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Plains Indian Wars Gameplay Overview

1-4 players90 minby John PoniskeGMT Games
Plains Indian Wars box art
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.

Actions

Major Faction Turn (NPT, SPT, Cavalry, Settlers)

When a major faction disc is drawn, that player plays cards from their hand, places cubes, moves groups, and resolves engagements.

  1. Optionally play 1 Event card before the main action card. Place or remove cubes as instructed. Do not resolve engagements until after all movement ends.
  2. Play exactly 1 War Party (Indian), Engagement (Cavalry), or Migration (Settlers) card. Place reinforcement cubes from the Ready Box as indicated on the card.
  3. Move up to the number of groups indicated on the card, each up to the number of regions indicated on the card. Movement ceases when entering an enemy-controlled or contested region.
  4. Resolve all engagements created by movement.
  5. Optionally play 1 Event card after the main action card. Resolve any engagements immediately.
  6. Draw cards from the faction deck to refill your hand to 3 cards.

Placing Cubes (NPT/SPT)

Indian players place cubes from the Ready Box into controlled regions matching their faction color.

  1. When playing a War Party card, place cubes from the Ready Box in one or more controlled regions of matching color (Green for NPT, Orange for SPT).
  2. If no controlled regions are available, place cubes in the Rockies, Canada (NPT only), or Mexico (SPT only) as indicated by colored arrows.
  3. When playing an Event card, place cubes according to card instructions.

Placing Cubes (Cavalry)

Cavalry cubes enter play through the St. Louis or Sacramento Boxes.

  1. When playing an Engagement card, place all received Blue cubes in the St. Louis Box.
  2. If desired, transfer 1 placed cube from St. Louis to the Sacramento Box.
  3. When playing an Event card, place cubes according to card instructions.

Placing Cubes (Settlers)

Settler cubes enter play through the St. Louis or Sacramento Boxes.

  1. When playing a Migration card, place all received Brown cubes in the St. Louis Box.
  2. If desired, transfer up to 4 placed cubes from St. Louis to the Sacramento Box.
  3. When playing an Event card, place cubes according to card instructions.

Movement

Groups of cubes move from one adjacent region to the next, up to the number of regions allowed by the card played.

  1. Select groups to move from activated regions. A group is one or more cubes of a single faction in one region.
  2. Move each group into adjacent connected regions. Cubes may be dropped off along the way but additional cubes may not be picked up.
  3. Movement ceases immediately when entering an enemy-controlled or contested region, even if the card allows further movement.
  4. Cubes cannot move through regions occupied by enemy cubes or be moved multiple times from the same card.

Railroad Movement

U.S. players may use one group move to transfer cubes along the completed railroad track.

  1. From St. Louis, transfer cubes to any region adjacent to the Union Pacific railroad up to its railhead.
  2. From Sacramento, transfer cubes to any region adjacent to the Central Pacific railroad up to its railhead (only after all 5 Mountain spaces are filled).
  3. A two-movement card may drop off units at one region along the rail. A three-movement card may drop off at one region then move one additional adjacent region.

Influenced Movement

Friendly faction cubes not belonging to the activated faction may be moved alongside activated cubes if enough activated cubes are present.

  1. Each activated Blue (Cavalry) cube can move up to 2 Brown (Settler) cubes or 1 Purple (Enemies) cube.
  2. 2 activated Brown (Settler) cubes can move 1 Blue (Cavalry) cube.
  3. 2 activated Purple (Enemies) cubes can move 1 Blue (Cavalry) cube.
  4. 2 activated Green (NPT) cubes can move 1 Orange (SPT) cube, and vice versa.

Engagements

Moving cubes into a region occupied by opponent cubes creates a contested region and initiates an engagement. Engagements are resolved after all movement ends.

  1. Indian Ambush: If a region contains only a single Indian cube when attacked, that faction may roll 1 die against a cube from the largest enemy group before combat begins. A Weapon result removes the targeted cube. Treaty and Blank results have no effect during ambush.
  2. Determine dice: A faction with 1 cube rolls 1 die. A faction with 2+ cubes rolls 2 dice.
  3. Both sides roll simultaneously. Resolve results in order: Treaties first, then Hits, then Retreats (Blanks).
  4. Treaty: If at least one U.S. and one Indian Treaty symbol are rolled, combat ends immediately. Any hits that round are ignored. The stronger force relocates the weaker force to an adjacent friendly-controlled region.
  5. Weapon (Hit): Each Weapon symbol rolled means the opponent loses one cube. Losses are selected from the largest faction group. Removed cubes go to the Casualty Box.
  6. Blank (Retreat): Each Blank rolled allows the rolling player to optionally retreat one friendly cube (of any allied faction color) to a friendly-controlled or vacant region.
  7. Continue rolling rounds until one side is eliminated, all cubes retreat, or a Treaty is struck.

Wagon Train Turn (White Disc)

When the White disc is drawn, the Settlers player manages the wagon trains. No cards are played.

  1. Place 2 White cubes in St. Louis.
  2. All White cubes (including those just placed) move forward (west) one region along the wagon trail they occupy.
  3. A White cube completing its journey by moving off its final region into the Rockies is placed in the U.S. Victory Point Box.

Railroad Turn (Black Disc)

When the Black disc is drawn, the Settlers player extends the Transcontinental Railroad. No cards are played.

  1. Union Pacific (East): Place 1 Black cube on the next empty RR space for each Brown cube present in a region adjacent to the railhead, up to 3 cubes maximum. Settlers must occupy at least one region adjacent to St. Louis to start placing eastern railroad cubes.
  2. Central Pacific (West): While Mountain ('M') spaces remain, roll 2 Brown dice. Place 1 Black cube in a Mountain RR space for each Weapon or Treaty symbol rolled.
  3. Once all 5 Mountain spaces are complete, the Central Pacific extends normally -- 1 Black cube per Brown cube adjacent to the railhead, up to 3 maximum.
  4. Maximum of 6 Black cubes placed per turn (3 per railhead). All railroad cubes that can be played must be played -- they cannot be withheld.

Enemies Turn (Purple Disc)

When the Purple disc is drawn, the Cavalry player commands the Enemies minor faction. No cards are played.

  1. Place 1 Purple cube in any Purple region, Canada, or Mexico.
  2. Optionally activate 1 Purple-controlled region (or area with Purple cubes). Move all, some, or none of those Purple cubes up to 2 regions.
  3. Resolve any engagements created by Purple cube movement.

Casualty Box Removal

During a faction's turn, a player may spend a group move to shift all of that faction's casualty cubes back to the Ready Box.

  1. Spend one of your available group moves to transfer all cubes from your faction's Casualty Box to your Ready Box.
  2. Returned cubes may be placed as reinforcements in the same turn.

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