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Custer’s Last Stand 150 Year Commemoration

Version 2.7 – Last Revised 09/30/2023 – Copyright 2023 Steve Bissett AKA Ref Tom Green

Contents
Custer’s Last Stand 150 Year Commemoration ............................................................................................ 1
1.0 Introduction ........................................................................................................................................ 1
2.0 Game Board ........................................................................................................................................ 2
3.0 Game Components ............................................................................................................................. 2
4.0 One Time Pre-Game Preparation........................................................................................................ 3
5.0 Game Set Up ....................................................................................................................................... 4
6.0 Sequence of Play ................................................................................................................................. 5
7.0 Winning the Game .............................................................................................................................. 6
8.0 Key Terms and Associated Rules ......................................................................................................... 6
9.0 Cohesion & Exhaustion ..................................................................................................................... 12
10.0 Indian Bot ........................................................................................................................................ 13
11.0 Optional Rule: Sitting Bull Calls Off the Attack ............................................................................... 14
12.0 Hints for Winning as the 7th Cavalry. .............................................................................................. 14
13.0 Designer Notes ................................................................................................................................ 14
14.0 Quotes ............................................................................................................................................. 15
15.0 Special Thanks ................................................................................................................................. 15

1.0 Introduction
The Battle of the Little Bighorn, also called Custer’s Last Stand, marked the most decisive Native
American victory and the worst U.S. Army defeat in the long Plains Indian Wars. Fought on June 25,
1876, near the Little Bighorn River in Montana Territory, federal troops led by Lieutenant Colonel
George Armstrong Custer were attacked by a band of Lakota Sioux and Cheyenne warriors. This game is
primarily a solitaire game with the player controlling the US 7th Cavalry.

A two-player variant is possible with the 2nd person controlling and rolling dice for the Indian forces.
Historically this battle was very lopsided, perhaps 600 Cavalry vs. 6,000 braves. In the game the Indians
will usually win. When there are two plays consider switching sides after the first game and compare
results.

The game emphasizes theme and playability rather than strict historical recreation.

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2.0 Game Board
The map represents the historical battlefield beside the Little Bighorn River on June 25, 1876.

Units comprising one or more disks (see [#] Moving) will move from designated spaces along arrows and
may cross the river when possible (see [#] Moving). Some hills will provide a defensive advantage for the
Cavalry as designated by a “-1d6” or “-2d6” (indicates fewer dice rolled by attacking Indians (see [#]
Shooting). Only Indian units (red) can move through the village, Cavalry cannot.

The cavalry can shoot into the village at villagers (orange disks) from adjacent spaces 5,6, 9, 11 and 12.
Neither side can shoot through the village (from a numbered space, across the village, to another
numbered space).

3.0 Game Components


Leader Counters (10 total)

Unit Disks (16 Blue Disks = 7th Cavalry, 80 Red Disks = Indian warriors)

Stickers (20 total, 2 each for each leader applied to some of the unit disks)

Dice (5 white d6 and 1 black d6)

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Villager Disks (6 Orange Disks = Indian Villagers)

Cohesion Level Cubes (4 Blue and 6 Red)

Exhaustion Cubes (10 Yellow)

Turn Indicator Marker (1 Yellow) * designer note: could be same as exhaustion cube.

Ford Markers (3 “Ford Found” and 9 Dummy)

Custer’s Luck Tokens (5 total. Game usually played with 3)

Shooting Player’s Aid (1 chart used to organize die rolls)

Note : Typo on chart. First line should be “...regardless of number of disks”

4.0 One Time Pre-Game Preparation


Blue disks represent the 7th Cavalry Leaders and their troopers. Red disks represent the Indian Leaders
and the Indian braves under their command. Orange disks represent Indian Villagers. NOTE: Indian
villagers do not have a leader.

Before playing the first game, apply stickers to the disks. Each leader disk will have two stickers, one on
the top and the other on the bottom. Be sure to pair them correctly; Example: “C” for Custer on the top,
and “C with an X through it” on the bottom. Blue disk Leaders are Benteen (“B”), Custer (“C”), Reno
(“R”), and Yates (“Y”). The remaining stickers go on the red disks, (Sitting Bull “SB”, Crazy Horse “CH”,
etc.).

Examples: Custer top sticker. Reno (killed) bottom sticker.

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Clarification: When the “X” side of the sticker is face up, this indicates that the leader PERSONALITY has
been killed in battle, but the unit is still referred by their name, their leader counter is still pulled to take
actions.

5.0 Game Set Up


Set the game board in the center of the table.

Add “Custer’s Luck” tokens to the designated space. Recommended 3 total, but any number from zero
to 5 is allowed depending on the player’s desired level of difficulty. The more tokens the easier for the
7th Cavalry.

Prepare the Units with leaders that begin the game on the game board:

The 7th Cavalry uses blue disks. Place 1 leader disk and 3 plain disks (4 total) at each designated starting
space for Custer, Yates, Reno and Benteen.

7th Cavalry Leader Name Starting Space Number


Custer 8
Yates 10 (Weir Peak)
Reno 12 (Reno Skirmish Line)
Benteen 15

The Indians will start with a single Leader counter Two Moon

Indian Leader Name Starting Space Number


Two Moon 4 (Calhoun Hill)

Prepare the Ford Found and Dummy markers:

Place 1 “Ford Found” marker, FACE UP on the river where the arrow connects spaces 14 and 15. The
Cavalry may use this ford immediately.

Gather 1 Ford Found marker and 1 Dummy marker. Turn them face down, scramble them, and put
these at Ford “A” on the river between Space #12 (Reno Skirmish Line) and Space #13 (Reno Hill.) There
will always be a 50% chance the Cavalry will reveal the Ford Found marker when they search this
location for the first time.

Take the 2 remaining Ford Found markers and 8 remaining Dummy markers, placing them face down
and scrabble them. Without revealing, place 2 markers at each of the three remaining river crossing
locations. Place the 4 leftover markers in the game box without looking at them. At this point, any of
these river crossings may now have none, 1 or even both Ford Found markers. The 7th Cavalry will never
know if and where he can cross until he searches during the game. Note: Indians may ALWAYS cross at
all these locations and will never reveal a Ford Found or Dummy marker.

Prepare the Cohesion Track with cubes:

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Place blue cohesion level cubes for Cavalry and a red cohesion level cubes for Indians, 1 on each
leaders’ row of the Cohesion Track, all start in column 10. Cohesion can never be greater than 10 nor
less than 1.

Prepare the leader counters to be pulled. This is explained in detail in 6.0, Sequence of Play.

Place dice and yellow exhaustion cubes within reach.

All red unit disks, other than Two Moon’s Leader disk, can be placed in the “Indians not yet Activated”
space on the board.

6.0 Sequence of Play


A game turn is comprised of randomly selecting a face down Leader counter, then performing one or
more actions with the associated unit disks. This is repeated by randomly selecting the next Leader
counter. EXCEPTIONS: 1) On the first turn of the game Reno’s Leader counter starts face up and always
is pulled first; and 2) Sitting Bull’s Leader counter is not included in the pool for the first turn. Sitting Bull
will never Activate, Move or Shoot on the first turn.

If at the beginning of turns 1 through 4, before pulling any Leader counters, check to see if any Indian
Leaders have not Activated yet. If so, the counter pulling stops for the current turn as soon as the last
possible Cavalry leader is pulled even if one or more Indian Leaders have not been pulled. This simulates
the element of surprise, and some or all Indian leaders might not get a chance to perform actions. On
turn 5 and beyond, all possible leader counters will be pulled, regardless of the order they are revealed.
EXCEPTION: Ignore Leaders of units that have already been Destroyed or removed from play. Example 1:
Assume Reno has been eliminated. On turn 4, the turn will end after all the available Cavalry leaders
have been pulled, even though some Indian Leaders may not have been pulled this turn. All that matters
is that after the third remaining Cavalry leader has pulled and performed their action turn 4 ends.
Example 2: If ALL the Indian leaders have activated by the end of turn 2, then “the element of surprise
has passed” and all Leader counters will pull for turn 3 and beyond.

6.1 Pull a Leader counter at random.

If this is the first time an Indian Leader has been pulled, perform Activation.

6.2 Optional Action: Regroup the current unit.

If the unit performs the Regroup action, it cannot take any other actions. Move the cube and thus
increase the unit’s Cohesion Level by +3 on the cohesion track.

6.3 Optional Action: A Cavalry unit can search for a Ford if able. Cost one cohesion.

6.4 Restriction: Reno may NOT search for a ford on the first turn.

6.5 Optional Action: Movement and/or Shooting OR Shooting and Fleeing.

6.6 Clean Up Steps

6.6.1 If the game did not automatically end (see Winning the Game), and (if using optional rule) Sitting
Bull has not called off the attack then do the following:

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6.6.2 Return all surviving Leader counters face down. Include Sitting Bull’s counter beginning turn 2.
Reminder: Reno is also face down starting on turn 2.

6.6.3 Advance the turn indicator marker to the next space on the Turn Track.

6.7 The game ends no later than the conclusion turn 15. Assume both sides have stopped fighting due to
exhaustion and lack of ammunition. Typically, the 7th Cavalry units will be destroyed or moved to the
“Exit” space #16 on the game board well before turn 15.

7.0 Winning the Game


Sudden Victory:
If all Indian Leaders OR all 6 villager disks are eliminated, the game ends immediately and the 7th
Cavalry are victorious. If either of these happen, the remaining Indians are assumed to surrender and
agree to return to their reservation. Otherwise, the Indians have won.

Victory Points:
If the Cavalry side fails, you can still assess to what degree and compare it to past games. Award points
to the Cavalry side using the following table.

Condition Victory Points Awarded


Each Cavalry Leader disk eliminated -5
Each Cavalry non-leader disk eliminated -3
Each Indian Leader disk eliminated +2
Each Indian non-leader disk, including villagers, eliminated +1
Note: “Leader disk” refers to the one with a sticker.

8.0 Key Terms and Associated Rules


The following terms (arranged in alphabetical order) are used repeatedly through various sections of the
rules, and their effect on the game is described below. It is suggested that if you have not played the
game in a while, you review this section to refresh your understanding.

Activation

1. The first time in the game that an Indian Leader counter is pulled, the player will roll 1d6 to (i)
determine if the leader is in the game, and (ii) if present, the total number of unit disks.
2. With an activation roll of 2 or more, the unit begins with one leader disk (indicated with
stickers, and three to five plain disks of the same base color (red).
3. If present, a 2nd 1d6 is rolled for the initial placement of the Indian unit in an unoccupied space
(space #5, #6, #9 or #11). Placement does not count as moving when activating an Indian unit.
The unit may move from there if possible.
4. If there are no unoccupied spaces available for the unit, the Leader counter is ignored for the
current turn. It might activate on a later turn, and be placed on the game board at that time.
5. Indian leader Two Moon is already considered activated at the start of turn 1.

Activation Die Roll Activation Result


1 The Leader and his unit will NOT be in the game. Return Leader counter and
cohesion tracking cube to the game box.

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2-4 Start with Leader disk + 3 more plain disks (4 total)
5 Start with Leader disk + 4 more plain disks (5 total)
6 Start with Leader disk + 5 more plain disks ( 6 total)

Initial Placement Die Roll Placement Result


1 or 2 Space #11 if unoccupied, else check Space #9
3 or 4 Space #9 if unoccupied, else check Space #5
5 Space #5, if unoccupied, else check Space #6
6 Space #6, if unoccupied, else check Space #11

Charging

1. Refers to movement into a space already occupied by the enemy.


2. Charging gives the attacker an extra die when rolling. EXCEPTION: If charging a hill space, the
Hill Defense Modifier is also calculated to determine the final total of dice rolled. Example: 5
dice (normal) + 1 die for charging – 2 dice for Indians attacking Cavalry on Reno Hill = 4 dice
rolled (5+1-2=4).
3. A unit can charge into a space to reinforce existing units. The extra die is earned by the charging
unit even if there already were friendly units in the destination space.
4. Restriction: The charging unit must be at cohesion level 6 or higher at the start of the turn.
5. Restriction: The charging unit cannot end its move if this would result in more than 8 disks of the
same color. Example: A unit of 5 Cavalry disks cannot charge into a space if 4 or more Cavalry
disks are already in the space.
6. Restriction: Charging is prohibited if the unit would end its move with more enemy disks than
friendly disks in the destination space. Example: A two disk unit could not charge into a space
with 3 enemy disks unless there were already 1 or more friendly disks there.
7. Restriction: A unit already in the same space as an enemy unit cannot charge into a different
space.

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8. A Cavalry unit that was picked up by another unit with the Combined Cavalry Movement
option, is charging as well. EXCEPTION: The picked-up unit and will get the extra die bonus
during shooting but doesn’t shoot until his own leader chit is pulled.
9. Recommendation: Get in a habit of only picking up and using the black die when rolling six dice
total. It will help you from accidentally rolling six when you meant to roll 5.

Cohesion Level

1. All units have a Cohesion Level tracked with a cube on the Cohesion Track. A unit’s Cohesion
Level starts at level 10. A unit’s Cohesion Level can never be less than 1.
2. Cohesion points are reduced each turn the unit takes various actions. Usually, a unit will spend 1
to do a combined Move-then-fire or Fire-then-flee.
3. A Cavalry unit can spend 1 cohesion point to search for a ford as their first action on a turn.
Example: A Cavalry unit on Reno Hill can search for a ford where the arrow to Reno Skirmish
Line crosses the river as its first action.
4. No cohesion points are spent to perform the Regroup action. In fact, regrouping is the method
to increase the cohesion level.
5. Activating an Indian unit (placing on the map for first time) does not cost any cohesion points.

Combined Cavalry Movement

1. If two or more Cavalry units began the turn in the same space and none of the combining units
has yet moved, when one of their Leader counters are pulled, the pulled leader can bring the
other unit(s) along with it when it moves or charges.
2. Restriction: Cohesion Level costs and Exhaustion still apply to the joining unit(s). This cannot be
used to move an exhausted unit. All units will need to spend 1 cohesion point from their
respective row on the cohesion track.
3. Restriction: A unit that joins another in movement does not shoot until its own Leader counter is
pulled. Said unit will have already spent its cohesion point and cannot regroup or move a 2nd
time in the current turn.

Custer’s Luck Tokens

1. The number of Custer’s Luck Tokens used in the game is determined by the player(s) before the
first turn. Three tokens are recommended.
2. Restriction: Tokens can only be used if 1) Custer the leader is still alive (Custer leader disk not
flipped to the side with the “X”) nor eliminated, and 2) when Custer’s unit is being shot at or
Custer’s unit is shooting.
3. Restriction: Custer must have a cohesion level 6 or higher to use a token.
4. Custer can use more than 1 token to affect a single roll of dice, manipulating 1 die per token
spent.
5. Custer can use a token to affect initial roll and/or rerolls.
6. Spending a token when Indians are shooting changes any die chosen by Custer’s player to a 4.
7. Custer’s player may wait before spending tokens until the Indian player announces they intend
to stop rolling/rerolling while shooting at Custer with current Indian unit.

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8. Spending a token when Custer is shooting changes any die (EXCEPT 4s which are always locked)
to whatever number Custer’s player decides. Example: Break up a pair of 1s, by changing one die
to a different number. Or change a 5 to a 6 to create a pair of 6s.

Destroyed Unit

1. When the last disk for a unit (the one with stickers) is eliminated, the Leader counter can be
ignored then removed from the game the next time it is pulled. The cohesion tracking cube is
also removed from the game.

Exhaustion Check

1) If a unit is 1) done spending cohesion points for the current turn and 2) has a cohesion level of 5
or less, roll 1d6 to check for possible exhaustion. If the die roll is greater than the cohesion level,
then the unit is considered exhausted and will only be able to do the regroup action on future
turns until it is no longer exhausted.
2) Indicate an exhausted unit by placing a yellow cube on top of the Leader disk.

Flee

1. Fleeing is a special case of Moving.


2. A unit that fires but has not moved in the current turn, can move after shooting if 1) they are
not closer to an enemy unit after fleeing than before fleeing.
3. Restriction: A unit cannot flee into a space containing an enemy unit. A unit cannot share a
space with one enemy unit then Flee and share a different space with a different enemy unit.
4. Restriction: A cavalry unit cannot flee into a space adjacent to the village. They must flee away
from the village. Example: Cavalry starting in space #11 or #14 could not flee to space #12.

Fords

1. There are up to two facedown markers to search at a given crossing.


2. If both markers are revealed to be “dummies” then the Cavalry will need to search/cross the
river elsewhere.
3. Indian units always ignore markers and can use ANY river crossing.
4. Restriction: Cavalry may only cross rivers where fords have been found with one exception: A
unit may Flee across a river without a ford BUT each disk must make a saving throw of 1d6. On a
1-2, the disk is eliminated and assumed to have drowned in the river.
5. Restriction: Cavalry units can perform only one search per turn, it must be done before the unit
moves and/or fires. The unit must be at cohesion level 2 or higher, to spend the required point.
6. Restriction: Reno’s unit cannot search for afford on turn 1.
7. A Cavalry unit that finds/reveals a ford marker, leaves it face up at the river crossing, then
removes any remaining facedown marker to the game box WITHOUT looking at it.
8. A Cavalry unit may cross the river using the ford in the SAME turn so long as they have another
cohesion point to spend for Move/Fire. However, the unit is not obligated to cross the river.

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9. The river crossing between spaces 14 and 15 begins the game with a face up Ford Found
marker.

Moving

1. This is the action of taking all the counters of a single unit from one space to another space
when those spaces are connected by a black arrow.
2. Exception: Indian units may move through the village.
3. Exception: Combined Cavalry Movement allows multiple units to move together when other
restrictions are met.
4. Special Case: See Charging if the destination space already contains 1 or more enemy units.
5. Restriction: 7th Cavalry may only cross the Little Bighorn River where a Ford has been found.
6. Exception: 7th Cavalry may cross the Little Big Horn when Fleeing and rolling saving throw to
avoid drowning (disk removed).

Regroup

1. Advantage: This action adds +3 to the unit’s cohesion level when taken.
2. Exhausted units use this action in hopes of becoming unexhausted.
3. Units that are not exhausted, but still take the regroup action, do NOT need to check for
becoming exhausted (even if their cohesion is still below 6)
4. Units that are already exhausted will check to see if they become unexhausted. This check is
based on the revised Cohesion Level. Note: If the revised Cohesion Level is 6 or more, they will
automatically be unexhausted.
5. Remove the yellow cube from units that are no longer exhausted.
6. Restriction: A unit that takes the Regroup action cannot take any other actions (search for fords,
move, charge, flee or fire) in the same turn.

Shooting

1. This refers to the action of rolling the dice when attacking enemy units. Historically it represents
the use of rifles, carbines, revolvers, bows and arrows, lances, and war clubs. The 7th Cavalry left
their sabers behind.
2. Restriction: Enemy units occupying the same space as an attacking unit must be attacked first,
before engaging any targets one space away.
3. Restriction: Firing may not occur against multiple spaces. If there are multiple enemy units in the
target space, the shooting player announced the order the units will take hits before the first
roll. Hits may end up affecting the 2nd or 3rd unit IF the first enemy unit is destroyed.
4. Restriction: A cavalry unit that has moved to the Exit space #16 can no longer shoot. He is
allowed to shoot then Flee to the Exit space.
5. Restriction: Neither side can shoot through Villages.
6. Cost: 1 cohesion point is required to Move-and/or-Shoot or Shoot-then-Flee.
7. The attacker wants to roll 5s and 6s, as pairs of either will eliminate enemy counters. Rolling 4s
are annoying as they are “locked” and cannot be rerolled. Pairs of 1s, 2s, or 3s are bad, but can
usually be taken care of as long as the unit has cohesion points available to pay for rerolls. So
long as a Unit has a cohesion point to spend, any dice not locked, can be rerolled in unison,

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again setting aside 4s. Additionally, Custer’s unit may expend Custer’s Luck Tokens to break up
pairs of 1s, 2s, or 3s so long as the normal restrictions are accounted for.
8. Important: If 1) the shooting unit has a Cohesion Level below 6 BEFORE the initial roll, AND if a
1, 2 or 3 is rolled on the initial roll, then one die (of the 1, 2, 3s) with the highest value is also
“locked”. Example #1: Custer has a cohesion level of 4 and is rolling 5 dice. His initial roll is 5-4-2-
2-1. He will almost certainly want to keep the 5. The 4 and one of the 2s is locked and cannot be
rerolled. Example #2: Reno fires, has a cohesion level of 5 and is rolling 5 dice. His initial dice roll
is 6-5-5-5-1 (a lone 6, a pair of 5s, an unpaired 5, and a lone 1). The 1 is locked. If he rerolls, only
4s will lock. If he decides to reroll,he should probably select the unpaired 5 or the 6, hoping to
end with 6-6-5-5-1 or 5-5-5-5-1.
9. Target units may lose disks, but they are not forced to check for exhaustion.
10. The following chart is consulted after rerolling any die and applying any Custer Luck Tokens.
11. When a disk is eliminated as a result of the chart below, the one with stickers is always the last
to go.
12. When instructed to reduce ATTACKER’s cohesion by 1, BUT cohesion is already level 1, eliminate
1 additional ATTACKER disk instead.
13. Hint: Generally, the attacker will avoid the bad results of 1s, 2s, and 3s by breaking up pairs with
rerolls unless his cohesion level dips too low.

Die Results Affect (after all rerolls are completed)


For each pair of 6s Eliminate 1 enemy disk
For each pair of 5s Eliminate 1 enemy disk
Any 4 Locked (cannot be rerolled)
For each pair of 3s Reduce ATTACKER’s cohesion by 1
For Each pair of 2s Eliminate 1 ATTACKER disk
For a Pair of 1s (ignore additional pairs) ATTACKER’s Leader personality is killed (flip to show
sticker with “X”) AND eliminate 1 ATTACKER disk AND
reduce ATTACKER’s cohesion by 1.

14. Optional: Units that did Shoot, but did not yet move this turn, may Flee if allowed (see
restrictions).

Stacking Restrictions

1. Restriction: No more than 8 disks of the same color may occupy a given space.
2. Clarification: The restriction refers to disks, not units. Any number of units of the same color
may occupy the same space so long as the previous restriction is not broken. Example: The 7th
Cavalry player cannot combine more than two of his units together until such a time that
casualties have reduced the total number of disks. Example: A unit of 2 disks, and a unit of 3
disks, and a 3rd unit of 3 disks (8 total disks all the same color) could occupy the same space.

Unit

1. This represents a particular leader (historical personality) and the men directly under his
command.

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2. A unit is comprised of a Leader disk and zero, one or more plain disks (no sticker) of the same
color.
3. If the leader is killed, but the entire unit has not yet been destroyed (because of a pair of 1s
rolled) this is indicated by flipping the Leader disk to display the sticker with an “X” through the
leader’s Initial.
4. Examples: The Two Moon unit is comprised of a single leader disk. Custer’s unit starts the game
with 1 blue leader disk (with stickers) and 3 plain blue disks.

Village

1. Refers to the area on the map indicated by a dashed line. The game starts with 6 orange villager
disks that can be eliminated by Cavalry shooting from adjacent spaces. Only orange villager disks
will ever end the turn in this space.
2. Indian units can move through villages (also see Moving) but may not stop there. For Indians,
this means that Space #5, #6, #9 and #11 are all effectively connected to each other by an
arrow. Example: Crazy Horse’s unit moves from space 9 to space 5.
3. Restriction: Neither side can Shoot through villages.

9.0 Cohesion & Exhaustion


A unit may take actions when a Leader counter is pulled. For Indians this usually involves Activation
(placement on the game board), followed by Moving and Shooting (rolling dice and applying results).
For 7th Cavalry this may involve first searching for a Ford to cross the Little Bighorn River, followed by
Moving and Shooting.

If a Leader counter is pulled and that leader’s unit was already Destroyed earlier in the turn, simply
remove the counter from the game and return it to the game box. Randomly pull the next Leader
counter.

A unit may spend a Cohesion point to 1) move and/or fire, or 2) fire then move. Note: Doing both does
not cost 2 points. However, if firing, then optional rerolls cost additional cohesion points.

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After a unit has done all its moving and dice rolling, consult the cohesion level. If the level is 5 or less a
d6 is rolled for an Exhaustion Check. If the die result is greater than the Cohesion Level, the unit is
considered exhausted. Place a yellow cube on the leader disk to indicate this status. Exhausted units can
only perform the “Regroup” action on the following turn.

10.0 Indian Bot


Let the following rules in this section guide your actions when playing solitaire and moving for the
Indians.

Priority 1, If there is a way to shoot, then shoot at least once, so long as your cohesion level is 2 or
greater. Note: This may result in the Indian unit “getting stuck” with pairs of 3s, 2s, or 1s.

Priority 2, A slim chance to DESTROY a unit takes priority over better odds against a unit that cannot
possible be eliminated by the Indian unit currently shooting. Example: An Indian unit Charges a defender
on Reno Hill. The Indian "player" would only roll 4 dice so at most 2 counters could be eliminated.If the
defender has three or more disks could not be destroyed. Compare this to charging into a different
space and rolling 6 dice (because no hill bonus). Six dice gives a slight chance of destroying a unit with up
to 3 counters.

Priority 3, if given a choice to attack different units, attack a unit with few disks, when all other
considerations are equal.

Priority 4, after considering the above, if all else is equal, Move, or Charge a unit that will result in rolling
the most dice. Reminder: Be sure to consider the hill defense bonus if applicable.

When to pay for rerolls:

Priority 1, Unless all the defending unit(s) in the space have already been eliminated, if there is a single 5
AND a single 6 (not yet paired), and at least one other die can be rerolled, then spend a cohesion point
for the reroll regardless of present Cohesion Level. When you have a 5 and 6, reroll a 3rd die to try to
make a pair.

Priority 2, If the target unit has only one disk left before it is eliminated, if Indian Cohesion Level is 6 or
higher, and rerolling 1s, 2s, and 3s could result in a pair of 5s or 6s, then pay for the reroll. When the
Cohesion Level of the attacking Indian unit is 6 or better, try to destroy a unit as long 2 or more dice can
be rerolled, even if a 5 or 6 is not already showing.

Priority 3 Stop paying for rerolls if the Indian unit Cohesion Level is less than 6 and has rolled at least
once.

When you cannot shoot:

Priority 1, If the Indian unit cannot shoot (out of range), and there is an open path between the Indian
unit and the closest enemy, move 1 space along that path even if this results in “swinging around
friendly units” to get there.

Priority 2, If the Indian unit is blocked from Shooting or Moving, then always take the Regroup action if
possible.

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Lower priority than attacking, in the unlikely event that there are no empty spaces around the village
and there are Indian Leaders remaining to activate, an Indian unit should move to make room for new
activations if possible.

11.0 Optional Rule: Sitting Bull Calls Off the Attack


In a 2-player game both sides need to agree to include it or not.

If at the start of a turn that 1) Sitting Bull is still alive and on the map; AND 2) there are two or fewer
Cavalry Leaders remaining, AND 3) all 7th Cavalry units are located on Space #13 “Reno Hill”, Space #15,
Space #16 “Exit”, or a combination of these spaces, then roll 1d6. On the result of a 1, 2, or 3 the game
ends immediately, and all remaining 7th Cavalry counters are moved to Space 16 “Exit”. It is assumed
Sitting Bull has called off the attack so surviving Cavalry men will go tell other white men what has
happened here today.

12.0 Hints for Winning as the 7th Cavalry.


Your best hope is to move fast in the first few turns before all the Indian Leaders have had a chance to
activate. Regardless you’re going to need a good bit of luck.

13.0 Designer Notes


It’s best not to think of a disk as representing a specific number of men. Imagine a red disk equals more
Indian braves compared to a blue disk representing fewer troops. When you observe a unit on the board
the number of disks is as much an indication of morale and ammunition. Elimination of all disks in a
unit does not necessary equate to everyone was killed.

The map includes names for locations that were given after the battle: Space #2 “Last Stand Hill” where
Custer’s body was found, Space #4 “Calhoun Hill” named after Lt. James Calhoun, Space #10 “Weir
Peak” named after Capt. Thomas Weir, Space #12 “Reno Skirmish Line” and Space 13 “Reno Hill” both
named after Maj. Marcus Reno. Fords “A” and “B” were so designated on a map: “Custer's Battle-Field
(June 25th, 1876) Surveyed and drawn under the personal Supervision of Lieut. Edward Maguire Corps
of Engineers U.S.A.”, completed shortly after the battle.

Ford “B” has an interesting back story. There is physical evidence and witness testimony from survivors,
supporting the idea that Custer and/or Yates troopers tried to find a way to cross the river here.
However, quicksand and high banks on the village side of the river lead some to argue that few if any
troopers made it across, and furthermore, all Indians would only have crossed further to the west.
Keeping with the theme, the game allows for the possibility of crossing here, and is a reason for the 7th
Cavalry to search the spot for a ford.

War is brutal and atrocities are committed by both sides. The Indians Wars in North America are no
exception. Historically, Custer’s plan at the Battle of Little Bighorn, seems to have been to deliberately
split his forces, surprise and surround the Indian village killing as many as possible (including women,
children, and the elderly) so that the Indian leaders would surrender and return to the reservation. The
opening shots by Reno’s troopers forming a skirmish line, were directed at the village. This is a game,
but it is not meant to trivialize what happened on that day. This game is dedicated to the memory of all
the lives lost that fateful day.

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14.0 Quotes
“The White man knows how to make everything, but he does not know how to distribute it.” – Sitting
Bull

“One does not sell the earth upon which the people walk.” – Crazy Horse

“Hokahey! Today is a good day to die.” – Crazy Horse

“There are not enough Indians in the world to defeat the Seventh Cavalry.” – George Armstrong Custer

15.0 Special Thanks


To Ken Biholar for proofreading the early draft of the rules and making hundreds of constructive
suggestions.

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