La Seigneurie Board Game
Board Game – La Seigneurie
It is 1709 along the St Laurence River in New France. Seigneuries
have been established all along the river between Quebec City and Montreal. The
seigneurial system was based on the medieval feudal system of land ownership,
where nobles were granted land that was, in turn, worked and harvested by peasant
farmers. By the time of the settlement of New France, however, this system had
evolved into a contract of obligations that guaranteed rights and
responsibilities to both the Seigneur, who was deeded the land from the Compagnie
des Cents-Ancien, and the Habitant farmer who worked the land and lived
off its bounty. This system benefited
both parties, as well as the French crown, who wanted to see the land managed
well so that taxes were profitable. For his work, the Habitant was guaranteed
enough land to provide for a family, a chance to build a home, access to water,
representation in legal matters, access to a mill and religious services. The
Seigneur took a 10% portion of the harvest, called the “cens”, received “rente”,
and was able to collect banalités, or taxes for use of the mill and
other services. The Seigneur also received “incentifs” from the Intentent of
New France as the land was developed and improved upon, including for the number
of Habitant settlers they attracted. The Seigneur was also permitted to engage
the Habitants in free labor on the seigneurie land for several days each year.
In this game you take the role of managing a seigneurie in New
France, competing with other noble landowners to produce the best functioning
settlement, attract habitants to work sections of your land, build a mill, a
manor house and a church to serve your community. The game ends with the first
Seigneur to finish building all the structures on their settlement, the Manor
House, the Mill and finally the Church. At that point money is added up to
determine the winner.
To begin, each player selects a Seigneurie
Mat and reviews the conditions of their land grant. This includes their family
héritage – their inheritance and any annual allowance they
receive from their family holdings. After players receive their game mat, the inheritance
is immediately received by each player from the bank. Notice there is a lump
sum given at the beginning and then an annual allowance received in the spring.
The mat has four areas where items in the game are stored: top left: Habitant
colored markers, representing the home of a settler family on cleared land, top
right: Livres, the unit of New France currency where money is stored, bottom left:
Matériels: where building materials are stored, and bottom
right: Héritage: where inheritance is indicated.
Sample Seigneur Mat:
There is a Center Mat in the middle of the
board with all the pieces needed for play, including a token for each player to
travel through the Seigneurie year:
Easter, 3rd week
in April, add 5 acres to any new fields this spring.
May Day, 1st week
in May, advance to 1re de Juin, double yield on spring harvests
Bastille Day: 2nd
week in July, money from home – 20 L, advance to first week in August
Feast of the Assumption, 2nd
week in Aug – receive double price on your next harvest, then advance to 2nd
week in Sept
King’s Birthday 4th week
of Oct, select a crop to return to full price
|
Harvest Day, 3rd week
of Nov, double yield for harvest, move to 1re de Decembre
Christmas Day Dec 25 –
Christmas – 50 L arrives from home, advance to 1st week in March
Jan 1st – New Year
Celebration, clear one farm for free, advance to 2nd week in March
Queen’s
Birthday— 4th week in Feb, use fall yield dice for this year’s
spring harvests, go to 1re de Abril
|
The Center Mat shows a full year of agricultural activity on the Seigneuries
of New France.
In the beginning all the tokens are placed
in the bottom left corner box marked “1re de Abril” (April 1st). The
game begins in the spring season. In that box, are listed all the actions that
can be taken during the two spring months of April and May. Each player moves
through the weeks of the year by rolling the 6-sided dice. This introduces uncertainty
as to how each player will experience each year. It might take one player two
roles to make it through spring and on to the summer list of actions, or it might
take 4 or more.
Note on the chart below that there are special dates (colored circles) that when a player lands on them create special benefits:
On each player’s first turn, they
must decide how many 25 acre farming strips they can afford to clear and
prepare for farming. This costs 50 Libres for each cleared strip. Upon paying
this amount to the bank, the player selects the same number of colored boxes,
representing the Habitant family that has moved in. (In subsequent years this
action is taken in the winter).
Beginning Play:
The player who has selected the Beauce
family mat goes first, with play proceeding clockwise after that. Play begins
with the first player rolling the dice and moving that number of spring (yellow)
blocks (one for each week). After landing on that week, they are able to take
one action associated with the season. Note: in the case of Habitant actions, each
turn you are allowed to take the same action for up to half of the
Habitant farmers on your seigneurie. For example, if you decided to clear four
farming strips in the first spring, then on your first roll, you may do the
planting for two of those settlers. In the case of an odd number of settlers,
simply round up.
During the spring months the Habitant may
plant their 25 acres by choosing any combination of the six agricultural crops stored
in the center of the Center Mat. For instance, five crops can be selected at 5
acres each, or two with 10 acres and one with 5, etc. There are two harvests, three
summer crops and three fall crops, and so a wise player will choose a mixture
so as to make best use of their luck, especially as there are different
benefits to planting summer and fall crops (to be explained).
If a player finds themself in the same
season on their next roll, they may take another action associated with that season.
Either to plant the second half of their farms, or to take an action associated
with the Seigneur. In the spring, that would be to take the Héritage allowance or to purchase building materials for summer
and fall work seasons. These materials will be used to contruct the Seigneurie
road, the Manor House, the Mill and finally the Church, in that order. Material
may also be purchased during the summer and fall, but that would mean another
turn would be required in order to enact a work project (corvee). Referring to the
player’s Seigneurie Mat, you will see that work will begin on the road first
and must be extended to where the Manor House is to be located prior to work done
on the Manor House. In this way, each Seigneur begins with the road, then contructs
their Manor House, the next road section, the Mill, final road section, and
then the church. The road can be built passed each structure, concurrent with
the construction of each structure. But the next structure cannot be started
until the previous one is finished: first the House, then the Mill, then the
Church. It is with the completing of the Church that the game ends, with that player
that establishes the steeple as the winner.
As each player enters a new season, by either
landing on a corner block, or by passing by it, they may take the actions for
the Habitant or Seigneur related to that season as long as they remain in that
season. Those actions include, in some cases, simply the receiving of money or
paying of money. These are considered complete actions. Notice that the seasons
of winter and summer are longer than spring and fall, as it often the case in
northern climates. If a player finds that they have roled and are still in a
season in which they have used all their actions, they may choose to affect the
Market, as it described below.
After the harvest is taken, the crops remain
in place to show that these are now fields dedicated to those crops. They do
not need to be replanted in the next year. However, players may move their
crops around as new Habitant farmers are added for ease of counting harvest.
In Summer and in Fall there is the
opportunity for Seigneurs to enact the required corvée labour from their settlers. This is part of the benefits
owed to the Seigneur by the Habitants under Seigneurial Law. Each project requires
that a Habitant is moved from their farm to the project for that turn.
Seigneurs should be strategic as to when and if they engage their Habitants in
the corvée, as if they are working a project they cannot harvest.
The corvee enables the improvement of the land which is the key to an eventual
win. Work projects require one labourer and apply to the building of roads and structures.
In each case, one component is added – one road block, a foundation, a roof, a
mill wheel or a steeple. One Habitant colored block is moved from the farm
location to the location of the work, taking that farm out of action for that
particular turn.
Note that the completion of these structures
results in increased “incentif” from the Intentent of New France. In the case
of the Mill this also results in increasted fall income as Habitants use the Seigneurie’s
Mill for their wheat harvest, resulting in another 10% of the wheat harvest
coming to the Seigneur. If a Habitant’s own seigneurie does not have a Mill
yet, that extra 10% goes to another Seigneur who does have an active Mill. The
player can decide to which opponent that tax goes. Early in the game none of
the players will have a completed Mill. In that case, the extra 10% is not
taken by anyone.
The winter in Quebec was harsh. All farm work
necessarily came to a halt. The winter season consists of receving money from
the Incentif, the rente from the Habitant settlers, and putting those resources
back into the settlement through the strategic clearing of land in preparation
for spring planting. It should be the goal of each player to expand the seigneurie
through new setters each winter. But the cost of 50 L for the clearing of the
land requires strategic planning. Note, you are permitted to clear the land for
one new farm on each
The end of the game is triggered when one
player erects the steeple on their Church. This symbolized the contracting of a
priest which completes the obligations of the Seigneur to his or her Habitants.
That player is the winner.


