1754 Conquest The French & Indian War Board Game
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- Simple & fun - easy to learn, quick play without waiting
- Educational- learn about this important Chapter in history
- Strategic - command your armies to change the Course of history
- Teamwork - interactive play allows for group objectives and decision making
- Ages 10 & up, for 2-4 players, plays in 1-2 hours
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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The year is 1754. France and Britain have thriving colonies in North America. New England has begun expanding into the Ohio River Valley, but France has built a chain of forts extending from lake eerie to protect their own claim on the land. Now fighting has erupted. France and its native American allies control the Ohio Valley but George Washington prepares an army to take it from them. A small war has started in the colonies between France and Britain, one that will quickly ignite a world wide war, engulfing the Americas, Europe, India, and Scandinavia. 1754: Conquest is an area control game that continues the award winning birth of America series. Complete the trilogy with 1775: Rebellion and 1812: the invasion of Canada.
Legal Disclaimer1754 Conquest: The French & Indian War 2-4 players, ages 12+, 60-120 minutes By Alderac Entertainment Group (AEG)
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||2.88 x 13.5 x 9.75 in||13.5 x 9.75 x 3 in||5 x 5 x 2 in||11.75 x 11.75 x 3 in||18.2 x 3 x 12.2 in||9 x 2.8 x 9 in|
|Item Weight||—||3.53 lbs||3.17 ounces||4.1 lbs||5.29 lbs||2 lbs|
Top customer reviews
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Until Vikings 878, this was my favorite in the series. Mostly because of the subject matter. The French and Indian Wars (1754-1762), known in Europe and the Seven Years War, is one of the most important wars that nobody knows about! The war set the stage for the American Revolution some 20 years later, and was the FIRST 'world war' in world history!
In 1754, players take on the role of one of four factions divided into two teams: The British Regulars and the British Colonists, and the French Regulars and the Canadian Colonists. Each faction has its own deck of cards and colored cubes. At the beginning of the game players place their cubes (units) on the board according to the board's setup, then the British and Canadian Colonists also place a reinforcement token on the board. Several green cubes will also be on the board to represent the Native Americans. Players each draw three cards from their deck to form their hand.
Each game round players will draw one of the large cubes (the same size and color as the dice) from the bag to indicate who's turn it is. That player may reinforce with four cubes, plus any of their colored cubes in the fled area (more on that later). Both Colonists may only reinforce where the tokens allow them, while both Regulars may only reinforce at harbors. If the Native American cube is drawn from the bag, whatever symbol it covers on the turn order track corresponds to two symbols on the board in Native American lands, and three Native American cubes are placed on each.
Entering the movement phase, players must play a movement card, which indicates how many armies (any number of units in a region of any color- yours, your allies, Native Americans- so long as at least one of yours is there) and how far they may move them. Players then move armies to different locations, attempting to take victory regions (indicated with a star), or moving to battle the enemies' units.
Combat in the game is very straight forward. The defender(s) role their dice first. They will role either a "hit" symbol, indicating that one of the enemy units in eliminated, a "fled" symbol which indicates that one of their own units has run away to the fled area, or "blank" which is a command decision- the player may retreat one unit for each of these. Both Regulars roll a maximum of two dice (more powerful), while the Colonists roll a maximum of three dice (less powerful). If both sides enter the battle with Native American allies, each side removes them on a one for one basis, until only one side or neither has any left. The side with Native Americans gets to roll a maximum of two dice (less powerful). Also, if the area contains a fort, and black fort dice is rolled. If the fort symbol is rolled, the defender may ignore one of the attacks following hit symbols. Combat continues back and forth until one side is completely eliminated, fled, or allowed to retreat because of command decisions. If the conquered region contains a victory star, the victor may place a control token on it.
Finally, after all combat is concluded a player draws up to three cards. In addition to their movement card, players may play any event cards they have which will trigger during the different phases and offer an advantage to the player as well as some historical info on an event or personality involved. Eventually, players will draw Truce cards into their hand. Truce cards are movement cards that usually offer some really good movement numbers, but also bring the game closer to its conclusion. Once both factions from a team have played their Truce cards, the end game is triggered. The end of that round is the end of the game, and whoever has the most victory tokens on the board wins 1754: Conquest- The French & Indian War.
1754: Conquest- The French & Indian War is another great entry into the Brith of American series. The major differences between this and previous games is the reinforcement at Harbors and on the tokens, which can move on the board with event cards. Also, the fort dice adds another new and exciting variable to combat. The way Native Americans arrive on the board is cool, and builds upon the way Native American units were utilized in 1775. Of course the board itself offers fun new strategic options, while the event cards delve into the specific history of the period in a fun way. Victory conditions seem to be much closer to 1812 than to 1775, with the capture of individual victory regions as opposed to the "states" from 1775. I really enjoyed all of the games in this series, and if I'm honest I have to say that my favorite of the three so far is 1775. I think it was probably the most accessible of all of them because of theme and area control mechanics. Joel Eddy of Drive-Thru Review called these games the "Ticket to Ride" of wargames, and I think that is an apt description- they are all easy to learn and play. Still, though 1775 is my favorite, 1754 still has a lot of fun and interesting nuances to it, and I really think that at the end of the day it is more strategic than 1775. There just feels like there is more depth here- which is a good thing. So, the question for you is do you want a game that is a little more accessible to your family and friends, or do you want a game that has a little more strategic depth? And let's not forget 1812, which is also a whole lot of fun! Whichever one you pick up I think you'll really enjoy it. These are all great games and 1754 continues this great game tradition. Now, let's see what the Viking version of this system from Academy Games is gong to be like!
The Discriminating Gamer