
Plains Indian Wars Rules Reference
Plains Indian Wars is a card-driven wargame about the nineteenth century struggle between the United States and Plains Indian tribes to control the Great Plains. Players command major and minor factions using unique card decks to place cubes, move groups across regions, and resolve engagements with custom faction dice. The game features area control, asymmetric factions, and a race to complete (or prevent) the Transcontinental Railroad.
Objective
Amass the most victory points by controlling regions, completing or blocking the Transcontinental Railroad, and achieving faction-specific goals by the end of the game.
How to Play
Each round, draw faction discs one at a time from the draw bag. The drawn faction completes all its actions before the next disc is drawn. After all 7 discs have been drawn, return them to the bag and begin a new round. Major factions (Green, Orange, Blue, Brown) play cards and move cubes. Minor factions (Purple, White, Black) perform specific actions without card play.
Tips for New Players
- Movement is Key: Echoing history, movement is crucial. Plan group movements carefully -- entering an enemy-controlled or contested region ends movement immediately, so position your forces for efficient strikes.
- Protect Your Wagons: As the U.S. player, keep Cavalry or Settler cubes near your Wagon trains. Indians can only attack Wagons after all other U.S. cubes in the region are eliminated or retreated.
- Use Ambushes: As the Indian player, a single cube in a region can ambush the largest incoming enemy group before combat begins. This free attack can remove a key Cavalry cube without risk of retaliation.
- Manage the Railroad Race: The Settlers need Brown cubes adjacent to the railhead to extend the railroad. Indians should contest those regions. The U.S. earns 3 VP for completing the railroad, while Indians earn 3 VP for preventing it.
- Event Card Timing Matters: Playing an Event card before your main card lets placed cubes augment moving groups. Playing it after means any engagements from cube placement resolve immediately. Choose timing strategically.
- Casualty Box Recovery: Spending a group move to return all faction casualties to the Ready Box is often worth it, especially when your cubes are running low. Returned cubes can be placed as reinforcements that same turn.
- Understand Dice Odds: Cavalry dice have 3 Weapon sides (50% hit chance per die), while Indian dice have 2 Weapon sides (33%). Settlers have only 1 Weapon side (17%). Pick your battles based on faction dice strengths.
- Purple Enemies Are Complex: Enemies cubes negate both Indian and U.S. control without giving control to either. They can be useful for the Cavalry player to deny Indian control, but be careful -- they also negate your own control.
Includes 1 Board, 4 Cards, 1 Dice, 2 Tokens, 7 Meeples. View all components →
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