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Wilderness War

A streamlined card-driven wargame of the French and Indian War with two very different sides.

Designer
Volko Ruhnke
Published by
GMT Games

Wilderness War is a card-driven wargame about the French and Indian War in North America, from 1755 on, for two players or one playing solo. It is far simpler and more streamlined than For the People or Paths of Glory, though a notch more demanding than Hannibal: Rome vs. Carthage. A single deck of strategy cards drives both sides, and the sides could hardly differ more. The French lean on irregulars, especially Indian allies, and on raiding to tie down the British, whose drilled regulars and provincials go for sieges and a pitched battle. The tide turns: the French are strongest early, the British manpower advantage grows late. Expect a long, absorbing session of around three hours.

Card-driven wargame, one shared strategy deckFrench raiders against British siegesFortunes shift as the war goes on

Who it's for

You like historical wargames and want an approachable card-driven one for two, around three hours.

Not for you if…

You want a quick game or have no appetite for wargames. This one asks for a long, committed session.

Vibe's take

Tense and asymmetric. The French strike and run while the British grind forward, and both sides feel the clock turning against them at different moments.

#1,480 on BGG

of over 30,000 ranked board games

Published 2001 Β· 25 years ago

older than 92% of games

In 4,437 collections

collected more than 54% of games

1–2 players Β· ages 14+

Best with 2 Β· publisher: 12+

about 3 h

longer than 95% of games Β· typical 30–90 min

Complexity: demanding

Takes some learning Β· 3.3 out of 5 Β· heavier than 90%

Opinions: usual spread

A normal range of ratings

Language: lots of text

Lots of text, fluency helps

Play style: competitive Β· solo too