By Wayne Hoheisel
1. The Board
The provinces are numbered, and the sea-areas on which movement is allowed (bays, rivers, and lakes) are in lower-case and underlined. The Indian nations in the game and their province make-up are as follows (provinces with supply centers are underlined):
APACHE CONFEDERATION - Chiricahua, Jicarilla, Lipan, Mescalero, San Carlos.
BLACKFOOT CONFEDERACY - Blackfeet, Blood, Piegan, Sarcee.
CADDOAN CONFEDERACY - Caddo, Tawakoni, Waco, Wichita.
LEAGUE OF THE DAKOTAS - Santee, Sisseton, Teton Sioux, Wahpeton, Yankton Sioux, Yanktoni.
ILLINOIS CONFEDERACY - Illinois, Miami, Peoria, Plankashaw.
LEAGUE OF THE IROQUOIS - Cayuga, Mohawk, Oneida, Onondaga, Seneca.
MUSKHOGEAN CONFEDERACY - Chickasaw, Choctaw, Lower Creek, Upper Creek, Yuchi.
SHOSHONI CONFEDERATION - Gosiute, Lemni Shoshoni, Rocky Mountain Shoshoni, Wind River Shoshoni.
Or, in the numerical designations shown on the map: APACHE - 98, 97, 100, 99, 96; BLACKFOOT - 26, 27, 28, 34; CADDO -- 110,107, 108, 109; DAKOTAS -54, 52, 49, 53; ILLINOIS - 71, 69, 70, 68; IROQUOIS - 13, 10, 1111, 12, 14; MUSKHOGEA.N -114, 113, 117, 115, 116; SHOSHONI - 46, 44, 45, 47. Numbers are in same order as provinces listed above.
2. Guide to map (supply centers underlined; asterisk indicates neutral supply center with standing war-party in civil disorder (see rules); letter in parenthsis indicates home province of an Indian nation the name of which begins with that letter (except that "Iroquois" All be indicated by a "Q" instead of an "I").
a - Nootka Sound; b - Hudson Bay (see rules); c - St. Lawrence River; d - Lake Superior; e -- Lake Michigan; f - - Lake Huron; g - Lake Erie; h Lake Ontario; i - Chesapeake Bay.
3. Initial positions in the game are as follows:
APACHE: Jicarilla (97), Mescalero (99), San Carlos (96)
CADDO: Caddo (110), Waco (108), Wichita (109)
DAKOTA: Santee (54), Sisseton (52), Teton Sioux (49), Yankton Sioux (50)
BLACKFOOT: Blackfeet (26), Blood (27), Piegan (28)
ILLINOIS: Illinois (71), Miami (69), Peoria (70)
IROQUOIS: Mohawk (10), Oneida (15), Onondaga (12), Seneca (14)
MUSKHOGEAN: Chickasaw (114), Choctaw (113), Upper Creek (115)
SHOSHONI: Lemni Sioshoni. (44), Rocky Mountain Shoshoni (45), Wind River Shoshoni (47).
4. At the start of the game, ten of the more powerful "neutral" nations have War Parties standing in them in "civil disorder" - i.e., they may not move or support, and if dislodged may not retreat and are simply removed from the board. These ten nations are: Assinboine (21), Cherokee (66), Chippewa (18), Cree (3), Delaware (61), Huron (15), Navaho (87), Pawnee (80), Piute (88), Taos (83). To dislodge one of these "neutral" War Parties, an attack must have at least one support. Of course, they may also be supported in place by another nation - which would raise the number of supports in an attack necessary to dislodge them.
5. Hopewell Mounds (120) is "taboo" - it is a sacred area, which no tribe may enter without penalty. The first War Party to set foot in this province will be immediately removed from the board, and the "wrath of the gods" will descend upon the home supply centres of the transgressing tribe - i.e., the transgressing tribe may not build anything for two Winters (the Winter of the year in which the "transgression" took place, and the Winter of the following year). Once a War Party has entered province 120, however, its sacredness is destroyed, and it is no longer "taboo" - i.e., from this point on, the War Parties of any nation (including the one which broke the taboo) may enter and leave province 120 without penalty - in other words, it becomes just another "neutral" province without a supply center.
6. Any War Party in a province the coast of which lies along one of the 9 "sea-provinces" (a - i) may build a Canoe-fleet in the Spring and/or Fall "movement" seasons, provided that it doesnt try to move, doesnt give support, and is not attacked. Any number of these Canoe-fleets can coexist in the same province. A War Party in a province with a Canoe-fleet can move with it into a "sea-province", or to an adjacent coastal province, but Canoe-fleets can never be moved inland. Also, a War Party cant carry more than one Canoe-fleet along with it as it moves. Canoe-fleets contribute exactly nothing to battles, they are nothing more than a form of locomotion across water (and the only way to reach Mootka). A War Party at sea in a Canoe-Fleet may not engage in combat. in any way -- i.e., it may not attack (with support) or itself support another unit; it may try to move to an occupied province (without support), and it may try to move into an unoccupied province but be stood off by another unit moving into the province (these are not considered "combats" for the purpose of this rule). Canoe-fleets move by stealth, so if they find the province to which they are trying to move is occupied or being occupied, they simply withdraw, without contact). Note carefully - if two Canoe-fleets at sea, or a Canoe-fleet on land and a Canoe-fleet at sea, try to move to the same sea- or coastal-province, nothing happens - they merely stand each other off; however, if a Canoe-fleet at sea tries to move to a coastal-province, and a War Party on land is trying to move to the same province, the War Party on land succeeds in getting into the province, standing off the Canoe-fleet in the process. Also, a War Party may not carry a Canoe-Fleet from coastal province-to-coastal province and engage in combat at the same time.
7. A Canoe-Fleet may be destroyed in any movement-season, by a written order for the War Party which occupies the same province as the Canoe-fleet at the start of the movementseason. This is in addition to any other activity which may be ordered for the War Panty. Only one Canoe-fleet per movement-season may be destroyed in a single province.
8. If a War Party is dislodged from a province in which there exists a Canoe-fleet, and no order was written for the destruction of the fleet during the season in which the battle took place which dislodged the War Party, the Canoe-fleet is captured by the victorious War Party, to do with as its commander sees fit.
9. The Hudson Bay (b) takes a full game-year to cross. Thus, if it enters the Bay during the Spring of one game-year, it may emerge during the Spring of the following year, but not before ("it", of course, being a War Party in a Canoe-fleet). However, for each Summer and Winter season that the Canoe-fleet is at sea on the Bay, there is a storm - the Gamesmaster will throw a single die; if a one or six is thrown, the Canoe-fleet is sunk; if any other number is thrown, the Canoe-fleet survives until the next storm, at which time the die-throwing process is repeated.
10. There are 44 supply centres. To win, one nation must either control 24 supply centres or have 23 units on the board at the completion of a Winter season (a "unit" being a War Party).
A few quick notes:
ILLINOIS and CADDOAN nations are weak; they could each use a couple of alliances. "Natural"
alliances are: SHOSHONI-BLACKFOOT; DAKOTA-ILLINOIS; IROQUOIS-MUSKHOGEAN;
CADDOAN-APACHE. To survive, the ILLINOIS must also ally with the CADDOANS, the IROQUOIS, or the MUSKHOGEANS (if they can) - the ILLINOIS are the "Austria-Hungary" of INDIANONACY II. The IROQUOIS and the MUSKHOGEAN tribes cannot get to each other without great difficulty unless the "sacredness" of province 120 has been destroyed. A Hudson Bay-crossing would only be of value in breaking a possible deadlock in the Cree area. Canoe-fleets, properly used, can be a valuable asset to the nations which have them - however, they can also be a liability if improperly used. The inability of the land-locked nations to build Canoe-fleets early in the game is not a liability - they dont need them at this point. If they should ever get in a position where they will need them, they will also most likely be in a position to build them.
Reprinted from Fantasia No.2 - 18/7/66