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Bayonets & Tomahawks box — historical board game by GMT Games for 2-4 players
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8.27
#3357 in the ranking 323 votes
BGG Vote: BGG Stats
Best with 2 players 12 of 14 votes Player-recommended age: 14+ 2 of 4 votes Read the reviews
2-4
120'
12
Some necessary text

Bayonets & Tomahawks

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Bayonets & Tomahawks is a medium complexity simulation where French, Indians, and British clash for control of North America. It includes raids, sieges, naval battles, and Indian alliances for 2-4 players in 120 minutes.

A board game by Marc Rodrigue (II)
Publisher: GMT Games
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Bayonets & Tomahawks
The game game is in consignmentStock but only few copies are available The game game is in consignmentStock but only few copies are available
Retail price: 79,95€ 71,95€
IT Free
Description Description
A medium complexity simulation where French, Indians and British clash ruthlessly for control of North America. Players’ attention is kept fully on the board with the fluid yet rich system. Raids, sieges, naval battles, Indian alliances… nothing is left out. One side controls the French and the other the British. The board covers the area from Cape Breton, Nova Scotia, to Virginia. It includes wilderness sites, Indian villages and British and French colonies with their settlements. Movement is point-to-point on land. Pieces can also be transported at sea. The French player starts with the most Indian allies in play. There are also neutral Indians who will eventually join one side or the other. Bayonets & Tomahawks offers scenarios that range from one year duration to the full campaign (5 years). In each, the British player can achieve victory by capturing a set number of key sites by game end (e.g. Louisbourg, Québec, Ohio Forks, etc.). The French can win by preventing this or by knocking out the British colonies with raids in any single year. Each year has eight Action rounds where movement, constructions, and battles take place; and three Logistics rounds where fleets arrive with reinforcements, colonials enlist, pieces return to colonies for winter and reserve supply is drawn. Action tokens drive the game: both players start the year with one reserve action token and draw a new one at the beginning of each Action round. They then secretly bid one of their tokens for the present round. Each supply point (SP) on a token allows one stack of pieces to perform one action: e.g. raid, muster, movement, construction, etc. With a varying number of SP per token, there’s a built in degree of uncertainty for players regarding their capacity to act during each round. With a diverse unit mix and game mechanics that immerse players in the fascinating military asymmetries of the 18th-Century colonial frontier, Bayonets & Tomahawks will ensure fun for players of all levels.
Additional information Additional information
Mechanics: Action Point Allowance System Area Control/Area Influence Dice Rolling Point to Point Movement Simulation
Categories:
Alternative names:
BARCODE: 817054012015
In 7 wishlists This was seen 6711 times
Description Description
A medium complexity simulation where French, Indians and British clash ruthlessly for control of North America. Players’ attention is kept fully on the board with the fluid yet rich system. Raids, sieges, naval battles, Indian alliances… nothing is left out. One side controls the French and the other the British. The board covers the area from Cape Breton, Nova Scotia, to Virginia. It includes wilderness sites, Indian villages and British and French colonies with their settlements. Movement is point-to-point on land. Pieces can also be transported at sea. The French player starts with the most Indian allies in play. There are also neutral Indians who will eventually join one side or the other. Bayonets & Tomahawks offers scenarios that range from one year duration to the full campaign (5 years). In each, the British player can achieve victory by capturing a set number of key sites by game end (e.g. Louisbourg, Québec, Ohio Forks, etc.). The French can win by preventing this or by knocking out the British colonies with raids in any single year. Each year has eight Action rounds where movement, constructions, and battles take place; and three Logistics rounds where fleets arrive with reinforcements, colonials enlist, pieces return to colonies for winter and reserve supply is drawn. Action tokens drive the game: both players start the year with one reserve action token and draw a new one at the beginning of each Action round. They then secretly bid one of their tokens for the present round. Each supply point (SP) on a token allows one stack of pieces to perform one action: e.g. raid, muster, movement, construction, etc. With a varying number of SP per token, there’s a built in degree of uncertainty for players regarding their capacity to act during each round. With a diverse unit mix and game mechanics that immerse players in the fascinating military asymmetries of the 18th-Century colonial frontier, Bayonets & Tomahawks will ensure fun for players of all levels.
Additional information Additional information
Mechanics: Action Point Allowance System Area Control/Area Influence Dice Rolling Point to Point Movement Simulation
Categories:
Alternative names:
BARCODE: 817054012015
In 7 wishlists This was seen 6711 times
Frequently bought together Frequently bought together

What players say

How many players it plays best with · 14 votes on BoardGameGeek

  • 1 0 0 say it plays best, 7 recommend it, 4 do not recommend it
  • 2 12 12 say it plays best, 1 recommend it, 0 do not recommend it
  • 2+ 0 0 say it plays best, 4 recommend it, 7 do not recommend it

Best Suggested Not recommended

uplay user ratings: No uplay reviews yet. Be the first!

A selection of reviews rated 8 or higher. BoardGameGeek. BGG ratings are not included in the uplay average.

Mark_Campbell BGG user
10.0/10

Love everything about this game: components, mechanics, operational stress/decision-making. Raids, road construction, forts, winter quarters, logistics, troop shipments from Europe . . . so much going on here. Marc knocked his first design out of the park. Recommend playing this game in conjunction with reading Fred Anderson's 'Crucible of War'. Oh, and keep "The Last of the Mohicans" soundtrack playing in the background.

mtorney BGG user
10.0/10

Fantastic game - very tense and tactical with a great historical feel. Great card driven system, and love the treatment of Indigenous nations.

paujohns BGG user
10.0/10

Excellent view of the overall conflict. The lack of resources and the frustrating terrain is very realistic. The unique combat system that pairs similar units against each other is ingenious.

spanky777 BGG user
10.0/10

I had my first play through and it was very enjoyable. The combat dice were unique and I liked how it played out. I was a bit frustrated at first with it. But the dice grew on me.

TakedaShingen1575 BGG user
10.0/10

Great Game! Finally made it to win with the British in the Campaign Game. First game where the French really have good chance to win (In Wilderness War their chances are close nil... unfortunately ... even though I like that CDG game a lot). And the Indians really do a lot of raiding (I have seen other games where people simply and ONLY used them as light infantry). Also the game has many innovative concepts (which takes of course a time to digest... but all worthwhile)

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