Overview
1812: The Invasion of Canada is a team-based area control wargame simulating the War of 1812 between the United States and Great Britain. Players control one of five factions: British Regulars, Canadian Militia, and Native Americans on the British side; American Regulars and American Militia on the American side. Partners coordinate to capture enemy Objectives (starred cities and forts). When a truce is called, the side controlling the most enemy Objectives wins.
Components
- 1 Map Board (divided into British red and American blue Homeland Areas)
- 160 Unit Cubes: 25 red (British Regulars), 35 yellow (Canadian Militia), 25 green (Native Americans), 30 blue (American Regulars), 45 white (American Militia)
- 13 Battle Dice: 2 red, 3 yellow, 3 green, 2 blue, 3 white
- 60 Cards: 12 per faction color
- 5 Turn Order Markers + 1 Silk Draw Bag
- 20 Double-Sided Control Markers
- 1 Round Marker Pawn
Setup
- Each player chooses a faction and takes corresponding units, battle dice, and cards. With fewer than 5 players, one or more players control multiple factions on one side. All factions must be played.
- Place starting units on the map according to colored squares for the chosen scenario (1812 Introductory, 1812 Full Campaign, or 1813 Campaign).
- Place additional units as specified by the scenario.
- Remaining units form each faction’s Force Pool (Stockpile).
- Each faction separates cards per scenario instructions, shuffles into a Draw Deck, and draws 3 cards. If holding only Special Cards, show, reshuffle, and draw 3 new.
- Place Round Marker on space 1 of the Round Track.
- Place all Turn Order Markers in the Draw Bag. For Full 1812 Campaign, American Regulars (blue) always take the first turn of Round 1.
Turn Structure
Each round, all 5 factions take turns in random order (drawn from bag). The Active Player performs:
- Place Enlistments — Place new units from Force Pool in Muster Areas
- Place Fled Units — Return fled units to Muster Areas
- Play a Movement Card (and up to 2 Special Cards)
- Resolve Battles
- Draw New Cards
Actions
Enlistments (Reinforcements)
Each faction has Muster Areas that generate enlistments each turn:
| Faction |
Muster Areas |
Units per Turn |
| British Regulars |
Montreal |
3 red |
| Canadian Militia |
Montreal + York |
1 yellow each (2 total) |
| Native Americans |
Six Nations + 1 extra |
1 green + 1 green |
| American Regulars |
Pittsburgh + Albany |
2 blue + 3 blue (5 total) |
| American Militia |
Pittsburgh + Albany |
2 white + 1 white (3 total) |
Enlistments cannot be placed in Muster Areas occupied by enemy units. If Force Pool is empty, no enlistments.
Fled Units
Units that fled from battle return during their faction’s Enlistment Phase, placed in Muster Areas. If Muster Areas are enemy-occupied, fled units remain in the Fled Units Space.
Movement Cards
Play exactly 1 Movement Card. Form armies and move them:
- Army Formation: 1 army per Army Icon on the card. Each army is from a single area, must include at least 1 Active Faction unit. May include allied faction units.
- Movement Distance: Per the card’s Distance Icon.
- Armies stop upon entering enemy-occupied areas.
- Water Movement: Ships allow crossing Water Areas (Great Lakes, Atlantic).
- Special Cards: Up to 2 may be played alongside a Movement Card for additional effects.
Battle
Battles occur where both sides have units after movement. Defender rolls first.
- Roll 1 die per unit up to faction’s max dice.
- Hit: Opponent removes 1 unit to Force Pool.
- Flee: Your unit goes to Fled Units Space.
- Blank (Command Decision): Move 1 unit to adjacent area (not across water except at crossings).
- Alternate Defender/Attacker rolls until one side remains or retreats.
Truce Cards
Each faction has 1 Truce Card in their deck. It’s played as a Movement Card during the Movement Phase. If it’s your only Movement Card, you must play it.
Scoring / Victory Conditions
Game End: Starting at Round 3, check at the end of each round whether either side has played all of its Truce Cards (British side: both British Regulars and Canadian Militia Truce Cards; American side: both American Regulars and American Militia Truce Cards). Native Americans do not have a Truce Card.
Winner: The side controlling the most enemy Objectives (starred cities/forts in the opponent’s homeland) wins.
Tie: If equal Objectives, the game is a draw.
Special Rules & Edge Cases
- Objectives: Only enemy Objectives count (starred locations in the opponent’s homeland). You must have units present and no enemy units to control an Objective.
- Control Markers: Place your side’s Control Marker on captured Objectives. Remove if the enemy retakes it.
- Native Americans: Are on the British side but are independent. They have their own deck and dice.
- Multiple Battles: The Active Player chooses the order to resolve simultaneous battles.
- Limited Force Pools: If a faction has no units in its Force Pool, no enlistments can be placed.
- Scenarios: Three scenarios with different starting setups — Introductory (shorter), Full 1812 Campaign, and 1813 Campaign.
- Partners may show cards and discuss strategy freely.
Player Reference
Turn Sequence: Enlist → Place Fled Units → Move (+ Specials) → Battle → Draw Cards
Battle Dice Limits:
| Faction | Max Dice |
|—|—|
| British Regulars | 2 |
| Canadian Militia | 3 |
| Native Americans | 3 |
| American Regulars | 2 |
| American Militia | 3 |
Game End Check: From Round 3 onward — has either side played both Truce Cards?
Victory: Most enemy Objectives controlled when Truce triggers.