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Portion of the board at the initial set-up for the game.  I made my own game board to suit my particular aesthetic tastes.
Game's end
Opening positions of the US Army's 1876 campaign against the Sioux
Countersheet (Obverse)
Terry's and Crook's columns force surrender of the Cheyenne.  Lakota Tribes and their allies have lost 8 units to 3 for the US Army.  This is the only game out of 11 plays that did not end in a tie!

Custer's Final Campaign: 7th Cavalry at Little Bighorn (2012)

Players
2
Best: 2
Playing time
30–30 min
Age
0+
6.38
Average rating
82
Ratings
1.86/5
Weight
#18445
BGG rank
Outside top 5,000
Designer:Joseph Miranda
Artist:Joe Youst, Brandon Pennington
Publisher:Decision Games (I)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 3.7, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity3.7
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameAmerican Indian WarsDice RollingPoint to Point Movement

Overview

From DecisionGames.com:

"7th Cavalry at Little Bighorn

In 1876 the US Army engaged the Indians of the northern Great Plains in a campaign that culminated in the destruction of Gen. George Armstrong Custer and most of his command at the Battle of the Little Bighorn. This two-player game covers that entire campaign.

One player commands Army forces, including the regiments and battalions forming the three commands that participated in the original campaign: Crook’s, Gibbon’s and Terry’s. The other player controls various Indian tribes, each rated for its fighting strength in warriors. The point-to-point map stretches from Fort Abraham Lincoln in the Dakotas to Helena, Montana. In between are famous historic battle sites such as Powder River, the Rosebud, and the Little Bighorn.

Custer’s Final Campaign is part of the Hand of Destiny mini-game series. Each player has a unique deck of Campaign Cards. They generate movement abilities, combat bonuses and historical events. Accessing the right card at the right time lets the player concentrate forces to win that great victory against all odds—or perhaps go down to inglorious defeat. Some of the cards include: Tribal Raiding, Indians Leave Reservation, and Gary Owen.

Combat is resolved via a quasi-tactical procedure. There are special rules for: Gatling guns, “dog soldiers,” Army riverboats, and leaders such as Crazy Horse, Nelson Miles, Sitting Bull and Custer himself.

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