot drop off or pick up units while moving. Units may not move multiple times with different armies.
Land Movement Cards
Land Movement Cards allow armies to move from one land area to the next. Armies are moved by the Active Player as permitted by the Movement Card he played and as modified by any Event Card(s) played.
A player does not need to move the full number of armies indicated by the Movement Card or use all the allowed movement per army.
Water Movement Cards
To move over a body of water, a Warship or Fishing Boat Movement Card must be played. Armies that have a Water Movement Card must be played. Armies that have a Water Movement Card any move from a land area adjoining a body of water to any other land area adjoining the same body of water, even if that land area is enemy occupied. A body of water ends where rivers are “greyed” out.
The St. Lawrence Seaway is connected to the Atlantic Ocean for purposes of water travel. Units may only land move across river where the river are grayed out.
Fishing Boat Army Sized Limits
Fishing boats allow two armies, of up to three units each, from up to two different land areas adjoining a body of water, to move to one single land area adjoining the same body of water.
Each faction has one Truce Card. These cards are played as a Movement Card. After being played, they are placed face up along the right side of the map instead of being discarded.
This enables players to track how many Truce Cards have been played. The game ends at the end of round 3 or at the end of any subsequent round in which the Truce Cards have been played by all factions of a side.
Each faction has unique Event Cards in its deck. Event Cards either add extra units to a map, modify movement or affect combat for the Active Player that turn. each Event Card states in which phase it can be played. The Active Player may play all Event Cards in their hand (up to two if they have them).