New Allies
Wendake: New Allies (2018) for 2–4 players — Turn cards, the Alliance action, French and English Ships and Patrols, Rifles, Rifle Turtles and 35-point tracks.
Short tag: [Allies]
What it adds
Wendake: New Allies (Danilo Sabia and P.S. Martensen, 2018) brings the French and English armies of
the Seven Years’ War to the Great Lakes. You ally with one side to trade Leather for
Rifles and to call on their Patrols. The main new pieces are the Turn cards:
when you choose turn order you now also take a card, usually with an
Alliance
action on top and a lasting effect below.
| Component | What it is |
|---|---|
![]() | Mask board (4 parts): multiplayer side with Score Track extensions to 35, the Alliance track and Turn card spaces; solitaire side for the Adversities |
![]() | Turn cards, Level 1 (brown, 17) and Level 2 (purple, 22) — see Effects of Turn cards |
![]() | Rifles (20) — a new Resource, unlimited. Trading Leather for Rifles through a Ship does not trigger Smallpox (FAQ) |
![]() | English and French Ships — move between Lakes for trading. Trading does not cause a Smallpox check (FAQ) |
![]() | Patrols — 8, stickered 2 English + 2 French per player. They start in your Home with the Alliance disk, move only through Alliance actions and count as your Guards for majorities. When a Patrol is attacked, both pieces return Home; the attacker cannot move again during that action. Patrols can fight same-nation Patrols (FAQ, FAQ, FAQ, FAQ) |
![]() | Unusable Lake tiles (2) — for 2 and 3 players |
![]() | Advanced Action tiles — 5 Level 1 and 5 Level 2, with the Alliance action. Another player’s Alliance tile and Patrols do not count when resolving your Military action (FAQ) |
![]() | Turtle tiles (12) — new Rifle Turtles at levels 3, 4 and 5 |
![]() | Tribe disks — one more per colour, the Alliance disk. An Alliance Flag is selected for its track and is not placed on a territory (FAQ) |
Plus Ghost Turn tokens and Adversity cards for the solo challenge and a sticker sheet. Every card is listed in Cards & Components.
Before your first game
Stick the colour stickers on both sides of the Patrols. The sheet also has stickers to update the Summary tiles with the Rifle Turtles, and to correct the 3-player board of the first print run.
Setup changes

- 1 Mask board — use the New Allies board, multiplayer side up.
- 2 Flag tiles — at the start of the two pairs of Score Tracks, matching the flags of the Alliance area.
- 3 Turn cards — Level 1 deck on the Turn Order area; reveal players + 1 cards, one under each space, before Tribe cards are chosen.
- 4 Unusable Lakes — 2 and 3 players: cover the Lakes shown.
- 5 Advanced Action tiles — shuffle the new tiles into the base ones of the same level and keep all of them, whatever the player count.
- 6 Alliance disks — one per player on the centre of the Alliance track.
- 7 Turtle tiles — mix in the Rifle Turtles; 4 tiles per pile at any player count.
- 8 Patrols — each player keeps their 4 Patrols by their Action board.
The setup checklist switches to these steps when you tick Use New Allies.
Changes to gameplay
Change turn order
- You may now pick any Turn Order space that has a Turn card under it, not just the leftmost. You still choose this option exactly once a year.
- On placing your marker you may at once take the Alliance action at the top of that card (most cards have one). Then take the card and put it by your Action board: from now on you can use the effect at its bottom on your turns, starting right away. The card’s Alliance action is gone once you take the card.
- The markers’ positions still set next year’s turn order.
Restore Progress tiles
Also turn used Turn cards back face up.
New year begins
After moving the Year marker, discard the Turn card still on the board and reveal new ones for the player count. At the end of Year 3 the Level 2 Turn deck replaces the Level 1 deck.
Alliance actions
The
Alliance action appears on the new Advanced tiles and on top of most Turn cards.
It is optional and has two steps.
Advance your Alliance disk
You may move your Alliance disk one space towards the flag shown (or either flag if both are shown):
- from the centre, or from spaces 1–4 of that flag’s track: move one space towards the flag;
- already on that track’s 5: stay, and score 1 point on a Score Track marked with that flag;
- on the other flag’s track: score as many points as the space you are on, on a track marked with that other flag, then move to space 1 of the new flag’s track.
When your disk reaches space 1 of a track, put your 2 Patrols of that nation in your Home and take back the other nation’s Patrols if they were in play.
Activate an Alliance effect
Then choose one of three effects:
Trade with European Ships
- Put your ally’s Ship on any usable Lake, or — if it is already out — move it to a different usable Lake. The two Ships never share a Lake. (Lake Huron is one Lake, despite its inlets.)
- Before or after step 3, you may move one Canoe (anyone’s) from the Ship’s Lake to another usable Lake.
- If you have the most Canoes on the Ship’s Lake, trade
Leather for
Rifles one for one, up to the number under your Alliance disk. No Smallpox check.
Use European Patrols
- Move your Patrols a total number of steps up to the number under your Alliance disk.
- A Patrol that ends in a territory with its own flag may stand as a Guard or attack another player’s Guard or Patrol. In a territory with the other flag it may only stand as a Guard. A Patrol never attacks an Outpost, Woman or Hunter.
- A Patrol is a Guard for its owner in any territory: while it stands there, nobody can attack that player’s Natives in Productive Areas — but the Patrol itself can be attacked.
Fights involving Patrols send both pieces to their Homes, not to the Long House. A Warrior or Patrol moves only once per action, so one that went Home cannot move again this action.
Spend 1 Rifle
Pay 1
Rifle to score 1 point on either track marked with your ally’s flag.
Effects of Turn cards
The bottom half of each Turn card is an effect you use on your turns. When an effect costs several Resources, they must all be different. The pictures are in Cards & Components.
Free effects —
in the corner; discard the card after use:
- Take 1
Fish for each Lake where you have a Canoe. - In the Military action, spend Resources to look at more Turtles of a pile, one per Resource, up to 5 different Resources; keep one and shuffle the rest back.
- In the Restore, spend Resources the same way to look at more Advanced Action tiles.
- If you have Canoes on the most different Lakes (ties allowed), spend 1 Rifle for 2 Military points.
- Harvest one kind of Vegetable with all your Women on that kind of field.
- Use any unused Turn card on the table — yours, an opponent’s or one still under the Turn Order area — paying its costs; that card is not discarded or flipped.
- Do a Tan Pelts action.
Effects with a cost — no icon; flip the card after use, restored each year like a Progress tile:
- When you choose Change turn order, spend 1 Rifle to take an Alliance action with a faction the card does not show (still only one Alliance action).
- Spend 1 Rifle for 2 Resources of your choice.
- In step b of Trade, spend 1 Rifle to pay with Beavers instead of Resources.
- Spend 2 different Resources for 1 Rifle.
- In a Mask Ceremony, spend 1 Rifle to bring 1 Native from your Long House Home.
- In step a of a Ritual, spend 1–3 Rifles to bring back 1 extra Native each, all of different kinds.
- Spend 1 Rifle to activate all your Natives in one territory other than your Home: Women and Hunters produce, each Warrior may move 1 step.
- Spend 1 Rifle for 1 Leather per forest with your Hunter.
- On your third Take 1 action of the year, spend 1 Rifle and 1 Resource to use a tile that is not in line with the other two.
- Spend Resources equal to a used Progress tile’s level to restore it.
- Spend 1 Rifle to move your Alliance disk one space up its track (or, on 5, score 1 point on one of your ally’s tracks).
- Spend 1 Rifle to pick any Mask card from the deck or discard pile, then shuffle that pile.
Other rule changes
Military action
In step a you can also take Rifle Turtles, counting the Rifles you have — you do not spend them.
Alliance Progress tiles
The two base-game Alliance tiles now follow your Alliance disk: you do not pick a Flag when you buy them, and your ally can change during the game. When you flip one in your Military action, your Patrols also count as Guards (opponents’ Patrols never count for you). With your disk in the centre the tile does nothing.
The end of the game
Score as in the base game, but each track now stops at 35. Then add the points shown under your Alliance disk to your total (not to a track).
[Promo] The 2018 promo tiles use Rifles, Turn cards and the Alliance action (Promo Tiles).








