Ludexv2026.11.01-65114139WendakeOfficial rulebook ↗

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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 Rifle 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 Alliance action on top and a lasting effect below.

ComponentWhat it is
The New Allies Mask boardMask 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 1Turn cards, Level 1 (brown, 17) and Level 2 (purple, 22) — see Effects of Turn cards
RiflesRifles (20) — a new Resource, unlimited. Trading Leather for Rifles through a Ship does not trigger Smallpox (FAQ)
The English and French ShipsEnglish and French Ships — move between Lakes for trading. Trading does not cause a Smallpox check (FAQ)
English and French PatrolsPatrols — 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 tilesUnusable Lake tiles (2) — for 2 and 3 players
New Advanced Action tilesAdvanced 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)
Rifle Turtle tilesTurtle tiles (12) — new Rifle Turtles at levels 3, 4 and 5
Alliance disksTribe 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

New Allies setup for 3 players, with the rulebook's numbers

The setup checklist switches to these steps when you tick Use New Allies.

Changes to gameplay

Change 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 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):

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

  1. 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.)
  2. Before or after step 3, you may move one Canoe (anyone’s) from the Ship’s Lake to another usable Lake.
  3. If you have the most Canoes on the Ship’s Lake, trade Leather Leather for Rifle Rifles one for one, up to the number under your Alliance disk. No Smallpox check.

Use European Patrols

  1. Move your Patrols a total number of steps up to the number under your Alliance disk.
  2. 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.
  3. 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 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 — free effect (discard after use) in the corner; discard the card after use:

Effects with a cost — no icon; flip the card after use, restored each year like a Progress tile:

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).

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close