1812: The Invasion of Canada

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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

Setup

  1. 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.
  2. Place starting units on the map according to colored squares for the chosen scenario (1812 Introductory, 1812 Full Campaign, or 1813 Campaign).
  3. Place additional units as specified by the scenario.
  4. Remaining units form each faction’s Force Pool (Stockpile).
  5. 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.
  6. Place Round Marker on space 1 of the Round Track.
  7. 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:

  1. Place Enlistments — Place new units from Force Pool in Muster Areas
  2. Place Fled Units — Return fled units to Muster Areas
  3. Play a Movement Card (and up to 2 Special Cards)
  4. Resolve Battles
  5. 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:

Battle

Battles occur where both sides have units after movement. Defender rolls first.

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

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.