Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Command Britain or France through the French and Indian War, using strategy cards to campaign, raid, besiege, and rally native allies.
Core mechanisms
Key systems that shape the decisions players make.
Campaign Card Play
Play cards to command conflicts and carry consequences through a campaign.
Point-to-Point Movement
Move along explicit connections between named locations or nodes.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Action / Event
Use Action / Event as a recurring structure for player decisions and resolution.
Read the full game description
Wilderness War is Volko Ruhnke’s card-driven simulation of the French and Indian War from 1755 to 1760. One player commands Britain’s regulars, provincials, forts, and colonial militia; the other controls French troops, Canadian auxiliaries, fortifications, and a broad network of native allies. Each year begins with new hands of strategy cards. A card can trigger its historical event or supply operations points for activating forces, building forts, bringing reinforcements, or conducting political and military activity. Armies move between connected locations on a point-to-point map whose wilderness, waterways, cultivated regions, and fort networks shape every campaign. Field battles use leaders, troop quality, tactical cards, and dice, while sieges can consume entire seasons. Smaller auxiliary forces raid exposed settlements and stockades, forcing both sides to balance concentrated offensives against a sprawling frontier. The French begin with mobility and native support; Britain’s greater manpower arrives gradually and becomes decisive only if it can be organized before the war’s political clock expires. Victory points swing through objectives, successful raids, fortresses, and control of key spaces, and several scenarios let players begin at different stages of the conflict.