Battles for a Continent

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Battles for a Continent: The Plains of Abraham & Sainte-Foy is a low-complexity tactical wargame simulating two pivotal Seven Years’ War (French and Indian War) battles fought outside the gates of Quebec City. The game covers the Battle of the Plains of Abraham (1759), where British forces under General Wolfe defeated the French under Montcalm, and the Battle of Sainte-Foy (1760), where the French attempted to retake Quebec. The game also includes a bonus scenario: Braddock’s Defeat — The Battle of the Monongahela. It is a print-and-play wargame designed by Perry Moore.

Components

Setup

Select one of the three scenarios (Plains of Abraham, Sainte-Foy, or Braddock’s Defeat). Place the map and sort counters by nationality. Each player takes command of one side — one player controls the British forces and the other controls the French. Deploy units on the map according to the scenario setup instructions, which specify starting hexes and unit compositions for each battle.

Turn Structure

Each game turn follows a standard wargame sequence:

  1. Initiative Phase: Determine which player acts first this turn.
  2. First Player Movement Phase: The first player moves eligible units within their movement allowance.
  3. First Player Combat Phase: The first player resolves attacks against adjacent enemy units.
  4. Second Player Movement Phase: The second player moves their units.
  5. Second Player Combat Phase: The second player resolves attacks.
  6. End Phase: Check victory conditions and advance the turn marker.

Actions

Scoring / Victory Conditions

Victory conditions are scenario-specific. Generally, the British player wins by holding Quebec and inflicting sufficient casualties on the French, while the French player wins by driving the British from the field or recapturing key positions. Each scenario specifies geographic objectives and casualty thresholds that determine victory levels (decisive, marginal, or draw).

Special Rules & Edge Cases

Player Reference

Unit Type Role
Infantry Main combat units
Artillery Ranged fire support
Leaders Command bonuses
Militia/Irregulars Light forces, varied quality
Terrain Effect
Open Normal movement and combat
Woods Reduced movement, defensive bonus
Cliffs/River Major movement obstacles
Fortifications Strong defensive bonus