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GMT Games - Bayonets and Tomahawks reprint

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  • 2 Maximum Players: 2
  • Dice Rolling Mechanic: Dice Rolling
  • 14+ Recommended Age: 14+
  • Post-Napoleonic Theme: Post-Napoleonic

"Bayonets & Tomahawks" is a 2-player card-driven strategic wargame focusing on the "French & Indian War", 1755-1760. Its fluid yet rich system ensures fun for players of all levels. One player controls the British and the other controls the French and most Indians. Indian diplomacy, raids, constructions, naval operations, sieges: nothing is left out in order to immerse players in the fascinating military asymmetries of the 18th-Century colonial frontier.

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  • Free Delivery on orders over $75 Free Delivery on orders over $75
  • Unopened? 30 days returns Unopened? 30 days returns
Description

"Bayonets & Tomahawks" is a 2-player card-driven strategic wargame focusing on the "French & Indian War", 1755-1760. Its fluid yet rich system ensures fun for players of all levels. One player controls the British and the other controls the French and most Indians. Indian diplomacy, raids, constructions, naval operations, sieges: nothing is left out in order to immerse players in the fascinating military asymmetries of the 18th-Century colonial frontier.

A game of Bayonets & Tomahawks can last 1 or more game years depending on the scenario chosen — up to the full conflict. During each game year, there are 8 action rounds where players move their pieces on land and sea, perform raids, build forts and roads, etc. Battles/sieges usually occur at the end of each action round. A game year also includes 3 logistics rounds: “Fleets arrive”, “Colonials enlist” and “Winter quarters”.

Bayonets & Tomahawks is card-driven. But unlike most card assisted wargames player don't manage a hand of cards. Each player starts the year with one undisclosed reserve Action card picked randomly. At the beginning of each Action round, both players draw a new card. They must then choose one of their 2 cards to play for the current round. The other card becomes their reserve for the next round. At each action round, the French player also gets a random Indians action card.

The Action points (AP) on the cards in play determine how many stacks of pieces a player can activate during the current round. In addition the cards trigger events and determine initiative for the next Action round. Movement is point to point. Pieces can also move via sea zones.

Each side has particular assets he must make the most of in order to achieve victory. The British have overwhelming numbers, the French are more adept at wilderness fighting with the help of their numerous Indian allies. To win, a player must control enough enemy key spaces to reach the scenario’s Invasion victory points requirement by game end. In one-year scenarios, pieces removed permanently from play yield Invasion VP as well. The French player can also win if he succeeds in enough raids during the current year to reach the scenario’s Raid victory points requirement.

By its nature, the game lends itself to solitaire play. In bonus, the rules allow to split the actions of each camp methodically. This way, up to 2 British players (British, Colonial) and 3 French players (French, Canadien, Indian) can relive the historic pains of shared command.

Shipping & returns

Good Games uses Australia Post for shipping of orders across Australia as they have the widest reach and offers our customers conveniences like Parcel Lockers, Parcel Collect, and mail redirection.

Good Games offers two service levels of shipping; Standard and Express.

  • Standard is shipped using Australia Post eParcel Post and generally takes between 1 - 7 working days for most parts of Australia. The is a tracked shipment.
  • Express is shipped using Australia Post Express Post and takes around 1 - 3 working days. Express orders are also prioritised, and will be sent the same business day if possible. We recommend ordering before 11 am and contacting us if you urgently need your order. This is a tracked shipment.
  • New Zealand shipments are sent via Australia Post International Standard and take between 3 - 14 working days for delivery. This is a tracked shipment.
  • Store Pick-up is offered for singles purchased from tcg.goodgames.com.au. Please allow for between 2-10 working days for your order to be available for pickup. This delay is the transfer time required.

Estimated shipping if ordered today

  • Order Placed
  • 15:00
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    Order dispatches
  • 4
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Note: Times are provided as a guide only and should not be relied on for time-sensitive orders. Delay may occur outside our control.

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