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Free shipping: Quebec City and Montreal for orders of more than 100$, Other regions of Quebec for order more than 125$, Ontario for order more than 150$.
Free shipping: Quebec City and Montreal for orders of more than 100$, Other regions of Quebec for order more than 125$, Ontario for order more than 150$.

Plains Indian Wars (English)

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Original price 62.99$ - Original price 62.99$
Original price
62.99$
62.99$ - 62.99$
Current price 62.99$
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INFORMATIONS

Designer : John Poniske
Artist : Terry Leeds
Publisher: GMT Games
Numbers of players : 2 to 4
Age : 10 years and +
Playing Time : 60 to 120 minutes
More Info :

Boardgamegeek(English)

DESCRIPTION

The large plains in the second half of the 19th century were a cultural battlefield. Aboriginal lifestyle was besieged by an avahiser avalanche in search of land and progress. Plains Indian Wars reduces this monumental and catastrophic series of conflicts to its basic elements: a wave of settlers via long trains of snirting wagons, the construction of the transcontinental railway, east and west, and cavalry sent to protect them all. At the same time, Plains Indian Wars seeks to offer the Amerindian player the opportunity to unite earlier, to hold on and perhaps even preventing Euro-American success.

Plains Indian Wars can be played by 1 to 4 players, but it is best to play two players. The game plays on average 60 to 90 minutes.

The table of the plains Indian Wars map is centered on the large American plains between the Mississippi river in the east and the Rockies to the west, the Canadian border in the north and the Mexican border in the south. The enemies of the North and South each defend 5 purple regions, the TNP and the SPT each defend 12 regions. The separation of TNP and SPT is the route provided for the transcontinental railway. Us Completion (connecting the two lines) puts an end to the game and brings a bonus to the American player. The Indian player wins a bonus if this is prevented.

North and south of the railway line are historic routes of wagons trains. The American player earns points for each wagon cube who ends his trip. The Indian player earns points for preventing this. All factions can withdraw or enter Mexico, Canada, Rockies or Mississippi, although the cubes that withdraw into the Rockies go directly to Sacramento and must get out of it and those who withdraw in the Mississippi go directly to Saint -Louis and must also get out. In addition, the American movement to the west from the rocks depends on the successful construction of a railway line through the Rockies - it is not a simple task!

On the opposite sides of the map of the map are: faction deck boxes, reserve boxes of cube of faction, a box of losses, a calendar of victory points and a track of victory points. The two games win VPS during the match. The American player wins them for bringing wagons into the rocks. The Indian player wins them for capturing wagon cubes. Most MVPs are won at the end of the game: one side per side for each controlled region and a bonus to complete or prevent the railway completion.

The order of a faction tower is random. The faction discs are drawn, one both from the draw bag and placed on the map in the order in which they are drawn. This is the key, because the players never know when workers will finish a section of track or when the wagon escapes (or will enter) in a trap, but they will know what factions they no longer have to worry about this turn .

Each major faction holds a hand of three cards. The 60 cards included represent a selection of leaders and events related to the plains wars. There are two types of cards: War Party/Commitment/Migration cards tell players how many cubes can be taken from the reserve box and placed in the respective areas of origin and how far the cubes can move. Text cards allow special circumstances and can serve as reaction or endurance cards. There is only one immediate game card reflecting the pride of George Armstrong Custer - his game could be positive for the cavalry player, but most often ends with a disaster.

Combat? The fights are hard and frequent. When opposing factions occupy the same region, players start to launch the personalized dice of their faction. Each rolled weapon symbol is a blow that removes a cube. Each empty result is a failure that allows a cube of this faction to withdraw from the battle. The settlers have little firepower but an almost infinite number of cubes. TNP and SPT benefit from better firepower still increased when they unite their strength. The cavalry enjoys the best firepower but has the least cubes in the game. When the two parts roll a symbol of treaty, the strongest force moves the weakest force. If the two camps have an equal strength, the battle continues.

I have a deep and constant interest in Amerindian culture since I read Bury My Heart at Wounded Knee from Dee Brown in high school. During the wars of the plains, massacres and cruelty occurred on both sides, the massacre of Sand Creek and Custer’s Last Stand are well -known examples. Unfortunately, the journalistic adage "if it bleeds, it leads", is true in our American history. Sensational conflicts, victory and progress are what children learn by growing up, but there are always so much more things behind and that lead to the infamous incidents that we emphasize.

The warriors of the plains showed immense courage and tenacity to defend their homes and their land. The settlers, soldiers and railway workers who were trying to tear it away were no less courageous. Don't be in doubt! Plains Indian Wars is fun. It's fast and it's exciting. As a teacher, however, I do not hide from wanting this game to open the door to subsequent learning. So when you open the box, I hope it will open your mind and who you play ... let the dice be with you!