Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Guide Plains nations or United States factions through a card-driven struggle over regions, wagon routes, and the transcontinental railroad.
Core mechanisms
Key systems that shape the decisions players make.
Area Majority
Compete to have the strongest presence in areas that award control or points.
Area Movement
Move pieces between connected regions rather than along individual spaces.
Campaign Card Play
Play cards to command conflicts and carry consequences through a campaign.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Read the full game description
Plains Indian Wars is a historical card-driven conflict game about the nineteenth-century contest for control of the Great Plains. One to four players direct Northern and Southern Plains nations, U.S. cavalry and settlers, wagon trains, the railroad, and smaller allied or opposing factions. Discs drawn from a bag create an uncertain activation order; faction cards place and move cubes, while custom dice resolve engagements. Victory comes from controlling regions, moving or intercepting wagons, and completing or preventing the transcontinental railroad. Its subject is colonial expansion and Indigenous resistance, presented as a strategic game that benefits from further historical reading alongside play.