
- BGG rank
- BGG #15,435
- BGG rating
- 7.0
Jack The Ripper
- 2 players
- 120 min
- Complexity 2.4/5
- 1983

1983
Rules assistance for Mohawk
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
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Answers come from the official rulebook, with the page to check.
Mohawk is a board game released in 1983 for 2 players, 240 minutes per game, and ages 14 and up. It was designed by Tom Loback and Rick Bowes and its main mechanics are Dice Rolling, Point to Point Movement, and Variable Set-up.
"Mohawk" is a wargame of the "French and Indian War" in North America. Mounted, color mapboard measures 22" x 17". Map features significant land and water routes used in the period. Inset maps are included for high seas naval movement and tactical battle resolution. 176 two-sided mounted and die-cut counters represent regular and militia, Indians, fortresses and fleets. Reinforcements from Europe are variable depending on naval activity. Militia must be "mustered," and "go home" at the end of each campaign year. Natives are influenced by "gifts and supplies" and by battlefield victories. Road, Indian trail and Water movement all have key roles in operations. Battles occur between opposing forces occupying the same point. Engagements take place on an inset map determined by terrain and situation: "Attacking/Defending Fort," "Open Ground," "Wood" (forested) or "Landing." Modifiers apply depending on whether engaged units are Regulars, Militia, or Indians, Rangers and Couriers de Bois. Units engaging in battle line up opposite one another. A "hit" is determined by a D6 roll of "6." Die rolls are modified according to unit type and battle setting (Regulars defending a fort, for example, are "plus 2", hitting on a four or better). All units, except Iroquois, are flipped on the first hit and eliminated on the second. At the start of his/her battle turn, a player may elect to "retreat" in lieu of firing. Retreating units move to an adjacent friendly point, preferably toward their Base of Operations. At the end of a victorious battle, flipped pieces are turned back to full strength, and one victorious militia unit, if present, may be "promonted" to a Regular or Ranger (British) or a "Troop of the Marine battalion" or "Courier de Bois" (French). Fortresses can be built; Towns and Fortresses can be burned. Supply is critical at the end of a campaign year; all Regular and militia units must occupy either a town or fort, or is not connected by a red road (not trail). They must be able to trace supply by road or waterway to their Base of Operations (Montreal or Quebec for the French; Boston, New York or Philadelphia for the British). Regular or militia units which fail these conditions are eliminated unless they are in a seaport. The powerful Iroquois Nation is key to victory. Three of the six Iroquois tribes begin aligned with each side (the counters are two-sided). After each battle, the victor of that battle flips one Iroquois unit to his/her side. Any time a player begins his/her turn with all six tribes oriented to his/her side, the Iroquois have joined him/her for the duration. The other twenty tribes are activated to support the French either by the activities of the Couriers de Bois, or by French bribes ("gifts and supplies"). Except for the Iroquois, Native tribes usually "go home" after a victory (to celebrate). Victory is determined by conquest. The French must begin a turn, or end the game, holding Albany and one of New York, Boston or Philadelphia, or must deny the British their victory conditions. The British must hold a total of three French cities from the list of Louisbourg, Frontenac, Duquesne, Montreal or Quebec (at least one must be Montreal or Quebec).
Mohawk supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Mohawk is 240 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Mohawk for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Mohawk has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Mohawk belongs to these categories: Wargame, Nautical, and Age of Reason. Its main mechanics are Dice Rolling, Point to Point Movement, and Variable Set-up. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Mohawk are: Tom Loback and Rick Bowes. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Mohawk as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.