Quebec 1759 (block wargame): Difference between revisions
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===Gameplay=== |
===Gameplay=== |
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The British set up all their land units on the [[Ile d'Orleans]], and all their ships in the Bason. The French player may deploy any number of units in any of the other land zones. Each turn, both players write down their moves and then reveal them simultaneously. If opposing units end up in the same zone, combat results.<ref name=ytw /> |
The British set up all their land units on the [[Ile d'Orleans]], and all their ships in the Bason. The French player may deploy any number of units in any of the other land zones. |
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===Movement=== |
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Each player can shift as many blocks as desired from one area to an adjacent area.<ref name=gp22 /> The British player can cross water via ships, one army unit per ship.<ref name=gp22 /> Each turn, both players write down their moves and then reveal them simultaneously. If opposing units end up in the same zone, combat results.<ref name=ytw /> |
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====Combat==== |
====Combat==== |
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All units start with their block turned so that their highest combat value (CV) is at 12 o'clock. Both players then lay down their blocks so that |
All units start with their block turned so that their highest combat value (CV) is at 12 o'clock. The French player forms their blocks into three columns, and then the British player does the same. Both players then lay down their blocks so that the units and current CVs are revealed. Each column will fight the column in line with it. The combat sequence is:<ref name=ytw /> |
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* Defender retreat (optional) |
* Defender retreat (optional) |
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* Defender may add one unit from reserve to any column |
* Defender may add one unit from reserve to any column |
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⚫ | * Defender fires: The player adds up the CVs of all the units in the column, and rolls a number of dice equal to the sum of the CVs. For each 6 rolled, all the units in the opposing column reduce their CV by 1 (rotating the block so that the new reduced CV is now at 12 o'clock.) If any unit reaches a CV of 0, it is eliminated.<ref name=gp22 /> |
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* Defender fires |
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⚫ | |||
⚫ | |||
⚫ | |||
If units have just disembarked from a ship, the opposing army doubles their CV for the first round of play.<ref name=gp22 /> |
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===Victory conditions=== |
===Victory conditions=== |
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The game always lasts 16 turns. At the end of the 16th turn, the British win if they are in possession of the Abraham zone AND have 20 CV anywhere on the board. The French win if the British CV total falls below 20 anytime during the game, or if the British are not in possession of the Abraham zone at the end of Turn 16.<ref name=ytw /> |
The game always lasts 16 turns. At the end of the 16th turn, the British win if they are in possession of the Heights of Abraham zone AND have 20 CV anywhere on the board.<ref name=gp22 /> The French win if the British CV total falls below 20 anytime during the game, or if the British are not in possession of the Abraham zone at the end of Turn 16.<ref name=ytw /> |
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==Publication history== |
==Publication history== |
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==Reception== |
==Reception== |
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In Issue 22 of the UK magazine ''Games & Puzzles'', John Humphries thought that this game "is simple to play and has a fine balance between luck and skill and can be great fun." He also noted, "Although simple to play, interesting strategy and tactics can be employed. However, the best laid plans can be foiled by ill fortune with the dice." Humphries concluded that this game "should appeal to non-wargamers as a gentle introduction to the art or science, and to ardent war-gamers as light relief."<ref name=gp22>{{cite magazine |last=Humphries|first=John| date=February 1974|title=GameView|magazine=Games and Puzzles|issue=22|pages=20}}</ref> |
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''[[Games (magazine)|Games]]'' included ''Quebec 1759'' in its top 100 games of 1986, commenting that "In this fast, unusual-looking wargame, you can re-enact the Battle of Quebec without having to learn any difficult rules."<ref>{{cite magazine| last = Hochberg| first = Bert| title = The 1986 Games 100| magazine = Games| issue = 81| pages = 38| date = November 1986}}</ref> |
''[[Games (magazine)|Games]]'' included ''Quebec 1759'' in its top 100 games of 1986, commenting that "In this fast, unusual-looking wargame, you can re-enact the Battle of Quebec without having to learn any difficult rules."<ref>{{cite magazine| last = Hochberg| first = Bert| title = The 1986 Games 100| magazine = Games| issue = 81| pages = 38| date = November 1986}}</ref> |
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==Other reviews and commentary== |
==Other reviews and commentary== |
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*''Panzerfaust'' #59 |
*''Panzerfaust'' #59 |
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*''Games and Puzzles''<ref>https://archive.org/details/sim_games-and-puzzles_1974-02_22/page/n21/mode/2up</ref> |
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==References== |
==References== |
Revision as of 07:05, 7 January 2023
Quebec 1759 is a board wargame published in 1972 by Gamma Two Games (now Columbia Games) that simulates the Battle of the Plains of Abraham outside the walls of Quebec in 1759.
Background
In 1759, as part of the French and Indian War, British general James Wolfe, using British soldiers and elements of the Royal Navy, attempted to conquer the citadel of Quebec, which was defended by French forces under the command of General Louis-Joseph de Montcalm. The Battle of the Plains of Abraham was decisive, but resulted in the deaths of both generals.[1]
Description
La Grande Armée is a two-player game in which one player plays General Wolfe and his British forces, while the other player plays General Montcalm and his French forces. Instead of cardboard counters, the units are represented by small wooden blocks that stand on their side with the unit information facing away from the opposing player. Thus the opponent does not know what the unit or its strength is until it is engaged in combat.
Components
The game includes:
- 32" x 11" mounted map of the St. Lawrence River near Quebec City, divided into ten land zones connected by roads and two river zones
- 25 red and 25 blue embossed wooden blocks (In later editions, these have been replaced by plastic blocks and stickers)
- rules booklet
- historical commentary booklet
- player charts and aids
- four six-sided die
Gameplay
The British set up all their land units on the Ile d'Orleans, and all their ships in the Bason. The French player may deploy any number of units in any of the other land zones.
Movement
Each player can shift as many blocks as desired from one area to an adjacent area.[2] The British player can cross water via ships, one army unit per ship.[2] Each turn, both players write down their moves and then reveal them simultaneously. If opposing units end up in the same zone, combat results.[3]
Combat
All units start with their block turned so that their highest combat value (CV) is at 12 o'clock. The French player forms their blocks into three columns, and then the British player does the same. Both players then lay down their blocks so that the units and current CVs are revealed. Each column will fight the column in line with it. The combat sequence is:[3]
- Defender retreat (optional)
- Defender may add one unit from reserve to any column
- Defender fires: The player adds up the CVs of all the units in the column, and rolls a number of dice equal to the sum of the CVs. For each 6 rolled, all the units in the opposing column reduce their CV by 1 (rotating the block so that the new reduced CV is now at 12 o'clock.) If any unit reaches a CV of 0, it is eliminated.[2]
The Attacker then goes through these same phases. This sequence of play is repeated until one army is eliminated, or one player decides to retreat. If a player retreats, the non-retreating army's reserve units triple their CV and fire one final volley.[2]
If units have just disembarked from a ship, the opposing army doubles their CV for the first round of play.[2]
Victory conditions
The game always lasts 16 turns. At the end of the 16th turn, the British win if they are in possession of the Heights of Abraham zone AND have 20 CV anywhere on the board.[2] The French win if the British CV total falls below 20 anytime during the game, or if the British are not in possession of the Abraham zone at the end of Turn 16.[3]
Publication history
In 1972, after Scottish immigrant Tom Dalgliesh graduated from Simon Fraser University in Vancouver, Canada, he and two friends he had met in the university chess club, Lance Gutteridge and Steve Brewster, started up Gamma Two Games and published Quebec 1759.[4] The game would eventually sell 20,000 copies, mainly through department store sales. In 1983 Gamma Two changed its name to Columbia Games and moved across the border to Blaine, Washington,[4] where it continued to sell Quebec 1759, updating the box cover several times, most lately in 2009,[5] but leaving the rules unchanged. Fifty years after Quebec 1759's original publication, Columbia continues to sell the game, although the embossed wooden blocks have been replaced by plastic blocks, with sheets of stickers to identify the units.[4]
Reception
In Issue 22 of the UK magazine Games & Puzzles, John Humphries thought that this game "is simple to play and has a fine balance between luck and skill and can be great fun." He also noted, "Although simple to play, interesting strategy and tactics can be employed. However, the best laid plans can be foiled by ill fortune with the dice." Humphries concluded that this game "should appeal to non-wargamers as a gentle introduction to the art or science, and to ardent war-gamers as light relief."[2]
Games included Quebec 1759 in its top 100 games of 1986, commenting that "In this fast, unusual-looking wargame, you can re-enact the Battle of Quebec without having to learn any difficult rules."[6]
In the 1977 book The Comprehensive Guide to Board Wargaming, Nicholas Palmer noted this game was "drastically different from usual designs," and he admired the "long, attractive map." He concluded, "Makes an interesting change, but out of the mainstream of board wargames."[7]
Writing for Yorkton This Week, Calvin Daniels complimented the "beautiful map reflective of the period". He liked the block game system, since it "adds depth to a game such as Quebec 1759 without a lot of bookkeeping, keeping game time manageable." He concluded, "When you add factors such as component quality, the excellent block mechanic, and relatively short game time (about an hour), and then add in its Canadian connection, Quebec 1759 is a great addition to a gaming shelf. The ability to try and change the outcome of the famous battle is just too much fun to pass up."[3]
In the inaugural issue of Command, Bill Stone called the idea of using blocks "not a bad idea, but too clumsy for use in games with high piece density."[8]
In A Player's Guide to Table Games, John Jackson commented that this game "demonstrates that a game can be strategic without sacrificing tactics, that it can be deep without being complicated, and that it can recapture with considerable accuracy the flavor of a real battle without recourse to thirty pages of rules." Jackson concluded, "Easy to learn, challenging, not too long (an hour or less), fun — what more could you ask?"[9]
Other reviews and commentary
- Panzerfaust #59
References
- ^ Casgrain, H. R. (1964). Wolfe And Montcalm. Toronto: University of Toronto Press. ISBN 978-1-4179-3893-3.
- ^ a b c d e f g Humphries, John (February 1974). "GameView". Games and Puzzles. No. 22. p. 20.
- ^ a b c d Daniels, Calvin (2011-07-20). "Canadian history behind board game". Yorkton This Week.
- ^ a b c Haupt, Ian (2020-11-24). "Family-run board game company sees big sales increases this year". The Northern Light. Retrieved 2022-05-12.
- ^ "Quebec 1959: Versions". boardgamegeek.com. Retrieved 2022-05-11.
- ^ Hochberg, Bert (November 1986). "The 1986 Games 100". Games. No. 81. p. 38.
- ^ Palmer, Nicholas (1977). The Comprehensive Guide to Board Wargaming. London: Sphere Books. p. 151.
- ^ Stone, Bill (December 1975). "More Thoughts on CRTs". Command. No. 0.
- ^ Jackson, John (1975). A Player's Guide to Table Games. Harrisbug PA: Stackpole Books. pp. 209–201. ISBN 0-8117-1902-2.