1812 Full Campaign Scenario Setup

This is the full version of the game.

Starting Units: Populate the map areas with the corresponding colored units that are printed on the map.

Additional Units: After the initial on-board units are placed, the British Regulars, Canadian Militia, and Native American players each place 4 additional units of their color on any British homeland area.

Next, the American Militia and American Regular players each place 6 additional units of their color on any American homeland area.

A player's units may be placed on one or more areas, including empty areas.

Starting Cards: Each player shuffles their deck of cards and then draws the top 3 cards.

Starting Round: Place the Round Marker Pawn on round 1.

Starting Turn: Place the American Regulars' Turn Order Marker on the Turn 1 space. That player goes first. Place the remaining Turn Order Markers into the draw bag. These will be pulled randomly at the beginning of subsequent turns to determine the random turn order.

Game End: The game end conditions are evaluated at the end of round 3 and at the end of each subsequent round.

If all of the Truce Cards from one or both Alliances have been played, the game ends. The side with the most Control Markers on the map wins.


1812 Introductory Scenario Setup

Recommended if players are new to the game.

Starting Units: Populate the map areas with the corresponding colored units that are printed on the map.

Additional Units: Place additional units in the following areas. These additional units are also pictured on the map below.



Starting Cards: Each player builds their deck with the cards listed below, shuffles this deck and then draws the top 3 cards. American Regulars: 01, 03, 05, 06, 09, 11. American Militia: 01, 03, 04, 05, 09, 12.

British Regulars: 03, 04, 05, 07, 10, 12. Canadian Militia: 03, 04, 05, 07, 10, 12. Native Americans: 02, 04, 05, 07, 09, 10. Starting Round: Place the Round Marker Pawn on round 1.

Starting Turn: Place all of the Turn-Order markers into the draw bag and randomly draw one out and place it on the first turn spot. This faction will play first.

Game End: The game is over at the end of round two and is won by the side with the most Control Markers on the map. The introductory game does not utilize Truce Cards or the Full Campaign Scenario's game end conditions.



1813 Scenario Setup

This scenario begins in Round 3, with factions already in the midst of battle.

Historical Introduction: By the spring of 1813, the war had been raging for almost a year with fierce battles occurring on both sides of the border. The Americans realized that this was not going to be a simple invasion.

Under the command of General William Hull, the American northwest army had been defeated at Fort Detroit, losing the entire territory of Michigan to the British. In addition, several attempts to advance on the Niagara front failed.

Undeterred, the American forces rallied for a second invasion of Canada. William Harrison amassed an army in the west, ready to retake Michigan and march onward into British territory. York (present day Toronto), the capitol of Upper Canada, was raided and burned by men from Sacket's Harbor.

In the Niagara peninsula, Fort George finally fell to American troops who then marched on Stoney Creek. American plans for Lower Canada were well underway, focusing on a two-pronged attack on Montreal.

The war is at its peak and both sides are desperately trying to hold their territories. The Americans, confronted with unexpected resistance, are pushed to the limits of their resources and the British are struggling to maintain their presence in North America. This is where "1813 Scenario" begins...

Starting Units: Populate the map areas with the starting units listed below. These starting units are also shown on the map as the large colored squares. The units printed on the actual map are not placed.



Starting Cards: Each player builds their deck with all cards minus those listed below. Each deck is then shuffled and each player then draws the top 3 cards from their deck.

  • American Regulars: -01, -03, -09.
  • American Militia: -01, -07, -11.
  • British Regulars: -03, -07, -09, -12.
  • Canadian Militia: -03, -07, -11.
  • Native Americans: -02, -07, -11.

Starting Turn: Place all of the Turn-Order markers into the draw bag and randomly draw one out and place it on the first turn spot. This faction will play first. Starting Round: Place the Round Marker Pawn on round 3.

Game End: The game end conditions are evaluated at the end of round 3 and at the end of each subsequent round. If all of the Truce Cards from one or both Alliances have been played, the game ends. The side with the most Control Markers wins.




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