Overview
1754: Conquest is a team-based area control wargame set during the French and Indian War (1754-1763). Players control factions on the French side (French Canadiens and French Regulars) or the British side (British Colonials and British Regulars), each vying for control of forts and towns across northeastern North America. Native Americans are independent but can be allied with either side. The game uses the Birth of America system with random turn order, custom battle dice, and faction-specific card decks. The side controlling the most Victory Areas when a truce is triggered wins.
Components
- 1 Game Board (map of northeastern North America)
- 12 White Faction Cards + 45 White British Colonial Unit Cubes + 3 White Battle Dice
- 12 Yellow Faction Cards + 45 Yellow French Canadien Unit Cubes + 3 Yellow Battle Dice
- 12 Red Faction Cards + 35 Red British Regular Unit Cubes + 2 Red Battle Dice
- 12 Purple Faction Cards + 35 Purple French Regular Unit Cubes + 2 Purple Battle Dice
- 40 Green Native American Unit Cubes + 2 Green Native Battle Dice
- 5 Turn Cubes (including 1 green Native cube) + Draw Bag
- 5 Muster Markers (2 British Colonial, 2 French Canadien, 1 additional)
- 4 Fort Markers (per side, 8 total)
- Control Markers (double-sided British/French)
- 1 Round Pawn
Setup
- Choose factions. French side: yellow French Canadiens + purple French Regulars. British side: white British Colonials + red British Regulars. With fewer than 4 players, one player controls both factions on a side.
- Populate map areas with units matching colored squares printed on the map.
- Place British Colonial Muster Markers (2, grey) on Town Areas with English units. Place French Canadien Muster Markers (2, yellow) on Town Areas with French units. All markers start “two cube side” up. Only 1 Muster Marker per area.
- Each side places 3 Fort Markers on Fort Symbol areas occupied by their units. 1 Fort per area.
- Place Control Markers on Green Native Home Areas with Victory Symbols occupied by the corresponding side.
- Each faction shuffles its 12 Faction Cards into a Draw Deck and draws 3 cards.
- French factions each place 4 additional units in areas with French units. Then British factions do the same.
- Place remaining units in Stockpiles. Green Native units in their own Stockpile.
- Place all 5 Turn Cubes in the Draw Bag. Place Round Pawn on Space 1.
Turn Structure
The game is played for 3-8 Rounds. Each round, all factions take turns in random order (drawn from bag). The 5th cube (green/Native) triggers Native Reinforcements but not a full player turn.
Active Faction Turn Phases:
- Reinforcements Phase
- Movement Phase
- Battle Phase
- Draw Cards Phase
Game End Check
At the end of Round 3 and each subsequent round, check if either side has played both Truce Cards. If so, the game ends.
Actions
Reinforcements Phase
Regulars (Red/Purple): Place 4 units from Stockpile in one or more Harbor Areas without enemy units.
Canadiens/Colonials (Yellow/White): Muster Markers generate reinforcements equal to the number shown on the marker. Place them in the Muster Marker’s area. If occupied by enemies, no muster.
Native Reinforcements (Green cube drawn): Place 3 Native units on each of the 2 map areas matching the Turn Space’s Native Symbol. Then draw another Turn Cube.
Fled Units: During the Active Faction’s Reinforcements Phase, Fled Units return to play. Place anywhere the faction may place reinforcements. Native Fled Units only re-enter via Event Cards.
Movement Phase
Play 1 Movement Card to form and move armies.
- Form Armies: 1 per Army Icon. Each army drawn from a single area, must include at least 1 Active Faction unit.
- Move Armies: Up to the Distance Icon value. Armies stop upon entering enemy-occupied areas.
- Water Movement and special movement cards work similarly to other Birth of America games.
Battle Phase
Battles occur where both sides have units after movement. Defender rolls first. Custom dice show Hit, Flee, or Command (blank) results. Alternate rolls until one side remains.
Draw Cards Phase
Draw until you have 3 cards in hand.
Scoring / Victory Conditions
Victory Areas: Areas with Victory Symbols (forts and key towns).
Game End Trigger: Both factions on one side have played their Truce Cards (checked from Round 3 onward).
Winner: The side controlling the most Victory Areas wins. Control requires having your side’s units present and no enemy units in the area.
Special Rules & Edge Cases
- Forts: Fort Markers provide defensive advantages. They are placed during setup and can be built/destroyed through gameplay.
- Muster Markers: Can be moved to different Town Areas and their reinforcement value can change.
- Native Americans: Independent units that either side can ally with by moving into their area. If left alone, they become independent again.
- Home Areas: Areas have French (purple background), British (red background), or Native (green background) designations.
- Short Introductory Game: Use only Faction Cards 7-10. Game ends at the end of Round 2.
- Partners may show each other cards and discuss strategy freely.
Player Reference
Turn Sequence: Reinforce → Move → Battle → Draw Cards
Reinforcement Sources:
| Faction | Source | Amount |
|—|—|—|
| British Regulars | Harbor Areas | 4 units |
| British Colonials | Muster Markers | Per marker value |
| French Regulars | Harbor Areas | 4 units |
| French Canadiens | Muster Markers | Per marker value |
| Native Americans | Map symbols (when green cube drawn) | 3 per matching area |
Battle Dice Results:
| Symbol | Effect |
|—|—|
| Hit | Opponent removes 1 unit to Stockpile |
| Flee | Your 1 unit goes to Fled Units Space |
| Blank | Command Move: move 1 unit to adjacent area |
Game Length: 3-8 rounds (game end checked from Round 3)