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author | Tor Andersson <tor@ccxvii.net> | 2022-01-01 01:27:29 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-01-01 02:12:27 +0100 |
commit | 150b08878acd945100024d54634bb396bbb3c3cc (patch) | |
tree | 14c9e04b58f0ba98a36bcd2bd2beafe556261e2c /info | |
download | washingtons-war-150b08878acd945100024d54634bb396bbb3c3cc.tar.gz |
Washington's War: DO NOT PUBLISH.
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diff --git a/info/playbook.html b/info/playbook.html new file mode 100644 index 0000000..2e5e291 --- /dev/null +++ b/info/playbook.html @@ -0,0 +1,1102 @@ +<!DOCTYPE html> +<html> +<head> +<title>Washington's War - Playbook</title> +<link rel="stylesheet" href="/fonts/gentium.css"> +<style> +body{background-color:slategray} +div{position:relative;background-color:white;margin:1em auto;line-height:0.8;box-shadow:1px 1px 8px -2px black} +p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} +div{width:765pt;height:990pt;background-position:-26pt -26pt;} +div p{transform:translate(-26pt,-26pt)} +</style> +</head> +<body> +<div id="page1" style="background-image:url('playbook01.jpg')"> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:664.0pt;left:258.1pt;font-size:48.0pt"><b>PLAYBOOK</b></p> +<p style="top:722.6pt;left:230.2pt;font-size:21.6pt"><b>T A B L E O F C O N T E N T S</b></p> +<p style="top:756.8pt;left:251.3pt;font-size:13.2pt">1 </p> +<p style="top:756.8pt;left:275.0pt;font-size:13.2pt">Example of Play........................................................ 2</p> +<p style="top:775.5pt;left:251.3pt;font-size:13.2pt">2 </p> +<p style="top:775.5pt;left:275.0pt;font-size:13.2pt">Player’s Notes......................................................... 12</p> +<p style="top:794.0pt;left:251.3pt;font-size:13.2pt">3 </p> +<p style="top:794.0pt;left:275.0pt;font-size:13.2pt">Design Notes........................................................... 14</p> +<p style="top:905.5pt;left:348.5pt;font-size:14.4pt"><b>GMT Games, LLC</b></p> +<p style="top:922.5pt;left:299.9pt;font-size:12.0pt">P.O. Box 1308 <b>• </b>Hanford, CA <b>• </b>93292-1308</p> +<p style="top:937.5pt;left:351.2pt;font-size:12.0pt">www.GMTGames.com</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 1</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:48</p> +</div> +<div id="page2" style="background-image:url('playbook02.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">2</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:210.0pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">I. Setup</span></b></p> +<p style="top:236.6pt;left:93.8pt;font-size:12.0pt">Both sides set up their pieces as instructed in 4.0.</p> +<p style="top:257.2pt;left:93.8pt;font-size:12.0pt">Next, the Americans place thirteen “Committees of Cor-</p> +<p style="top:272.2pt;left:82.5pt;font-size:12.0pt">respondence” PC markers, one in each colony which does not </p> +<p style="top:287.2pt;left:82.5pt;font-size:12.0pt">contain a British playing piece (Canada is not a colony for this </p> +<p style="top:302.2pt;left:82.5pt;font-size:12.0pt">purpose): Savannah, GA; Camden, SC; Charlotte, NC; Alexan-</p> +<p style="top:317.2pt;left:82.5pt;font-size:12.0pt">dria, VA; Baltimore, MD; Wilmington, DE; Bassett Town, PA; </p> +<p style="top:332.2pt;left:82.5pt;font-size:12.0pt">New Brunswick, NJ; New York, NY; New Haven, CT; Newport, </p> +<p style="top:347.2pt;left:82.5pt;font-size:12.0pt">RI; Falmouth, MA; and Norwich, NH.</p> +<p style="top:367.8pt;left:93.8pt;font-size:12.0pt">Once the Americans finish placing their Committees of Cor-</p> +<p style="top:382.8pt;left:82.5pt;font-size:12.0pt">respondence PC markers, the British player places two “For </p> +<p style="top:397.8pt;left:82.5pt;font-size:12.0pt">the King” PC markers in any space which does not contain an </p> +<p style="top:412.8pt;left:82.5pt;font-size:12.0pt">American Playing Piece <i>and</i> which is adjacent to a British PC </p> +<p style="top:427.8pt;left:82.5pt;font-size:12.0pt">marker which was present on the map prior to this step of the </p> +<p style="top:442.8pt;left:82.5pt;font-size:12.0pt">setup: Fort Niagara and Ticonderoga, NY are chosen. Note that </p> +<p style="top:457.8pt;left:82.5pt;font-size:12.0pt">“For the King” PC markers may be placed in any colony except </p> +<p style="top:472.8pt;left:82.5pt;font-size:12.0pt">MA, CT, NH, PA, or VA (see 4.0).</p> +<p style="top:493.4pt;left:93.8pt;font-size:12.0pt">Lastly, the “Declaration of Independence” and “Baron von </p> +<p style="top:508.4pt;left:82.5pt;font-size:12.0pt">Steuben Trains the Continental Army” event cards are removed </p> +<p style="top:523.5pt;left:82.5pt;font-size:12.0pt">from the deck. The deck is shuffled and play is now ready to </p> +<p style="top:538.5pt;left:82.5pt;font-size:12.0pt">begin.</p> +<p style="top:575.6pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">II. 1775 Turn</span></b></p> +<p style="top:608.8pt;left:82.5pt;font-size:14.4pt"><b>Reinforcement Phase</b></p> +<p style="top:628.8pt;left:93.8pt;font-size:12.0pt">The British player places three CUs into his reinforcement </p> +<p style="top:643.8pt;left:82.5pt;font-size:12.0pt">box on the map.</p> +<p style="top:781.6pt;left:82.5pt;font-size:14.4pt"><b>Strategy Cards Phase</b></p> +<p style="top:801.5pt;left:82.5pt;font-size:12.0pt">Both players are dealt a hand of seven cards. </p> +<p style="top:822.2pt;left:93.8pt;font-size:12.0pt">The Americans draw a 3 OPS, a 2 OPS, two 1 OPS, “Joseph </p> +<p style="top:837.2pt;left:93.8pt;font-size:12.0pt">Brant Leads an Iroquois Raid,” “Nathan Hale, American Mar-</p> +<p style="top:852.2pt;left:93.8pt;font-size:12.0pt">tyr,” and “North’s Government Falls—The War Ends in 1780.”</p> +<p style="top:872.8pt;left:93.8pt;font-size:12.0pt">The British Player draws a 2 OPS, a 3 OPS, a 1 OPS, a Minor </p> +<p style="top:887.8pt;left:93.8pt;font-size:12.0pt">Campaign, “Mad Anthony Wayne,” “Thomas Paine Publishes </p> +<p style="top:902.8pt;left:93.8pt;font-size:12.0pt">Pamphlets ‘Common Sense’ and the ‘American Crisis,’” and </p> +<p style="top:917.8pt;left:93.8pt;font-size:12.0pt">“Josiah Martin Rallies North Carolina Loyalists.”</p> +<p style="top:210.3pt;left:420.0pt;font-size:14.4pt"><b>Strategy Phase</b></p> +<p style="top:230.3pt;left:431.3pt;font-size:12.0pt">The British player has a Minor Campaign card but does not </p> +<p style="top:245.3pt;left:420.0pt;font-size:12.0pt">wish to use it to go first on the opening turn so using his best poker </p> +<p style="top:260.3pt;left:420.0pt;font-size:12.0pt">face, declines to go first. The Americans, wanting to solidify their </p> +<p style="top:275.3pt;left:420.0pt;font-size:12.0pt">position early in the game, opt to go first.</p> +<p style="top:318.4pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 1: </span></b></p> +<p style="top:335.6pt;left:431.3pt;font-size:12.0pt">The Americans open with a 3 OPS card and use it to place </p> +<p style="top:350.6pt;left:431.3pt;font-size:12.0pt">PC markers. Three PC markers are placed: one in Pittsburgh, </p> +<p style="top:365.6pt;left:431.3pt;font-size:12.0pt">PA; one in Genesee, NY; and one in Saratoga, NY. This clever </p> +<p style="top:380.6pt;left:431.3pt;font-size:12.0pt">placement effectively blocks the British from placing PC mark-</p> +<p style="top:395.6pt;left:431.3pt;font-size:12.0pt">ers in these spaces and keeps them from expanding into New </p> +<p style="top:410.6pt;left:431.3pt;font-size:12.0pt">York and Pennsylvania.</p> +<p style="top:91.9pt;left:162.2pt;font-size:43.2pt"><b><span style="color:#354ea1">WASHINGTON’S WAR</span></b></p> +<p style="top:142.9pt;left:226.5pt;font-size:36.0pt"><b><span style="color:#da2027">EXAMPLE OF PLAY</span></b></p> +<p style="top:918.6pt;left:431.8pt;font-size:10.8pt">Game design based on <i>We The People: The American Revolution</i> </p> +<p style="top:931.1pt;left:486.5pt;font-size:10.8pt">from Avalon Hill. Used with permission.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 2</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:49</p> +</div> +<div id="page3" style="background-image:url('playbook03.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:729.0pt;font-size:12.0pt">3</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:106.9pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 1: </span></b></p> +<p style="top:124.1pt;left:93.8pt;font-size:12.0pt">Not to be undone, the British also play a 3 OPS card and use </p> +<p style="top:139.1pt;left:93.8pt;font-size:12.0pt">it to place PC markers. Three PC markers are placed: The first </p> +<p style="top:154.1pt;left:93.8pt;font-size:12.0pt">is placed in Oswego, NY. Note that the British cannot then </p> +<p style="top:169.1pt;left:93.8pt;font-size:12.0pt">place a PC marker in Fort Stanwix even though it is adjacent </p> +<p style="top:184.1pt;left:93.8pt;font-size:12.0pt">to Oswego since the PC marker in Oswego did not preexist this </p> +<p style="top:199.1pt;left:93.8pt;font-size:12.0pt">card play. The second is placed in Richmond, VA. The third is </p> +<p style="top:214.1pt;left:93.8pt;font-size:12.0pt">placed in Long Island, NY. This is permissible since all ports </p> +<p style="top:229.1pt;left:93.8pt;font-size:12.0pt">are considered to be adjacent to one another for all purposes </p> +<p style="top:244.1pt;left:93.8pt;font-size:12.0pt">for the British player—a reflection of the naval dominance </p> +<p style="top:259.1pt;left:93.8pt;font-size:12.0pt">enjoyed by the Army of His Majesty.</p> +<p style="top:106.9pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 2:</span></b></p> +<p style="top:124.1pt;left:431.3pt;font-size:12.0pt">Out of 3 OPS card, the American now plays “Nathan Hale, </p> +<p style="top:139.1pt;left:431.3pt;font-size:12.0pt">American Martyr” as an event. The event allows him to place </p> +<p style="top:154.1pt;left:431.3pt;font-size:12.0pt">two PCs: one in Charlottesville and one in Lynch’s Ferry, </p> +<p style="top:169.1pt;left:431.3pt;font-size:12.0pt">VA. Since this card may only be played as an event once per </p> +<p style="top:184.1pt;left:431.3pt;font-size:12.0pt">game, it is now removed from the game and is not discarded </p> +<p style="top:199.1pt;left:431.3pt;font-size:12.0pt">as other Strategy Cards.</p> +<p style="top:460.9pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 2: </span></b></p> +<p style="top:478.2pt;left:431.3pt;font-size:12.0pt">The British see their options begin to narrow. Hoping to create </p> +<p style="top:493.2pt;left:431.3pt;font-size:12.0pt">some new opportunities in the south, the British use their 1 </p> +<p style="top:508.2pt;left:431.3pt;font-size:12.0pt">OPS card to bring Reinforcements into the game. All 3 CUs </p> +<p style="top:523.2pt;left:431.3pt;font-size:12.0pt">from the Reinforcement Box are brought into Norfolk, VA. The </p> +<p style="top:538.2pt;left:431.3pt;font-size:12.0pt">British player also chooses to bring General Cornwallis into the </p> +<p style="top:553.2pt;left:431.3pt;font-size:12.0pt">same space. To remind the British player that he cannot play </p> +<p style="top:568.2pt;left:431.3pt;font-size:12.0pt">any more cards this turn for reinforcements, the 1 OPS card </p> +<p style="top:583.2pt;left:431.3pt;font-size:12.0pt">is placed into the British Reinforcement Card box on the map.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 3</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:50</p> +</div> +<div id="page4" style="background-image:url('playbook04.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">4</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:106.9pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 3: </span></b></p> +<p style="top:124.1pt;left:93.8pt;font-size:12.0pt">Seeing in the British move, a possible threat to Philadelphia, </p> +<p style="top:139.1pt;left:93.8pt;font-size:12.0pt">the Americans counter with a reinforcement play of their own, </p> +<p style="top:154.1pt;left:93.8pt;font-size:12.0pt">playing their 2 OPS card into the first American Reinforcement </p> +<p style="top:169.1pt;left:93.8pt;font-size:12.0pt">Card box on the map. This play allows them to bring two CUs </p> +<p style="top:184.1pt;left:93.8pt;font-size:12.0pt">and a General into any empty (neutral) space or a space with </p> +<p style="top:199.1pt;left:93.8pt;font-size:12.0pt">an American PC marker. The American player chooses to </p> +<p style="top:214.1pt;left:93.8pt;font-size:12.0pt">place both CUs and General Gates into Alexandria, VA. Note </p> +<p style="top:229.1pt;left:93.8pt;font-size:12.0pt">that the Americans may play one more OPS card to bring on </p> +<p style="top:244.1pt;left:93.8pt;font-size:12.0pt">reinforcements this turn.</p> +<p style="top:550.6pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 3: </span></b></p> +<p style="top:567.8pt;left:93.8pt;font-size:12.0pt">Not willing to have his purpose thwarted, the British player </p> +<p style="top:582.8pt;left:93.8pt;font-size:12.0pt">plays a 2 OPS card and uses this to activate Cornwallis. Note </p> +<p style="top:597.8pt;left:93.8pt;font-size:12.0pt">that he would not be able to activate General Howe or Car-</p> +<p style="top:612.8pt;left:93.8pt;font-size:12.0pt">leton with such a card; rather, a 3 OPS card would be needed. </p> +<p style="top:627.8pt;left:93.8pt;font-size:12.0pt">Cornwallis may now move with up to 5 CUs four spaces. He </p> +<p style="top:642.8pt;left:93.8pt;font-size:12.0pt">takes all 3 CUs stacked in Norfolk, and marches to Alexandria </p> +<p style="top:657.8pt;left:93.8pt;font-size:12.0pt">to engage General Gates before more troops can be raised in </p> +<p style="top:672.8pt;left:93.8pt;font-size:12.0pt">Gates’ Army. Gates cannot intercept when Cornwallis enters </p> +<p style="top:687.8pt;left:93.8pt;font-size:12.0pt">Richmond since Richmond contains a British PC marker. </p> +<p style="top:92.4pt;left:431.3pt;font-size:12.0pt">Since the objective of Gates’ Army is to delay and block a </p> +<p style="top:107.4pt;left:431.3pt;font-size:12.0pt">move on Philly, Gates will attempt to retreat before battle. </p> +<p style="top:122.4pt;left:431.3pt;font-size:12.0pt">Only American Armies may intercept or retreat before battle. </p> +<p style="top:137.4pt;left:431.3pt;font-size:12.0pt">To successfully retreat before battle, Gates will need to roll less </p> +<p style="top:152.4pt;left:431.3pt;font-size:12.0pt">than or equal to his Agility rating. Unfortunately, his Agility </p> +<p style="top:167.4pt;left:431.3pt;font-size:12.0pt">rating is only ‘1.’ The die is cast and a ‘4’ is rolled. Gates will </p> +<p style="top:182.4pt;left:431.3pt;font-size:12.0pt">have to stand and fight.</p> +<p style="top:408.0pt;left:420.0pt;font-size:12.0pt"><b>Battle of Alexandria:</b></p> +<p style="top:425.3pt;left:431.3pt;font-size:12.0pt">The British are the attackers and must declare any Battle Cards </p> +<p style="top:440.3pt;left:420.0pt;font-size:12.0pt">(for a +2 drm) or discards of an event card (for a +1 drm). Wanting </p> +<p style="top:455.3pt;left:420.0pt;font-size:12.0pt">to rid himself of having to discard the “Thomas Paine” event (with </p> +<p style="top:470.3pt;left:420.0pt;font-size:12.0pt">the resultant threat of the American player picking that card up and </p> +<p style="top:485.3pt;left:420.0pt;font-size:12.0pt">using it against him), the British player discards it in battle. When </p> +<p style="top:500.3pt;left:420.0pt;font-size:12.0pt">discarded in this manner, the American player cannot pick it up.</p> +<p style="top:520.9pt;left:431.3pt;font-size:12.0pt">The American player declines to play any Battle Events (he </p> +<p style="top:535.9pt;left:420.0pt;font-size:12.0pt">has none) and declines to discard an event.</p> +<p style="top:556.5pt;left:431.3pt;font-size:12.0pt">Next both players roll a die to determine their General’s Actual </p> +<p style="top:571.5pt;left:420.0pt;font-size:12.0pt">Battle Rating. Essentially a dr of 1-3 gives the General only half </p> +<p style="top:586.5pt;left:420.0pt;font-size:12.0pt">of his Battle Rating (rounded down); whereas a dr of 4-6 gives </p> +<p style="top:601.5pt;left:420.0pt;font-size:12.0pt">the General his whole, printed Battle Rating. The British player </p> +<p style="top:616.5pt;left:420.0pt;font-size:12.0pt">rolls a ‘2’ and the American rolls a ‘6.’ Cornwallis’ Battle Rat-</p> +<p style="top:631.5pt;left:420.0pt;font-size:12.0pt">ing is halved from 4 to 2; Gates’ however, receives his whole, </p> +<p style="top:646.5pt;left:420.0pt;font-size:12.0pt">printed Battle Rating of 2.</p> +<p style="top:667.2pt;left:431.3pt;font-size:12.0pt">Next, the Die Roll Modifiers (drms) are totaled for each side. </p> +<p style="top:682.2pt;left:420.0pt;font-size:12.0pt">The British get +3 (3 CUs), +2 (Cornwallis’ Battle Rating), +1 </p> +<p style="top:697.2pt;left:420.0pt;font-size:12.0pt">(Royal Navy—Alexandria is a port), +1 Regulars, +1 for Event </p> +<p style="top:712.2pt;left:420.0pt;font-size:12.0pt">discard for a total of +8. The Americans get +2 (CUs), +2 (Gates’ </p> +<p style="top:727.2pt;left:420.0pt;font-size:12.0pt">Battle Rating), +1 (Virginia Militia—the Americans control more </p> +<p style="top:742.2pt;left:420.0pt;font-size:12.0pt">spaces in Virginia than the British) for a total of +5.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 4</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:51</p> +</div> +<div id="page5" style="background-image:url('playbook05.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:729.0pt;font-size:12.0pt">5</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:92.4pt;left:93.8pt;font-size:12.0pt">Now each player rolls a die. The Americans roll a ‘5’ which is </p> +<p style="top:107.4pt;left:82.5pt;font-size:12.0pt">modified to a die roll of 10. The British roll a ‘2’ which is modi-</p> +<p style="top:122.4pt;left:82.5pt;font-size:12.0pt">fied to a 10. The British modified roll is just enough to win the </p> +<p style="top:137.4pt;left:82.5pt;font-size:12.0pt">battle, as ties go to the attacker.</p> +<p style="top:158.0pt;left:93.8pt;font-size:12.0pt">Next, both sides determine combat losses. The loser (the </p> +<p style="top:173.0pt;left:82.5pt;font-size:12.0pt">Americans) rolls a ‘3’ which results in a loss of a single CU (see </p> +<p style="top:188.0pt;left:82.5pt;font-size:12.0pt">9.5). The winner (the British) rolls a die and check the table in </p> +<p style="top:203.0pt;left:82.5pt;font-size:12.0pt">9.5. Since the losing General, Gates, has an Agility rating of ‘1,’ </p> +<p style="top:218.0pt;left:82.5pt;font-size:12.0pt">the British will only lose one CU on a die roll of 1-2. This time </p> +<p style="top:233.0pt;left:82.5pt;font-size:12.0pt">the British roll a 5 and so avoid suffering any losses. </p> +<p style="top:253.7pt;left:93.8pt;font-size:12.0pt">Now the losing General retreats. Since Gates was not attack-</p> +<p style="top:268.7pt;left:82.5pt;font-size:12.0pt">ing, he can retreat to any adjacent space which does not contain </p> +<p style="top:283.7pt;left:82.5pt;font-size:12.0pt">an enemy CU, PC, or the space from which the attacker moved </p> +<p style="top:298.7pt;left:82.5pt;font-size:12.0pt">into battle. Gates retreats with 1 CU to Baltimore.</p> +<p style="top:592.4pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 4: </span></b></p> +<p style="top:609.7pt;left:93.8pt;font-size:12.0pt">The road to Philadelphia is open to the north and with several </p> +<p style="top:624.7pt;left:93.8pt;font-size:12.0pt">cards left to play, the Americans are unwilling to risk having </p> +<p style="top:639.7pt;left:93.8pt;font-size:12.0pt">the Congress dispersed by a British Army entering the space. To </p> +<p style="top:654.7pt;left:93.8pt;font-size:12.0pt">cover the capital, the Americans play a 1 OPS card and activate </p> +<p style="top:669.7pt;left:93.8pt;font-size:12.0pt">General Greene and 2 CUs. Using the American Mobility Ad-</p> +<p style="top:684.7pt;left:93.8pt;font-size:12.0pt">vantage, Greene is able to march five spaces (though in so doing </p> +<p style="top:699.7pt;left:93.8pt;font-size:12.0pt">is not permitted to either execute an overrun or enter into battle). </p> +<p style="top:714.7pt;left:93.8pt;font-size:12.0pt">Greene marches from Newport to Hartford, to New Haven, to </p> +<p style="top:729.7pt;left:93.8pt;font-size:12.0pt">New York, to New Brunswick, and finally to Philadelphia.</p> +<p style="top:106.9pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 4: </span></b></p> +<p style="top:124.1pt;left:431.3pt;font-size:12.0pt">Having discarded a card in battle, the British now realize that </p> +<p style="top:139.1pt;left:431.3pt;font-size:12.0pt">they will not get the last card play of the turn. To avoid the </p> +<p style="top:154.1pt;left:431.3pt;font-size:12.0pt">American’s picking up “Mad Anthony Wayne” in a discard and </p> +<p style="top:169.1pt;left:431.3pt;font-size:12.0pt">using it against him, the British player plans to play that card </p> +<p style="top:184.1pt;left:431.3pt;font-size:12.0pt">last. The British opt to discard “Josiah Martin Rallies North </p> +<p style="top:199.1pt;left:431.3pt;font-size:12.0pt">Carolina Loyalists.” The event is playable but not especially </p> +<p style="top:214.1pt;left:431.3pt;font-size:12.0pt">useful since the Americans only have one PC marker in NC </p> +<p style="top:229.1pt;left:431.3pt;font-size:12.0pt">at the present. By discarding, he may remove an American </p> +<p style="top:244.1pt;left:431.3pt;font-size:12.0pt">PC marker from a space adjacent to a British PC marker and </p> +<p style="top:259.1pt;left:431.3pt;font-size:12.0pt">not occupied by American CUs, or the Continental Congress. </p> +<p style="top:274.1pt;left:431.3pt;font-size:12.0pt">The British choose to remove the PC marker from Pittsburgh.</p> +<p style="top:317.3pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 5: </span></b></p> +<p style="top:334.5pt;left:431.3pt;font-size:12.0pt">The Americans really do not want the British to place a PC </p> +<p style="top:349.5pt;left:431.3pt;font-size:12.0pt">marker in Pittsburgh. Reluctantly, they discard the “Joseph </p> +<p style="top:364.5pt;left:431.3pt;font-size:12.0pt">Brant” event to place an American PC marker back into Pitts-</p> +<p style="top:379.5pt;left:431.3pt;font-size:12.0pt">burgh—note that even for the Americans, the space receiving </p> +<p style="top:394.5pt;left:431.3pt;font-size:12.0pt">a PC marker placement via an event discard must be adjacent </p> +<p style="top:409.5pt;left:431.3pt;font-size:12.0pt">to an American PC marker. This, however, gives the British </p> +<p style="top:424.5pt;left:431.3pt;font-size:12.0pt">an opportunity to pick up Joseph Brant by discarding an OPS </p> +<p style="top:439.5pt;left:431.3pt;font-size:12.0pt">card of any value. Sadly for the British, they do not have such </p> +<p style="top:454.5pt;left:431.3pt;font-size:12.0pt">an OPS card. Again, using his best poker face, the British </p> +<p style="top:469.5pt;left:431.3pt;font-size:12.0pt">decline to pick up the event card. The American breathes a </p> +<p style="top:484.5pt;left:431.3pt;font-size:12.0pt">sigh of relief.</p> +<p style="top:527.6pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 5: </span></b></p> +<p style="top:544.9pt;left:431.3pt;font-size:12.0pt">The British now play their Minor Campaign. Cornwallis is the </p> +<p style="top:559.9pt;left:431.3pt;font-size:12.0pt">first General to Activate. Taking 3 CUs with him, Cornwallis </p> +<p style="top:574.9pt;left:431.3pt;font-size:12.0pt">marches to Frederick Town, MD before marching into Balti-</p> +<p style="top:589.9pt;left:431.3pt;font-size:12.0pt">more—his goal. He <i>could</i> march directly into Baltimore but </p> +<p style="top:604.9pt;left:431.3pt;font-size:12.0pt">that would entail some risk: If he were to lose the battle with </p> +<p style="top:619.9pt;left:431.3pt;font-size:12.0pt">Gates in Baltimore, he would be compelled to retreat back </p> +<p style="top:634.9pt;left:431.3pt;font-size:12.0pt">to the space he entered Baltimore from—Alexandria. Since </p> +<p style="top:649.9pt;left:431.3pt;font-size:12.0pt">Alexandria still contains an American PC marker, his Army </p> +<p style="top:664.9pt;left:431.3pt;font-size:12.0pt">would be compelled to surrender! This, in turn would result </p> +<p style="top:679.9pt;left:431.3pt;font-size:12.0pt">in the loss of the Regulars drm since 3 CUs would be lost in </p> +<p style="top:694.9pt;left:431.3pt;font-size:12.0pt">one battle and the French Alliance marker would move 1 space </p> +<p style="top:709.9pt;left:431.3pt;font-size:12.0pt">for American victory, and two more spaces for the loss of the </p> +<p style="top:724.9pt;left:431.3pt;font-size:12.0pt">Regulars! Entering battle from Frederick Town is a much </p> +<p style="top:739.9pt;left:431.3pt;font-size:12.0pt">safer move. Once again, Gates attempts Fabian tactics and </p> +<p style="top:754.9pt;left:431.3pt;font-size:12.0pt">tries to retreat before battle. This time he luckily rolls a ‘1!’ </p> +<p style="top:769.9pt;left:431.3pt;font-size:12.0pt">He retreats to Wilmington, DE. Cornwallis must stop move-</p> +<p style="top:784.9pt;left:431.3pt;font-size:12.0pt">ment since he entered a space containing enemy CUs and did </p> +<p style="top:799.9pt;left:431.3pt;font-size:12.0pt">not overrun them.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 5</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:51</p> +</div> +<div id="page6" style="background-image:url('playbook06.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">6</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:335.0pt;left:93.8pt;font-size:12.0pt">For the second activation of the Minor Campaign, the Brit-</p> +<p style="top:350.0pt;left:93.8pt;font-size:12.0pt">ish activate General Carleton who marches with 2 CUs from </p> +<p style="top:365.0pt;left:93.8pt;font-size:12.0pt">Quebec to Albany and stops.</p> +<p style="top:408.1pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 6:</span></b></p> +<p style="top:425.4pt;left:93.8pt;font-size:12.0pt">The Americans decide now is the best time to play their </p> +<p style="top:440.4pt;left:93.8pt;font-size:12.0pt">“North’s Government Falls—The War Ends in 1780” card </p> +<p style="top:455.4pt;left:93.8pt;font-size:12.0pt">which is a must-play event. The card is placed in the War Ends </p> +<p style="top:470.4pt;left:93.8pt;font-size:12.0pt">box on the map and signifies that barring the play of another </p> +<p style="top:485.4pt;left:93.8pt;font-size:12.0pt">“War Ends” card in the future, the game will end at the end </p> +<p style="top:500.4pt;left:93.8pt;font-size:12.0pt">of the year 1780.</p> +<p style="top:764.4pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 6: </span></b></p> +<p style="top:781.6pt;left:93.8pt;font-size:12.0pt">For their last card (normally they would play seven cards, </p> +<p style="top:796.6pt;left:93.8pt;font-size:12.0pt">but one card was discarded in battle and no substitute was </p> +<p style="top:811.6pt;left:93.8pt;font-size:12.0pt">drawn) the British discard “Mad Anthony Wayne and use the </p> +<p style="top:826.6pt;left:93.8pt;font-size:12.0pt">discard to remove the PC marker from Charlottesville, VA. </p> +<p style="top:841.6pt;left:93.8pt;font-size:12.0pt">The Americans may opt to pick this card up by discarding a 2 </p> +<p style="top:856.6pt;left:93.8pt;font-size:12.0pt">OPS or 3 OPS card, but even if they’d had such a card in their </p> +<p style="top:871.6pt;left:93.8pt;font-size:12.0pt">hand, this card would have no use since the Americans only </p> +<p style="top:886.6pt;left:93.8pt;font-size:12.0pt">hold one final card. The Americans decline the opportunity.</p> +<p style="top:106.9pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">American Card 7: </span></b></p> +<p style="top:124.1pt;left:431.3pt;font-size:12.0pt">For their last card (1 OP) the Americans activate General </p> +<p style="top:139.1pt;left:431.3pt;font-size:12.0pt">Washington and his Army of 5 CUs. Needing to go into Winter </p> +<p style="top:154.1pt;left:431.3pt;font-size:12.0pt">Quarters (square or star-shaped spaces), the Americans decide </p> +<p style="top:169.1pt;left:431.3pt;font-size:12.0pt">to kill two birds with one stone by marching Washington’s </p> +<p style="top:184.1pt;left:431.3pt;font-size:12.0pt">Army to Albany. Since the British never intercept nor retreat </p> +<p style="top:199.1pt;left:431.3pt;font-size:12.0pt">before battle, a battle will be fought:</p> +<p style="top:242.3pt;left:420.0pt;font-size:12.0pt"><b>Battle of Albany:</b></p> +<p style="top:259.5pt;left:431.3pt;font-size:12.0pt">Neither side has any cards in their hand so no strategy cards </p> +<p style="top:274.5pt;left:420.0pt;font-size:12.0pt">will be played or discarded for drms. </p> +<p style="top:295.1pt;left:431.3pt;font-size:12.0pt">The Americans roll a ‘5’ and Washington receives his full </p> +<p style="top:310.1pt;left:420.0pt;font-size:12.0pt">Battle Rating. British roll a ‘4’ and normally would receive </p> +<p style="top:325.1pt;left:420.0pt;font-size:12.0pt">Carleton’s full Battle Rating, but the Battle Rating may never be </p> +<p style="top:340.1pt;left:420.0pt;font-size:12.0pt">greater than the number of CUs in the Army—in this case 2—so </p> +<p style="top:355.1pt;left:420.0pt;font-size:12.0pt">Carleton gets a Battle Rating of 2 for this battle. Had he rolled </p> +<p style="top:370.1pt;left:420.0pt;font-size:12.0pt">a 1-3, his Battle Rating would have been ‘1’ (3 divided in half </p> +<p style="top:385.1pt;left:420.0pt;font-size:12.0pt">and rounded down).</p> +<p style="top:405.8pt;left:431.3pt;font-size:12.0pt">The Americans will receive a die roll modifier of +12: +5 </p> +<p style="top:420.8pt;left:420.0pt;font-size:12.0pt">(CUs), +5 (Washington’s Battle Rating), +2 (Winter Offensive—</p> +<p style="top:435.8pt;left:420.0pt;font-size:12.0pt">battle with Washington on last card play of the turn). The British </p> +<p style="top:450.8pt;left:420.0pt;font-size:12.0pt">will receive a die roll modifier of +6: +2 (CUs), +2 (Carleton’s </p> +<p style="top:465.8pt;left:420.0pt;font-size:12.0pt">modified Battle Rating), +1 (Regulars), +1 (NY Militia—British </p> +<p style="top:480.8pt;left:420.0pt;font-size:12.0pt">have more PC markers in NY than the Americans). The Ameri-</p> +<p style="top:495.8pt;left:420.0pt;font-size:12.0pt">cans roll a ‘2’ which is modified to 14. The British roll a ‘6’ which </p> +<p style="top:510.8pt;left:420.0pt;font-size:12.0pt">is modified to 11 but even this is not enough. The Americans win.</p> +<p style="top:738.6pt;left:431.3pt;font-size:12.0pt">Carleton rolls a ‘2’ for losses and only loses a single CU. </p> +<p style="top:753.6pt;left:420.0pt;font-size:12.0pt">Washington rolls a ‘2’ for his loss check and after comparing </p> +<p style="top:768.6pt;left:420.0pt;font-size:12.0pt">Carleton’s Agility rating to the table in 9.5, finds he loses a CU </p> +<p style="top:783.6pt;left:420.0pt;font-size:12.0pt">as well—a Pyrrhic victory. </p> +<p style="top:804.2pt;left:431.3pt;font-size:12.0pt">Carleton retreats with 1 CU to Fort Stanwix.</p> +<p style="top:824.8pt;left:431.3pt;font-size:12.0pt">Since the Americans won a victory, the French Alliance Marker </p> +<p style="top:839.8pt;left:420.0pt;font-size:12.0pt">is moved one space forward on the French Alliance track so some </p> +<p style="top:854.8pt;left:420.0pt;font-size:12.0pt">good was accomplished by the Battle of Albany.</p> +<p style="top:936.8pt;left:431.3pt;font-size:12.0pt">Now we move along to the Winter Attrition Phase.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 6</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:52</p> +</div> +<div id="page7" style="background-image:url('playbook07.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:729.0pt;font-size:12.0pt">7</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:92.6pt;left:82.5pt;font-size:14.4pt"><b>Winter Attrition Phase:</b></p> +<p style="top:112.6pt;left:93.8pt;font-size:12.0pt">Though the order does not matter, and indeed both players can </p> +<p style="top:127.6pt;left:82.5pt;font-size:12.0pt">resolve winter attrition simultaneously, I prefer to check for and </p> +<p style="top:142.6pt;left:82.5pt;font-size:12.0pt">resolve winter attrition starting with the British. </p> +<p style="top:163.2pt;left:93.8pt;font-size:12.0pt">Generals Carleton, Cornwallis, and Howe are all located in </p> +<p style="top:178.2pt;left:82.5pt;font-size:12.0pt">square spaces north of the Winter Attrition line which signifies </p> +<p style="top:193.2pt;left:82.5pt;font-size:12.0pt">that they are in Winter Quarters (11.0). As such, they do not </p> +<p style="top:208.2pt;left:82.5pt;font-size:12.0pt">suffer any losses.</p> +<p style="top:234.4pt;left:235.0pt;font-size:12.0pt"> The single British CU in De-</p> +<p style="top:249.4pt;left:235.0pt;font-size:12.0pt">troit would not be vulnerable to </p> +<p style="top:264.4pt;left:235.0pt;font-size:12.0pt">winter attrition if a British Gen-</p> +<p style="top:279.4pt;left:235.0pt;font-size:12.0pt">eral was stacked with him. But </p> +<p style="top:294.4pt;left:235.0pt;font-size:12.0pt">since he is un-led, he is vulnera-</p> +<p style="top:309.4pt;left:235.0pt;font-size:12.0pt">ble to desertion (11.1). A single </p> +<p style="top:324.4pt;left:235.0pt;font-size:12.0pt">die roll determines his fate. On a </p> +<p style="top:339.4pt;left:235.0pt;font-size:12.0pt">1-3 he remains; on a 4-6 he is re-</p> +<p style="top:354.4pt;left:235.0pt;font-size:12.0pt">moved. The die roll is a ‘1’ </p> +<p style="top:369.4pt;left:235.0pt;font-size:12.0pt">which removes him.</p> +<p style="top:390.1pt;left:93.8pt;font-size:12.0pt">The Americans are handled differently than the British. All </p> +<p style="top:405.1pt;left:82.5pt;font-size:12.0pt">American Armies and CUs are vulnerable to winter attrition </p> +<p style="top:420.1pt;left:82.5pt;font-size:12.0pt">anywhere on the map with the exception of 5 CUs led by Wash-</p> +<p style="top:435.1pt;left:82.5pt;font-size:12.0pt">ington—the Continental Army—and an army of 5 French CUs </p> +<p style="top:450.1pt;left:82.5pt;font-size:12.0pt">(but only if they are not mixed with any American CUs) led by </p> +<p style="top:465.1pt;left:82.5pt;font-size:12.0pt">any American General (Rochambeau is considered an American </p> +<p style="top:480.1pt;left:82.5pt;font-size:12.0pt">General for all purposes). As with the British, single, un-led CUs </p> +<p style="top:495.1pt;left:82.5pt;font-size:12.0pt">are vulnerable to desertion and must dice for their fate.</p> +<p style="top:515.7pt;left:93.8pt;font-size:12.0pt">Generals Greene and Gates as well as the un-led two CUs in </p> +<p style="top:530.7pt;left:82.5pt;font-size:12.0pt">Charleston are vulnerable to Winter Attrition. Washington’s Army </p> +<p style="top:545.7pt;left:82.5pt;font-size:12.0pt">is winter quartered in Albany. CUs subject to winter attrition lose </p> +<p style="top:560.7pt;left:82.5pt;font-size:12.0pt">half of their strength with fractions rounded down. Greene has </p> +<p style="top:575.7pt;left:82.5pt;font-size:12.0pt">2 CUs so his army is reduced to 1 CU. The Charleston CUs are </p> +<p style="top:590.7pt;left:82.5pt;font-size:12.0pt">likewise reduced to 1 CU. Gates has only 1 CU in his army and </p> +<p style="top:605.7pt;left:82.5pt;font-size:12.0pt">as such, winter attrition has no effect on his Army.</p> +<p style="top:626.3pt;left:93.8pt;font-size:12.0pt">The French Navy Phase is skipped since the French Alliance </p> +<p style="top:641.3pt;left:82.5pt;font-size:12.0pt">has not come into effect and the French Navy is not yet in play </p> +<p style="top:656.3pt;left:82.5pt;font-size:12.0pt">(see 12.0).</p> +<p style="top:676.9pt;left:93.8pt;font-size:12.0pt">So we move along to the Political Control Phase.</p> +<p style="top:704.2pt;left:82.5pt;font-size:14.4pt"><b>Political Control Phase (see 10.2)</b></p> +<p style="top:724.1pt;left:93.8pt;font-size:12.0pt">The Continental Congress was not dispersed. Had it been, it </p> +<p style="top:739.1pt;left:82.5pt;font-size:12.0pt">would be placed in any space in the Thirteen Colonies (Canada </p> +<p style="top:754.1pt;left:82.5pt;font-size:12.0pt">is not one of the Thirteen Colonies) that contains an American </p> +<p style="top:769.1pt;left:82.5pt;font-size:12.0pt">PC marker but not a British playing piece. Dispersal and replace-</p> +<p style="top:784.1pt;left:82.5pt;font-size:12.0pt">ment is the ONLY way the Continental Congress can be moved. </p> +<p style="top:804.7pt;left:93.8pt;font-size:12.0pt">Next, each player places a PC marker in an uncontrolled space </p> +<p style="top:819.7pt;left:82.5pt;font-size:12.0pt">that contains one of his Armies or flips a PC marker to friendly </p> +<p style="top:834.7pt;left:82.5pt;font-size:12.0pt">control in any space containing one of his Armies.</p> +<p style="top:855.3pt;left:93.8pt;font-size:12.0pt">Though this can be done simultaneously, I again prefer to do </p> +<p style="top:870.3pt;left:82.5pt;font-size:12.0pt">the British first: Carleton’s Army in Fort Stanwix, NY places a </p> +<p style="top:885.3pt;left:82.5pt;font-size:12.0pt">PC marker in that space. Cornwallis’ Army in Baltimore <i>flips</i> the </p> +<p style="top:900.3pt;left:82.5pt;font-size:12.0pt">American PC marker in that space to British control. </p> +<p style="top:92.4pt;left:431.3pt;font-size:12.0pt">Only Washington’s Army in Albany is in a position to place a </p> +<p style="top:107.4pt;left:420.0pt;font-size:12.0pt">PC marker and so an American PC marker is placed in Albany </p> +<p style="top:122.4pt;left:420.0pt;font-size:12.0pt">to signify American control of that space.</p> +<p style="top:303.8pt;left:431.3pt;font-size:12.0pt">Next, both players check to see if any of their PC markers </p> +<p style="top:318.8pt;left:420.0pt;font-size:12.0pt">are isolated. Please read section 10.3 of the rules for a thorough </p> +<p style="top:333.8pt;left:420.0pt;font-size:12.0pt">explanation of this procedure. At this point, as is common on </p> +<p style="top:348.8pt;left:420.0pt;font-size:12.0pt">the first turn, there are no isolated PC markers for either side.</p> +<p style="top:369.4pt;left:431.3pt;font-size:12.0pt">We now come to the End Phase.</p> +<p style="top:396.7pt;left:420.0pt;font-size:14.4pt"><b>End Phase</b></p> +<p style="top:416.6pt;left:431.3pt;font-size:12.0pt">Had the French Alliance been triggered, the French Alliance </p> +<p style="top:431.6pt;left:420.0pt;font-size:12.0pt">marker would be flipped and placed on the turn track to serve </p> +<p style="top:446.6pt;left:420.0pt;font-size:12.0pt">as a reminder that it is during the end phase of that turn that </p> +<p style="top:461.6pt;left:420.0pt;font-size:12.0pt">European War breaks out. The effect of European War is that 2 </p> +<p style="top:476.6pt;left:420.0pt;font-size:12.0pt">British CUs are removed from the map and a number of Event </p> +<p style="top:491.6pt;left:420.0pt;font-size:12.0pt">Cards become playable as events. </p> +<p style="top:512.3pt;left:431.3pt;font-size:12.0pt">Presently the French Alliance has not yet come into play. This </p> +<p style="top:527.3pt;left:420.0pt;font-size:12.0pt">being the case we check to see if the game ends. The current </p> +<p style="top:542.3pt;left:420.0pt;font-size:12.0pt">“North’s Government Falls—War Ends” card in the War Ends </p> +<p style="top:557.3pt;left:420.0pt;font-size:12.0pt">box is the 1780 card. If the current game year was 1780 or later </p> +<p style="top:572.3pt;left:420.0pt;font-size:12.0pt">the game would end and a winner be determined. Again, this is </p> +<p style="top:587.3pt;left:420.0pt;font-size:12.0pt">not the case so the game continues.</p> +<p style="top:607.9pt;left:431.3pt;font-size:12.0pt">All the cards in the Reinforcement Card boxes on the map are </p> +<p style="top:622.9pt;left:420.0pt;font-size:12.0pt">discarded and the game continues to the next turn, 1776.</p> +<p style="top:660.0pt;left:420.0pt;font-size:19.2pt"><b><span style="color:#da2027">III. 1776</span></b></p> +<p style="top:693.3pt;left:420.0pt;font-size:14.4pt"><b>Reinforcement Phase</b></p> +<p style="top:713.2pt;left:431.3pt;font-size:12.0pt">The game turn is now 1776. As indicated on the turn track on </p> +<p style="top:728.2pt;left:420.0pt;font-size:12.0pt">the map, eight British CUs are placed into the British Reinforce-</p> +<p style="top:743.2pt;left:420.0pt;font-size:12.0pt">ment box on the map.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 7</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:53</p> +</div> +<div id="page8" style="background-image:url('playbook08.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">8</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:92.6pt;left:82.5pt;font-size:14.4pt"><b>Strategy Cards Phase</b></p> +<p style="top:112.6pt;left:93.8pt;font-size:12.0pt">In the 1776 turn, both the “Declaration of Independence” and </p> +<p style="top:127.6pt;left:82.5pt;font-size:12.0pt">“Baron von Steuben Trains the Continental Army” event cards </p> +<p style="top:142.6pt;left:82.5pt;font-size:12.0pt">are shuffled into the draw pile (note that the cards in the discard </p> +<p style="top:157.6pt;left:82.5pt;font-size:12.0pt">pile are <i>not</i> shuffled into the draw pile at this time). Both players </p> +<p style="top:172.5pt;left:82.5pt;font-size:12.0pt">are then dealt a hand of seven cards.</p> +<p style="top:193.2pt;left:93.8pt;font-size:12.0pt">The Americans draw two 3 OPS, two 2 OPS, a 1 OPS, “Henry </p> +<p style="top:208.2pt;left:93.8pt;font-size:12.0pt">Knox Continental Artillery Commander” and “Lord Sandwich </p> +<p style="top:223.2pt;left:93.8pt;font-size:12.0pt">Coastal Raids.”</p> +<p style="top:243.8pt;left:93.8pt;font-size:12.0pt">The British draw two 2 OPS, two 3 OPS, a Minor Campaign, </p> +<p style="top:258.8pt;left:93.8pt;font-size:12.0pt">“Lord North Offers a Royal Amnesty,” and “North’s Govern-</p> +<p style="top:273.8pt;left:93.8pt;font-size:12.0pt">ment Falls—The War Ends in 1782.”</p> +<p style="top:301.1pt;left:82.5pt;font-size:14.4pt"><b>Strategy Phase:</b></p> +<p style="top:321.0pt;left:93.8pt;font-size:12.0pt">The British player has once again draws a Minor Campaign </p> +<p style="top:336.0pt;left:82.5pt;font-size:12.0pt">card and wanting to use it to put pressure on Philadelphia and </p> +<p style="top:351.0pt;left:82.5pt;font-size:12.0pt">maintain the initiative, uses it to go first.</p> +<p style="top:394.1pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 1: </span></b></p> +<p style="top:411.3pt;left:93.8pt;font-size:12.0pt">The Minor Campaign event allows the British player to activate </p> +<p style="top:426.3pt;left:93.8pt;font-size:12.0pt">two Generals. Alternately, one action can be used to perform a </p> +<p style="top:441.3pt;left:93.8pt;font-size:12.0pt">“Landing Party” action (see 7.2.B). The British player chooses </p> +<p style="top:456.3pt;left:93.8pt;font-size:12.0pt">to use the Landing Party capability to flip the PC marker in </p> +<p style="top:471.3pt;left:93.8pt;font-size:12.0pt">New York, NY. The second action is used to activate General </p> +<p style="top:486.3pt;left:93.8pt;font-size:12.0pt">Howe and his Army. All 5 CUs under Howe’s command con-</p> +<p style="top:501.3pt;left:93.8pt;font-size:12.0pt">duct a naval move from Boston to New York. They could get </p> +<p style="top:516.4pt;left:93.8pt;font-size:12.0pt">there by marching overland. I chose to use naval movement </p> +<p style="top:531.4pt;left:93.8pt;font-size:12.0pt">to illustrate the deadly capability of Campaign events in the </p> +<p style="top:546.4pt;left:93.8pt;font-size:12.0pt">hands of the British.</p> +<p style="top:874.9pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 1:</span></b></p> +<p style="top:892.2pt;left:93.8pt;font-size:12.0pt">Howe’s Army in New York poses a deadly threat to Philadel-</p> +<p style="top:907.2pt;left:93.8pt;font-size:12.0pt">phia. That being the case, the American move is a no-brainer: </p> +<p style="top:922.2pt;left:93.8pt;font-size:12.0pt">a 2 OPS card is played to activate Washington. Washington </p> +<p style="top:937.2pt;left:93.8pt;font-size:12.0pt">and his army of 4 CUs march from Albany to Philadelphia. </p> +<p style="top:92.4pt;left:431.3pt;font-size:12.0pt">Since only one General may end a move in a space, General </p> +<p style="top:107.4pt;left:431.3pt;font-size:12.0pt">Greene is displaced to the American Leader Reinforcement </p> +<p style="top:122.4pt;left:431.3pt;font-size:12.0pt">box on the map. Washington’s Army absorbs Greene’s 1 CU </p> +<p style="top:137.4pt;left:431.3pt;font-size:12.0pt">thus bringing his Army back up to full-strength.</p> +<p style="top:358.2pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 2:</span></b></p> +<p style="top:375.5pt;left:431.3pt;font-size:12.0pt">Wanting to press the issue, the British play a 3 OPS card to </p> +<p style="top:390.5pt;left:431.3pt;font-size:12.0pt">activate Howe’s Army in New York. Howe and all 5 CUs </p> +<p style="top:405.5pt;left:431.3pt;font-size:12.0pt">march from New York to Morristown, NJ then to Reading, PA </p> +<p style="top:420.5pt;left:431.3pt;font-size:12.0pt">before entering Philadelphia for battle. Washington could try </p> +<p style="top:435.5pt;left:431.3pt;font-size:12.0pt">and retreat before battle but if successful that would result in </p> +<p style="top:450.5pt;left:431.3pt;font-size:12.0pt">the Congress being dispersed. If the Congress is dispersed, the </p> +<p style="top:465.5pt;left:431.3pt;font-size:12.0pt">American player cannot play OPS cards to place PC markers </p> +<p style="top:480.5pt;left:431.3pt;font-size:12.0pt">or discard event cards to place PC markers for the duration </p> +<p style="top:495.5pt;left:431.3pt;font-size:12.0pt">of the turn.</p> +<p style="top:538.6pt;left:420.0pt;font-size:12.0pt"><b>Battle of Philadelphia:</b></p> +<p style="top:555.9pt;left:431.3pt;font-size:12.0pt">The British don’t have any Battle Events and decline to discard </p> +<p style="top:570.9pt;left:420.0pt;font-size:12.0pt">an event card. The Americans, however, opt to play “Henry Knox </p> +<p style="top:585.9pt;left:420.0pt;font-size:12.0pt">Continental Artillery Commander” which will provide a +2 drm </p> +<p style="top:600.9pt;left:420.0pt;font-size:12.0pt">and grant the American a card draw after the British player’s turn.</p> +<p style="top:621.5pt;left:431.3pt;font-size:12.0pt">Both players dice for their battle ratings. Howe rolls a “6” and </p> +<p style="top:636.5pt;left:420.0pt;font-size:12.0pt">Washington rolls a “4.” Washington gets his full, printed Battle </p> +<p style="top:651.5pt;left:420.0pt;font-size:12.0pt">Rating of +5; Howe also gets a Battle Rating drm of +5 but not </p> +<p style="top:666.5pt;left:420.0pt;font-size:12.0pt">his full, printed Battle Rating since the Battle Rating drm cannot </p> +<p style="top:681.5pt;left:420.0pt;font-size:12.0pt">exceed the General’s CUs (Howe can only get a +6 in a defensive </p> +<p style="top:696.5pt;left:420.0pt;font-size:12.0pt">battle when stacked with 6+ CUs). </p> +<p style="top:717.1pt;left:431.3pt;font-size:12.0pt">Both players’ drms are totaled. The British get +11: +5 (CUs), </p> +<p style="top:732.1pt;left:420.0pt;font-size:12.0pt">+5 (Battle Rating), +1 (Regulars). Note that the British do not </p> +<p style="top:747.1pt;left:420.0pt;font-size:12.0pt">get the British Navy drm since the Battle is in a fortified port </p> +<p style="top:762.1pt;left:420.0pt;font-size:12.0pt">which is not controlled by the British. The Americans get +13: </p> +<p style="top:777.1pt;left:420.0pt;font-size:12.0pt">+5 (CUs), +5 (Battle Rating), +1 (PA Militia), +2 (Battle Card). </p> +<p style="top:797.7pt;left:431.3pt;font-size:12.0pt">The British roll a ‘5’ which is modified to ’16.’ The Americans </p> +<p style="top:812.7pt;left:420.0pt;font-size:12.0pt">roll a ‘4’ which is modified to ’17.’ The British lose the battle; </p> +<p style="top:827.7pt;left:420.0pt;font-size:12.0pt">Philadelphia is saved!</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 8</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:53</p> +</div> +<div id="page9" style="background-image:url('playbook09.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:729.0pt;font-size:12.0pt">9</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:251.6pt;left:93.8pt;font-size:12.0pt">Howe rolls for losses and groans as he rolls a ‘6.’ This results </p> +<p style="top:266.6pt;left:82.5pt;font-size:12.0pt">in the loss of 3 CUs as well as the loss of the Regulars drm for </p> +<p style="top:281.6pt;left:82.5pt;font-size:12.0pt">the remainder of the game. Washington rolls a ‘3’ which when </p> +<p style="top:296.6pt;left:82.5pt;font-size:12.0pt">compared to Howe’s Agility Rating, results in the loss of a CU.</p> +<p style="top:317.2pt;left:93.8pt;font-size:12.0pt">But the big effect of the battle takes place on the French Al-</p> +<p style="top:332.2pt;left:82.5pt;font-size:12.0pt">liance track. The American victory moves the track one space. </p> +<p style="top:347.2pt;left:82.5pt;font-size:12.0pt">The loss of the British regulars moves the track two spaces! The </p> +<p style="top:362.2pt;left:82.5pt;font-size:12.0pt">French Alliance Marker is on space ‘4.’ The danger of French </p> +<p style="top:377.2pt;left:82.5pt;font-size:12.0pt">intervention is now very real. The play of “Benjamin Franklin, </p> +<p style="top:392.2pt;left:82.5pt;font-size:12.0pt">Minister to France” would move the French Alliance marker </p> +<p style="top:407.2pt;left:82.5pt;font-size:12.0pt">four spaces. Once into space ‘9’ on the track, the French enter </p> +<p style="top:422.2pt;left:82.5pt;font-size:12.0pt">the game and give the Americans a much-needed boost.</p> +<p style="top:509.8pt;left:93.8pt;font-size:12.0pt">Howe retreats back to Reading, PA. </p> +<p style="top:530.4pt;left:93.8pt;font-size:12.0pt">As per the Battle Event played, the American player now </p> +<p style="top:545.4pt;left:82.5pt;font-size:12.0pt">draws a card from the draw pile. His draw is none other than the </p> +<p style="top:560.4pt;left:82.5pt;font-size:12.0pt">“Declaration of Independence!” </p> +<p style="top:603.5pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 2:</span></b></p> +<p style="top:620.8pt;left:252.1pt;font-size:12.0pt"> Figuring the present to be </p> +<p style="top:635.8pt;left:252.1pt;font-size:12.0pt">an opportune time to play it, </p> +<p style="top:650.8pt;left:252.1pt;font-size:12.0pt">the Americans play “Declara-</p> +<p style="top:665.8pt;left:252.1pt;font-size:12.0pt">tion of Independence.” As per </p> +<p style="top:680.8pt;left:252.1pt;font-size:12.0pt">the event text, one PC marker </p> +<p style="top:695.8pt;left:252.1pt;font-size:12.0pt">is placed in one empty space </p> +<p style="top:710.8pt;left:252.1pt;font-size:12.0pt">in each of the 13 colonies: St. </p> +<p style="top:725.8pt;left:252.1pt;font-size:12.0pt">Mary’s, GA; Fort Prince </p> +<p style="top:740.8pt;left:252.1pt;font-size:12.0pt">George, SC; Salem, NC; </p> +<p style="top:755.8pt;left:252.1pt;font-size:12.0pt">Abingdon, VA; Frederick </p> +<p style="top:770.8pt;left:252.1pt;font-size:12.0pt">Town, MD; York, PA; Mon-</p> +<p style="top:785.8pt;left:252.1pt;font-size:12.0pt">mouth, NJ; Westchester, NY; </p> +<p style="top:800.8pt;left:252.1pt;font-size:12.0pt">Hartford, CT; Springfield, </p> +<p style="top:815.8pt;left:252.1pt;font-size:12.0pt">MA; and Battleboro, NH. </p> +<p style="top:830.8pt;left:252.1pt;font-size:12.0pt">Since this event can only be </p> +<p style="top:845.8pt;left:252.1pt;font-size:12.0pt">played as an event and the </p> +<p style="top:860.8pt;left:82.5pt;font-size:12.0pt">event can only be placed once per game, the card is removed </p> +<p style="top:875.8pt;left:82.5pt;font-size:12.0pt">from the game and is not placed in the discard pile, and the deck </p> +<p style="top:890.8pt;left:82.5pt;font-size:12.0pt">will be shuffled at the end of the turn.</p> +<p style="top:106.9pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 3:</span></b></p> +<p style="top:124.1pt;left:431.3pt;font-size:12.0pt">The British, feeling boxed in by American PC markers, at-</p> +<p style="top:139.1pt;left:431.3pt;font-size:12.0pt">tempt to regain the initiative by playing “Lord North Offers </p> +<p style="top:154.1pt;left:431.3pt;font-size:12.0pt">a Royal Amnesty.” As per the event text, four American PC </p> +<p style="top:169.1pt;left:431.3pt;font-size:12.0pt">markers are removed: Charlotte, NC; Camden, SC; Alexandria, </p> +<p style="top:184.1pt;left:431.3pt;font-size:12.0pt">VA; and Frederick Town, MD. Since this card also stipulates </p> +<p style="top:199.1pt;left:431.3pt;font-size:12.0pt">that it may only be played as an event once per turn, it too is </p> +<p style="top:214.1pt;left:431.3pt;font-size:12.0pt">removed from the game.</p> +<p style="top:257.3pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 3: </span></b></p> +<p style="top:274.5pt;left:431.3pt;font-size:12.0pt">The Americans play a 3 OPS card to place three PC markers </p> +<p style="top:289.5pt;left:431.3pt;font-size:12.0pt">in Charlotte, NC; Camden, SC; and Frederick Town, MD.</p> +<p style="top:332.6pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 4:</span></b></p> +<p style="top:349.9pt;left:431.3pt;font-size:12.0pt">The British play a 2 OPS card to place two PC markers in </p> +<p style="top:364.9pt;left:431.3pt;font-size:12.0pt">Charlottesville, VA and Morristown, NJ. </p> +<p style="top:408.0pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 4: </span></b></p> +<p style="top:425.3pt;left:431.3pt;font-size:12.0pt">The American play a 2 OPS card to place two PC markers in </p> +<p style="top:440.3pt;left:431.3pt;font-size:12.0pt">Fincastle, VA and Wyoming Valley, PA.</p> +<p style="top:483.4pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 5:</span></b></p> +<p style="top:500.6pt;left:431.3pt;font-size:12.0pt">Boxed in, the British play “North’s Government Falls—The </p> +<p style="top:515.6pt;left:431.3pt;font-size:12.0pt">War Ends in 1782.” The “North’s Government Falls—The War </p> +<p style="top:530.6pt;left:431.3pt;font-size:12.0pt">Ends in 1780” card in the War Ends box is discarded; “North’s </p> +<p style="top:545.6pt;left:431.3pt;font-size:12.0pt">Government Falls—The War Ends in 1782” is placed in the </p> +<p style="top:560.6pt;left:431.3pt;font-size:12.0pt">War Ends box.</p> +<p style="top:872.6pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 5: </span></b></p> +<p style="top:889.9pt;left:431.3pt;font-size:12.0pt">The Americans play a 2 OPS card into the first American Re-</p> +<p style="top:904.9pt;left:431.3pt;font-size:12.0pt">inforcement box on the map. Two CUs are placed in Augusta, </p> +<p style="top:919.9pt;left:431.3pt;font-size:12.0pt">GA. Lafayette is taken from the American Leader Reinforce-</p> +<p style="top:934.9pt;left:431.3pt;font-size:12.0pt">ments box and placed with the reinforcements in Augusta, GA.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 9</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:54</p> +</div> +<div id="page10" style="background-image:url('playbook10.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">10</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:106.9pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 6: </span></b></p> +<p style="top:124.1pt;left:93.8pt;font-size:12.0pt">The British, not liking Howe’s exposed position, opt to play </p> +<p style="top:139.1pt;left:93.8pt;font-size:12.0pt">their last 3 OPS card to place him into Winter Quarters by </p> +<p style="top:154.1pt;left:93.8pt;font-size:12.0pt">moving him and all 3 CUs with him to Hartford, CT.</p> +<p style="top:407.7pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 6: </span></b></p> +<p style="top:424.9pt;left:93.8pt;font-size:12.0pt">The Americans discard “Lord Sandwich Coastal Raids” to </p> +<p style="top:439.9pt;left:93.8pt;font-size:12.0pt">place a PC marker in Concord, NH. The British, despite want-</p> +<p style="top:454.9pt;left:93.8pt;font-size:12.0pt">ing to bring Reinforcements into the game, opt to discard their </p> +<p style="top:469.9pt;left:93.8pt;font-size:12.0pt">last OPS card to bring the “Lord Sandwich Coastal Raids into </p> +<p style="top:484.9pt;left:93.8pt;font-size:12.0pt">his hand.</p> +<p style="top:727.0pt;left:82.5pt;font-size:12.0pt"><b><span style="color:#da2027">British Card 7: </span></b></p> +<p style="top:749.9pt;left:93.8pt;font-size:12.0pt">The British now play “Lord Sandwich Coastal Raids” as an </p> +<p style="top:764.9pt;left:93.8pt;font-size:12.0pt">event to flip the PC marker in Savannah, GA. </p> +<p style="top:106.9pt;left:420.0pt;font-size:12.0pt"><b><span style="color:#354ea1">American Card 7: </span></b></p> +<p style="top:124.1pt;left:431.3pt;font-size:12.0pt">The Americans use their final 3 OPS card to place three PC </p> +<p style="top:139.1pt;left:431.3pt;font-size:12.0pt">markers into Wake (Raleigh), NC; Cheraw, SC; and George-</p> +<p style="top:154.1pt;left:431.3pt;font-size:12.0pt">town, SC.</p> +<p style="top:174.8pt;left:431.3pt;font-size:12.0pt">Now we move along to the Winter Attrition Phase.</p> +<p style="top:202.0pt;left:420.0pt;font-size:14.4pt"><b>Winter Attrition Phase</b></p> +<p style="top:221.9pt;left:431.3pt;font-size:12.0pt">All of the British are in Winter Quarters spaces. Washington’s </p> +<p style="top:236.9pt;left:420.0pt;font-size:12.0pt">Army is in winter quarters in Philadelphia (star-shaped spaces </p> +<p style="top:251.9pt;left:420.0pt;font-size:12.0pt">are also winter quarters spaces). Gates’ Army only has 1 CU so </p> +<p style="top:266.9pt;left:420.0pt;font-size:12.0pt">he does not suffer any ill effect. Lafayette’s small, 2CU Army </p> +<p style="top:281.9pt;left:420.0pt;font-size:12.0pt">in Georgia is reduced to 1CU. The lone CU in Charleston, SC </p> +<p style="top:296.9pt;left:420.0pt;font-size:12.0pt">must dice for his fate. The roll is a ‘5’ which means he stays on </p> +<p style="top:311.9pt;left:420.0pt;font-size:12.0pt">the map and does not desert.</p> +<p style="top:332.6pt;left:431.3pt;font-size:12.0pt">Again, the French Navy Phase is skipped since the French </p> +<p style="top:347.6pt;left:420.0pt;font-size:12.0pt">Alliance has not come into effect and the French Navy is not </p> +<p style="top:362.6pt;left:420.0pt;font-size:12.0pt">yet in play (see 12.0).</p> +<p style="top:383.2pt;left:431.3pt;font-size:12.0pt">Again, we move along to the Political Control Phase.</p> +<p style="top:410.4pt;left:420.0pt;font-size:14.4pt"><b>Political Control Phase (see 10.2)</b></p> +<p style="top:430.3pt;left:431.3pt;font-size:12.0pt">The Continental Congress was not dispersed so we can again </p> +<p style="top:445.3pt;left:420.0pt;font-size:12.0pt">skip the Continental Congress placement step. </p> +<p style="top:466.0pt;left:431.3pt;font-size:12.0pt">As in the previous turn, each player places a PC marker in </p> +<p style="top:481.0pt;left:420.0pt;font-size:12.0pt">an uncontrolled space that contains one of his Armies or flips </p> +<p style="top:496.0pt;left:420.0pt;font-size:12.0pt">a PC marker to friendly control in any space containing one of </p> +<p style="top:511.0pt;left:420.0pt;font-size:12.0pt">his Armies.</p> +<p style="top:531.6pt;left:431.3pt;font-size:12.0pt">Howe’s Army in Hartford, CT flips the PC marker in that space. </p> +<p style="top:546.6pt;left:420.0pt;font-size:12.0pt">Lafayette’s Army places a PC marker in Augusta, GA.</p> +<p style="top:838.8pt;left:431.3pt;font-size:12.0pt">Next, both players check to see if any of their PC markers </p> +<p style="top:853.8pt;left:420.0pt;font-size:12.0pt">are isolated. Unlike the previous turn, there are a number of PC </p> +<p style="top:868.8pt;left:420.0pt;font-size:12.0pt">markers which are isolated. Isolated American PC markers are </p> +<p style="top:883.8pt;left:420.0pt;font-size:12.0pt">removed first—thus, it is possible that such removal may cause </p> +<p style="top:898.8pt;left:420.0pt;font-size:12.0pt">isolated British PC markers to no longer be isolated.</p> +<p style="top:919.5pt;left:431.3pt;font-size:12.0pt">The American PC marker in St. Mary’s GA is isolated since </p> +<p style="top:934.5pt;left:420.0pt;font-size:12.0pt">it cannot trace to an empty space, or an American/French CU, </p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 10</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:55</p> +</div> +<div id="page11" style="background-image:url('playbook11.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:723.2pt;font-size:12.0pt">11</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:92.4pt;left:82.5pt;font-size:12.0pt">General, or the Continental Congress; the British PC marker in </p> +<p style="top:107.4pt;left:82.5pt;font-size:12.0pt">Savannah, GA blocks the American PC marker in St. Mary’s </p> +<p style="top:122.4pt;left:82.5pt;font-size:12.0pt">from tracing to Lafayette in Augusta or the CU in Charleston. </p> +<p style="top:431.2pt;left:93.8pt;font-size:12.0pt">But that’s not the real damage. The real damage is up north. The </p> +<p style="top:446.2pt;left:82.5pt;font-size:12.0pt">Americans made a huge mistake on their last card play, not real-</p> +<p style="top:461.2pt;left:82.5pt;font-size:12.0pt">izing that all the PC markers north of the Morristown – New York </p> +<p style="top:476.2pt;left:82.5pt;font-size:12.0pt">line are isolated! Yes, that’s right, excepting Genesee, NY, every </p> +<p style="top:491.2pt;left:82.5pt;font-size:12.0pt">American PC marker in New York, Connecticut, Massachusetts, </p> +<p style="top:506.2pt;left:82.5pt;font-size:12.0pt">and New Hampshire is isolated! Had the Americans not placed a </p> +<p style="top:521.1pt;left:82.5pt;font-size:12.0pt">PC marker into Concord, NH, then all these isolated PC markers </p> +<p style="top:536.1pt;left:82.5pt;font-size:12.0pt">would have been able to trace to that empty space in Concord. </p> +<p style="top:551.1pt;left:82.5pt;font-size:12.0pt">Alternately, the Americans could have used their last OPS card to </p> +<p style="top:566.1pt;left:82.5pt;font-size:12.0pt">bring reinforcements into any one of those American-controlled </p> +<p style="top:581.1pt;left:82.5pt;font-size:12.0pt">spaces to avoid isolation en masse.</p> +<p style="top:806.3pt;left:93.8pt;font-size:12.0pt">The Americans are not the only ones with isolated PCs. The </p> +<p style="top:821.3pt;left:82.5pt;font-size:12.0pt">British PCs in Ninety Six, SC and Gilbert Town, NC are both </p> +<p style="top:836.3pt;left:82.5pt;font-size:12.0pt">isolated.</p> +<p style="top:613.8pt;left:431.3pt;font-size:12.0pt">All isolated PC markers are removed. The effect of this is to </p> +<p style="top:628.8pt;left:420.0pt;font-size:12.0pt">open up the game considerably. Fortunately for the Americans, </p> +<p style="top:643.8pt;left:420.0pt;font-size:12.0pt">the rules regarding PC marker placement will enable them </p> +<p style="top:658.8pt;left:420.0pt;font-size:12.0pt">to regain some ground in the next turn. The ability to choose </p> +<p style="top:673.8pt;left:420.0pt;font-size:12.0pt">whether to go first will also serve them well to try and recover </p> +<p style="top:688.8pt;left:420.0pt;font-size:12.0pt">some ground.</p> +<p style="top:709.4pt;left:431.3pt;font-size:12.0pt">We now come to the End Phase.</p> +<p style="top:736.7pt;left:420.0pt;font-size:14.4pt"><b>End Phase</b></p> +<p style="top:756.6pt;left:431.3pt;font-size:12.0pt">Again, the French Alliance has not yet come into play. This </p> +<p style="top:771.6pt;left:420.0pt;font-size:12.0pt">being the case we check to see if the game ends. The current </p> +<p style="top:786.6pt;left:420.0pt;font-size:12.0pt">“North’s Government Falls—War Ends” card in the War Ends </p> +<p style="top:801.6pt;left:420.0pt;font-size:12.0pt">box is the 1782 card. If the current game year was 1782 or later </p> +<p style="top:816.6pt;left:420.0pt;font-size:12.0pt">the game would end and a winner would be determined. Again, </p> +<p style="top:831.6pt;left:420.0pt;font-size:12.0pt">this is not the case so the game continues.</p> +<p style="top:852.2pt;left:431.3pt;font-size:12.0pt">All the cards in the Reinforcement Card boxes on the map are </p> +<p style="top:867.2pt;left:420.0pt;font-size:12.0pt">discarded and the game continues to the next turn, 1777.</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 11</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:56</p> +</div> +<div id="page12" style="background-image:url('playbook12.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">12</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:234.8pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">War and Politics</span></b></p> +<p style="top:261.4pt;left:93.8pt;font-size:12.0pt">Like the American Revolution that the game models, <i>Washing-</i></p> +<p style="top:276.4pt;left:82.5pt;font-size:12.0pt"><i>ton’s War</i>, is both a political conflict as well as a military conflict. </p> +<p style="top:291.4pt;left:82.5pt;font-size:12.0pt">In my opinion, the biggest challenge that players will face in this </p> +<p style="top:306.4pt;left:82.5pt;font-size:12.0pt">game is balancing political initiatives with military action. If too </p> +<p style="top:321.4pt;left:82.5pt;font-size:12.0pt">much emphasis is placed on one dimension to the neglect of the </p> +<p style="top:336.4pt;left:82.5pt;font-size:12.0pt">other, you will lose the game. Before rushing your redcoats or </p> +<p style="top:351.4pt;left:82.5pt;font-size:12.0pt">patriots into a pitched battle, you’d better have a greater purpose </p> +<p style="top:366.4pt;left:82.5pt;font-size:12.0pt">than “killing the enemy.” Conversely, if all you do is place PC </p> +<p style="top:381.4pt;left:82.5pt;font-size:12.0pt">markers, sooner or later you will either lack spaces to place PC </p> +<p style="top:396.4pt;left:82.5pt;font-size:12.0pt">markers, or you will find yourself the victim of mass isolation </p> +<p style="top:411.4pt;left:82.5pt;font-size:12.0pt">and removal of PC markers. </p> +<p style="top:432.0pt;left:93.8pt;font-size:12.0pt">The successful player is the one who uses his military forces </p> +<p style="top:447.0pt;left:82.5pt;font-size:12.0pt">(his armies) in coordination with his political initiatives to gain </p> +<p style="top:462.0pt;left:82.5pt;font-size:12.0pt">control of as many colonies as possible while at the same time </p> +<p style="top:477.0pt;left:82.5pt;font-size:12.0pt">preventing his opponent from doing the same. </p> +<p style="top:514.1pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">Play To Your Strengths</span></b></p> +<p style="top:540.8pt;left:93.8pt;font-size:12.0pt"><i>Washington’s War </i>is a game of asymmetrical warfare. That </p> +<p style="top:555.8pt;left:82.5pt;font-size:12.0pt">is to say the British will need to be played completely differ-</p> +<p style="top:570.8pt;left:82.5pt;font-size:12.0pt">ently from how the American side will be played. Each side has </p> +<p style="top:585.8pt;left:82.5pt;font-size:12.0pt">certain intrinsic strengths. In any such asymmetrical conflict, it </p> +<p style="top:600.8pt;left:82.5pt;font-size:12.0pt">is essential that you play to your strengths and try to force your </p> +<p style="top:615.8pt;left:82.5pt;font-size:12.0pt">opponent to “play your game.” </p> +<p style="top:636.4pt;left:93.8pt;font-size:12.0pt">The British strengths are pretty obvious at the start of the game: </p> +<p style="top:657.0pt;left:111.3pt;font-size:12.0pt">• They control the sea and may use Naval Movement to </p> +<p style="top:672.0pt;left:125.0pt;font-size:12.0pt">move from port-to-port. The most extreme example of </p> +<p style="top:687.0pt;left:125.0pt;font-size:12.0pt">this incredible mobility is a British Naval move from </p> +<p style="top:702.0pt;left:125.0pt;font-size:12.0pt">Montreal or Quebec to St. Mary’s, Georgia or vice-</p> +<p style="top:717.0pt;left:125.0pt;font-size:12.0pt">versa.</p> +<p style="top:737.6pt;left:111.3pt;font-size:12.0pt">• British-controlled ports cannot be isolated. </p> +<p style="top:758.3pt;left:111.3pt;font-size:12.0pt">• For the British, all ports are considered to be adjacent </p> +<p style="top:773.3pt;left:125.0pt;font-size:12.0pt">to each other for <i>all purposes</i>. This enables the Brit-</p> +<p style="top:788.3pt;left:125.0pt;font-size:12.0pt">ish to place PC markers into a neutral port anywhere </p> +<p style="top:803.3pt;left:125.0pt;font-size:12.0pt">on the map so long as they control at least one port </p> +<p style="top:818.3pt;left:125.0pt;font-size:12.0pt">of their own. Conversely, they may remove American </p> +<p style="top:833.3pt;left:125.0pt;font-size:12.0pt">PC markers from un-garrisoned ports by discarding an </p> +<p style="top:848.3pt;left:125.0pt;font-size:12.0pt">Event Card. </p> +<p style="top:868.9pt;left:111.3pt;font-size:12.0pt">• British Armies in un-blockaded ports (whether at-</p> +<p style="top:883.9pt;left:125.0pt;font-size:12.0pt">tacking or defending) and friendly-controlled fortified </p> +<p style="top:898.9pt;left:125.0pt;font-size:12.0pt">ports (like Charleston), gain a +1 drm in battle for the </p> +<p style="top:913.9pt;left:125.0pt;font-size:12.0pt">presence of the Royal Navy.</p> +<p style="top:934.5pt;left:111.3pt;font-size:12.0pt">• The British may use Landing Parties with the play of </p> +<p style="top:234.9pt;left:462.5pt;font-size:12.0pt">a Campaign Card to suddenly descend upon an en-</p> +<p style="top:249.9pt;left:462.5pt;font-size:12.0pt">emy controlled but un-garrisoned port with an entire </p> +<p style="top:264.9pt;left:462.5pt;font-size:12.0pt">army—ala Long Island, 1776. The effect of this and </p> +<p style="top:279.9pt;left:462.5pt;font-size:12.0pt">the above two points is that it is very, very difficult </p> +<p style="top:294.9pt;left:462.5pt;font-size:12.0pt">for the Americans to exercise anything resembling firm </p> +<p style="top:309.9pt;left:462.5pt;font-size:12.0pt">control over the coast.</p> +<p style="top:330.5pt;left:448.8pt;font-size:12.0pt">• The British Army is composed of trained regular </p> +<p style="top:345.5pt;left:462.5pt;font-size:12.0pt">troops at the start of the game. This gives the British a </p> +<p style="top:360.5pt;left:462.5pt;font-size:12.0pt">+1 DRM in any battle until this advantage is lost due </p> +<p style="top:375.5pt;left:462.5pt;font-size:12.0pt">to high casualties in a defeat or the play of the Von </p> +<p style="top:390.5pt;left:462.5pt;font-size:12.0pt">Steuben event. Winning battles does much to keep the </p> +<p style="top:405.5pt;left:462.5pt;font-size:12.0pt">French from entering the war and changing the com-</p> +<p style="top:420.5pt;left:462.5pt;font-size:12.0pt">plexion of the game.</p> +<p style="top:441.2pt;left:448.8pt;font-size:12.0pt">• On several game turns, the British get reinforcements </p> +<p style="top:456.2pt;left:462.5pt;font-size:12.0pt">in large quantities. This allows a sudden concentration </p> +<p style="top:471.2pt;left:462.5pt;font-size:12.0pt">of enemy troops to appear in a friendly or neutral port.</p> +<p style="top:491.8pt;left:448.8pt;font-size:12.0pt">• British Armies may enter Winter Quarters to avoid any </p> +<p style="top:506.8pt;left:462.5pt;font-size:12.0pt">Winter Attrition. This allows the British to <i>maintain</i> </p> +<p style="top:521.8pt;left:462.5pt;font-size:12.0pt">large armies in the field, something the Americans, </p> +<p style="top:536.8pt;left:462.5pt;font-size:12.0pt">with the exception of Washington and perhaps Ro-</p> +<p style="top:551.8pt;left:462.5pt;font-size:12.0pt">chambeau simply cannot do. </p> +<p style="top:572.4pt;left:448.8pt;font-size:12.0pt">• Lastly, the British Generals, though fewer in number </p> +<p style="top:587.4pt;left:462.5pt;font-size:12.0pt">than the Americans, are in all but one case (Burgoyne), </p> +<p style="top:602.4pt;left:462.5pt;font-size:12.0pt">at the least equal, and usually superior in battle to any </p> +<p style="top:617.4pt;left:462.5pt;font-size:12.0pt">American (or French) General.</p> +<p style="top:638.0pt;left:431.3pt;font-size:12.0pt">The British Player will want to harness these advantages to </p> +<p style="top:653.0pt;left:420.0pt;font-size:12.0pt">master his opponent.</p> +<p style="top:673.7pt;left:431.3pt;font-size:12.0pt">The American advantages seem slender to the inexperienced </p> +<p style="top:688.7pt;left:420.0pt;font-size:12.0pt">eye, but in fact, they can be quite formidable:</p> +<p style="top:709.3pt;left:448.8pt;font-size:12.0pt">• They may exercise rapid marches overland. Provid-</p> +<p style="top:724.3pt;left:462.5pt;font-size:12.0pt">ed they don’t conduct an overrun or initiate a battle, </p> +<p style="top:739.3pt;left:462.5pt;font-size:12.0pt">American armies may move five spaces instead of the </p> +<p style="top:754.3pt;left:462.5pt;font-size:12.0pt">usual four spaces. Furthermore, the John Glover Event </p> +<p style="top:769.3pt;left:462.5pt;font-size:12.0pt">allows an American army to move six spaces, <i>and en-</i></p> +<p style="top:784.3pt;left:462.5pt;font-size:12.0pt"><i>gage in Battle</i>. This capability can be used to outma-</p> +<p style="top:799.3pt;left:462.5pt;font-size:12.0pt">neuver the British inland or to counter a sudden naval </p> +<p style="top:814.3pt;left:462.5pt;font-size:12.0pt">descent upon the coast.</p> +<p style="top:834.9pt;left:448.8pt;font-size:12.0pt">• The Americans have more Generals than the Brit-</p> +<p style="top:849.9pt;left:462.5pt;font-size:12.0pt">ish (7 to the British 5; 8 to 5 when the French enter </p> +<p style="top:864.9pt;left:462.5pt;font-size:12.0pt">the game). This allows the Americans to field more </p> +<p style="top:879.9pt;left:462.5pt;font-size:12.0pt">(though smaller) Armies. If well handled, many very </p> +<p style="top:894.9pt;left:462.5pt;font-size:12.0pt">small armies, like a horde of ants, can bring down the </p> +<p style="top:909.9pt;left:462.5pt;font-size:12.0pt">British elephant. </p> +<p style="top:91.9pt;left:162.2pt;font-size:43.2pt"><b><span style="color:#354ea1">WASHINGTON’S WAR</span></b></p> +<p style="top:142.9pt;left:241.7pt;font-size:36.0pt"><b><span style="color:#da2027">PLAYER’S NOTES</span></b></p> +<p style="top:186.6pt;left:362.0pt;font-size:14.4pt"><b><i>by Joel Toppen</i></b></p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 12</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:56</p> +</div> +<div id="page13" style="background-image:url('playbook13.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:722.8pt;font-size:12.0pt">13</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:92.4pt;left:111.3pt;font-size:12.0pt">• The American Generals have low Strategy Ratings. </p> +<p style="top:107.4pt;left:125.0pt;font-size:12.0pt">This allows them to be moved with the play of any </p> +<p style="top:122.4pt;left:125.0pt;font-size:12.0pt">OPS card. Only Gates, Lincoln, and Rochambeau have </p> +<p style="top:137.4pt;left:125.0pt;font-size:12.0pt">Strategy Ratings of “two.” No American General has a </p> +<p style="top:152.4pt;left:125.0pt;font-size:12.0pt">Strategy Rating of “three.”</p> +<p style="top:173.0pt;left:111.3pt;font-size:12.0pt">• American Armies may intercept moving British </p> +<p style="top:188.0pt;left:125.0pt;font-size:12.0pt">Armies. This is something the British cannot do. Even </p> +<p style="top:203.0pt;left:125.0pt;font-size:12.0pt">if the Americans lose the impending battle, the moving </p> +<p style="top:218.0pt;left:125.0pt;font-size:12.0pt">British Army must stop and end its move.</p> +<p style="top:238.7pt;left:111.3pt;font-size:12.0pt">• American Armies may retreat before battle—but not if </p> +<p style="top:253.7pt;left:125.0pt;font-size:12.0pt">they intercept. Washington and Greene are especially </p> +<p style="top:268.7pt;left:125.0pt;font-size:12.0pt">adept at this technique. Withdrawing on a die roll of </p> +<p style="top:283.7pt;left:125.0pt;font-size:12.0pt">1-4, they have a 66% chance of success every time a </p> +<p style="top:298.7pt;left:125.0pt;font-size:12.0pt">British Army engages them. If successful, the British </p> +<p style="top:313.7pt;left:125.0pt;font-size:12.0pt">Army cannot pursue and must stop movement. What </p> +<p style="top:328.7pt;left:125.0pt;font-size:12.0pt">this, and the above points mean is the Americans are </p> +<p style="top:343.7pt;left:125.0pt;font-size:12.0pt">very, very maneuverable. Like a slippery fish, they are </p> +<p style="top:358.7pt;left:125.0pt;font-size:12.0pt">hard to fix and destroy. Their constant presence can be </p> +<p style="top:373.7pt;left:125.0pt;font-size:12.0pt">a real pest to the British. If you can keep the British </p> +<p style="top:388.7pt;left:125.0pt;font-size:12.0pt">chasing ghosts as it were, you will succeed in making </p> +<p style="top:403.7pt;left:125.0pt;font-size:12.0pt">the British play <i>your game.</i> Remember, it only takes an </p> +<p style="top:418.7pt;left:125.0pt;font-size:12.0pt">Army of one Combat Unit to flip a PC marker at the </p> +<p style="top:433.7pt;left:125.0pt;font-size:12.0pt">end of a turn or establish a blocking position to isolate </p> +<p style="top:448.7pt;left:125.0pt;font-size:12.0pt">one or more British PC markers.</p> +<p style="top:469.3pt;left:111.3pt;font-size:12.0pt">• The Americans have a potential ally in the French. The </p> +<p style="top:484.3pt;left:125.0pt;font-size:12.0pt">British must avoid losing battles lest the French Alli-</p> +<p style="top:499.3pt;left:125.0pt;font-size:12.0pt">ance come into being. The establishment of a French </p> +<p style="top:514.3pt;left:125.0pt;font-size:12.0pt">Alliance will change the complexion of the game in </p> +<p style="top:529.3pt;left:125.0pt;font-size:12.0pt">that the French will be able to blockade ports with their </p> +<p style="top:544.3pt;left:125.0pt;font-size:12.0pt">navy—thus greatly hindering the British naval advan-</p> +<p style="top:559.3pt;left:125.0pt;font-size:12.0pt">tages noted above. The French Alliance will also bring </p> +<p style="top:574.3pt;left:125.0pt;font-size:12.0pt">in a capable General (Rochambeau) and five Combat </p> +<p style="top:589.3pt;left:125.0pt;font-size:12.0pt">Units of French Troops which, when kept separate </p> +<p style="top:604.3pt;left:125.0pt;font-size:12.0pt">from Americans, may go into Winter Quarters and </p> +<p style="top:619.3pt;left:125.0pt;font-size:12.0pt">pose a real threat to the British Armies.</p> +<p style="top:639.9pt;left:111.3pt;font-size:12.0pt">• The Americans can play two cards each turn to bring </p> +<p style="top:654.9pt;left:125.0pt;font-size:12.0pt">in reinforcements. The Americans will never run out of </p> +<p style="top:669.9pt;left:125.0pt;font-size:12.0pt">reinforcements (they don’t have a finite ‘pool’ of rein-</p> +<p style="top:684.9pt;left:125.0pt;font-size:12.0pt">forcements like the British) while the British reinforce-</p> +<p style="top:699.9pt;left:125.0pt;font-size:12.0pt">ment pool has the very real potential to run dry. If the </p> +<p style="top:714.9pt;left:125.0pt;font-size:12.0pt">game is going long and the British reinforcement pool </p> +<p style="top:729.9pt;left:125.0pt;font-size:12.0pt">is running dry, the Americans can begin to try to wear </p> +<p style="top:744.9pt;left:125.0pt;font-size:12.0pt">down the remaining redcoats by repeatedly attacking </p> +<p style="top:759.9pt;left:125.0pt;font-size:12.0pt">them and dwindling their numbers.</p> +<p style="top:780.5pt;left:111.3pt;font-size:12.0pt">• Lastly, unless the British preempt with the play of a </p> +<p style="top:795.5pt;left:125.0pt;font-size:12.0pt">Campaign Event, the American player will be able to </p> +<p style="top:810.5pt;left:125.0pt;font-size:12.0pt">decide whether to go first or second in the turn. By </p> +<p style="top:825.5pt;left:125.0pt;font-size:12.0pt">going first, the player will have the initiative. But go-</p> +<p style="top:840.5pt;left:125.0pt;font-size:12.0pt">ing last has some very powerful benefits in that he will </p> +<p style="top:855.5pt;left:125.0pt;font-size:12.0pt">be able make a move to which his opponent cannot </p> +<p style="top:870.5pt;left:125.0pt;font-size:12.0pt">respond.</p> +<p style="top:891.2pt;left:93.8pt;font-size:12.0pt">The American player will want to play to these strengths to </p> +<p style="top:906.2pt;left:82.5pt;font-size:12.0pt">gain success against British combinations.</p> +<p style="top:92.3pt;left:420.0pt;font-size:19.2pt"><b><span style="color:#da2027">Some General Maxims</span></b></p> +<p style="top:122.5pt;left:420.0pt;font-size:12.0pt"><b>“For Every Action…” </b></p> +<p style="top:139.7pt;left:431.3pt;font-size:12.0pt">Maintain the strategic initiative. That is to say, when possible, </p> +<p style="top:154.7pt;left:420.0pt;font-size:12.0pt">make card plays which force your opponent to respond to your </p> +<p style="top:169.7pt;left:420.0pt;font-size:12.0pt">play. If your opponent tries this against you, if you can, raise </p> +<p style="top:184.7pt;left:420.0pt;font-size:12.0pt">the stakes and play a card that forces him to choose whether to </p> +<p style="top:199.7pt;left:420.0pt;font-size:12.0pt">continue on his present course or respond to your play.</p> +<p style="top:223.9pt;left:420.0pt;font-size:12.0pt"><b>“He Who Laughs Last, Laughs Best.” </b></p> +<p style="top:241.2pt;left:431.3pt;font-size:12.0pt">Going last is almost always best. Before deciding to go first, </p> +<p style="top:256.2pt;left:420.0pt;font-size:12.0pt">you’d better have a very good reason for it. Going last with a </p> +<p style="top:271.2pt;left:420.0pt;font-size:12.0pt">Campaign event has the potential to isolate and remove a number </p> +<p style="top:286.2pt;left:420.0pt;font-size:12.0pt">of enemy PCs.</p> +<p style="top:310.4pt;left:576.5pt;font-size:12.0pt"><b>“When in Doubt, Isolate.” </b></p> +<p style="top:327.7pt;left:587.8pt;font-size:12.0pt">Isolating enemy PCs is a pow-</p> +<p style="top:342.7pt;left:576.5pt;font-size:12.0pt">erful tactic since isolated PCs are </p> +<p style="top:357.7pt;left:576.5pt;font-size:12.0pt">removed at the end of a turn. If </p> +<p style="top:372.7pt;left:576.5pt;font-size:12.0pt">you can isolate large numbers of </p> +<p style="top:387.7pt;left:576.5pt;font-size:12.0pt">enemy PCs, you can turn the tide </p> +<p style="top:402.7pt;left:576.5pt;font-size:12.0pt">of a game completely around. So </p> +<p style="top:417.7pt;left:576.5pt;font-size:12.0pt">when you are unsure of what you </p> +<p style="top:432.7pt;left:576.5pt;font-size:12.0pt">should be doing, strive to isolate </p> +<p style="top:447.7pt;left:576.5pt;font-size:12.0pt">enemy PCs.</p> +<p style="top:471.9pt;left:576.5pt;font-size:12.0pt"><b>“A Colony is a Colony.” </b></p> +<p style="top:489.1pt;left:587.8pt;font-size:12.0pt">In terms of victory conditions, </p> +<p style="top:504.1pt;left:576.5pt;font-size:12.0pt">Delaware and Rhode Island are </p> +<p style="top:519.1pt;left:576.5pt;font-size:12.0pt">every bit as valuable as New </p> +<p style="top:534.1pt;left:576.5pt;font-size:12.0pt">York and Virginia. In fact, they </p> +<p style="top:549.1pt;left:576.5pt;font-size:12.0pt">might be even more valuable </p> +<p style="top:564.1pt;left:576.5pt;font-size:12.0pt">since they each consist of one </p> +<p style="top:579.1pt;left:576.5pt;font-size:12.0pt">space and that one space equates </p> +<p style="top:594.1pt;left:576.5pt;font-size:12.0pt">to one Colony towards your </p> +<p style="top:609.1pt;left:576.5pt;font-size:12.0pt">victory conditions. So, as the </p> +<p style="top:624.1pt;left:576.5pt;font-size:12.0pt">prophet said, “Don’t despise the </p> +<p style="top:639.1pt;left:576.5pt;font-size:12.0pt">day of small things.”</p> +<p style="top:663.4pt;left:420.0pt;font-size:12.0pt"><b>“One Man’s Junk is Another Man’s Treasure.” </b></p> +<p style="top:680.6pt;left:431.3pt;font-size:12.0pt">Be careful what you throw away. In discarding an enemy Event </p> +<p style="top:695.6pt;left:420.0pt;font-size:12.0pt">Card, be aware that your opponent <i>could</i> bring that card into his </p> +<p style="top:710.6pt;left:420.0pt;font-size:12.0pt">hand and use it against you. If you time things carefully, however, </p> +<p style="top:725.6pt;left:420.0pt;font-size:12.0pt">you can mitigate against potential calamity.</p> +<p style="top:749.9pt;left:420.0pt;font-size:12.0pt"><b>“I’d rather be Fishing.” </b></p> +<p style="top:767.1pt;left:431.3pt;font-size:12.0pt">A Battle Event has one very lovely bonus: it allows the player </p> +<p style="top:782.1pt;left:420.0pt;font-size:12.0pt">to draw a replacement card. If you’ve got a weak hand, sometimes </p> +<p style="top:797.1pt;left:420.0pt;font-size:12.0pt">it’s worth fighting a battle so that you can use this card to draw </p> +<p style="top:812.1pt;left:420.0pt;font-size:12.0pt">another card. Of course it is entirely possible that the card drawn </p> +<p style="top:827.1pt;left:420.0pt;font-size:12.0pt">puts you in a worse position. But I’ve also drawn a card in this </p> +<p style="top:842.1pt;left:420.0pt;font-size:12.0pt">way that really helped me.</p> +<p style="top:874.0pt;left:420.0pt;font-size:12.0pt">Lastly, have fun!</p> +<p style="top:894.6pt;left:442.5pt;font-size:12.0pt"><i>Joel Toppen </i></p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 13</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:57</p> +</div> +<div id="page14" style="background-image:url('playbook14.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">14</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:234.8pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">Fifteen-Year CDG Journey</span></b></p> +<p style="top:261.4pt;left:93.8pt;font-size:12.0pt">When I designed <i>We The People</i> (hereafter <i>WTP</i>) back in the </p> +<p style="top:276.4pt;left:82.5pt;font-size:12.0pt">mid-nineties I was intent on showing the American Revolution </p> +<p style="top:291.4pt;left:82.5pt;font-size:12.0pt">as a political-military struggle. To support this goal I wanted a </p> +<p style="top:306.4pt;left:82.5pt;font-size:12.0pt">design that focused on uncertainty and its impact on having and </p> +<p style="top:321.4pt;left:82.5pt;font-size:12.0pt">maintaining the strategic initiative. Somehow I hit on the <b>Card </b></p> +<p style="top:336.4pt;left:82.5pt;font-size:12.0pt"><b>Driven Game</b> (hereafter CDG) mechanic whereby the player </p> +<p style="top:351.4pt;left:82.5pt;font-size:12.0pt">had to choose between political or military options. </p> +<p style="top:372.0pt;left:93.8pt;font-size:12.0pt">The big surprise for me was how quickly the CDG mechanic </p> +<p style="top:387.0pt;left:82.5pt;font-size:12.0pt">caught on and spawned a new games genre with over twenty </p> +<p style="top:402.0pt;left:82.5pt;font-size:12.0pt">designs in the catalog. Early on I decided to forgo applying for a </p> +<p style="top:417.0pt;left:82.5pt;font-size:12.0pt">patent and instead chose to open the concept to the hobby. I have </p> +<p style="top:432.0pt;left:82.5pt;font-size:12.0pt">never regretted this decision as it opened the concept to evolution </p> +<p style="top:447.0pt;left:82.5pt;font-size:12.0pt">and expansion. Toward that end I would like to acknowledge </p> +<p style="top:462.0pt;left:82.5pt;font-size:12.0pt">the talents of Mark Simonitch (<i>Hannibal</i>), Ted Raicer (<i>Paths </i></p> +<p style="top:477.0pt;left:82.5pt;font-size:12.0pt"><i>of Glory</i>), Mark McLaughlin (<i>The Napoleonic Wars</i>), Ananda </p> +<p style="top:492.0pt;left:82.5pt;font-size:12.0pt">Gupta (<i>Twilight Struggle</i>), Jason Mathews (<i>1960: The Making </i></p> +<p style="top:507.0pt;left:82.5pt;font-size:12.0pt"><i>of A President</i>), Charlie Vasey (<i>Unhappy King Charles</i>), and Ed </p> +<p style="top:522.0pt;left:82.5pt;font-size:12.0pt">Beach (<i>Here I Stand</i>) to name a few who have made significant </p> +<p style="top:537.0pt;left:82.5pt;font-size:12.0pt">contributions to the CDG mechanic. So, here I stand, fifteen years </p> +<p style="top:552.0pt;left:82.5pt;font-size:12.0pt">later with the original in the series about to be re-published in a </p> +<p style="top:567.0pt;left:82.5pt;font-size:12.0pt">significantly transformed design.</p> +<p style="top:604.1pt;left:82.5pt;font-size:19.2pt"><b><i><span style="color:#da2027">We the People</span></i></b><b><span style="color:#da2027">: The Good, the Bad </span></b></p> +<p style="top:628.1pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">and the Ugly</span></b></p> +<p style="top:654.8pt;left:93.8pt;font-size:12.0pt">The difficulty for me with the <i>We The People</i> design was ap-</p> +<p style="top:669.8pt;left:82.5pt;font-size:12.0pt">preciating how much more complex the cards made a wargame </p> +<p style="top:684.8pt;left:82.5pt;font-size:12.0pt">that was already grappling with the interactions of rules, pieces </p> +<p style="top:699.8pt;left:82.5pt;font-size:12.0pt">and board position. Even a simple wargame like <i>WTP</i> was dif-</p> +<p style="top:714.8pt;left:82.5pt;font-size:12.0pt">ficult to playtest as each play through seemed to create another </p> +<p style="top:729.8pt;left:82.5pt;font-size:12.0pt">unique set of positions and narrative. Even more surprising was </p> +<p style="top:744.8pt;left:82.5pt;font-size:12.0pt">how the CDG genre reinvigorated competitive play. The combi-</p> +<p style="top:759.8pt;left:82.5pt;font-size:12.0pt">nation of these two features created a tension between achieving </p> +<p style="top:774.8pt;left:82.5pt;font-size:12.0pt">play balance in a more complex mathematical design.</p> +<p style="top:795.4pt;left:93.8pt;font-size:12.0pt">When confronted with the opportunity to re-publish the <i>WTP</i> </p> +<p style="top:810.4pt;left:82.5pt;font-size:12.0pt">design over a decade after the last copies were sold retail I had </p> +<p style="top:825.4pt;left:82.5pt;font-size:12.0pt">to choose between a straight re-print or a transformed design. </p> +<p style="top:840.4pt;left:82.5pt;font-size:12.0pt">Over the last fifteen years and two additional CDG designs under </p> +<p style="top:855.4pt;left:82.5pt;font-size:12.0pt">my belt (<i>For The People </i>and <i>Empire of the Sun</i>) I had learned </p> +<p style="top:870.4pt;left:82.5pt;font-size:12.0pt">what I did and did not like about <i>WTP</i>. The good was how the </p> +<p style="top:885.4pt;left:82.5pt;font-size:12.0pt">game viewed the war as a political struggle for the hearts and </p> +<p style="top:900.4pt;left:82.5pt;font-size:12.0pt">minds of the American populace in a fast playing format. Charlie </p> +<p style="top:915.4pt;left:82.5pt;font-size:12.0pt">Vasey and I had an interesting conversation in London many </p> +<p style="top:930.4pt;left:82.5pt;font-size:12.0pt">moons back while drinking some excellent wine. Due to the </p> +<p style="top:234.9pt;left:420.0pt;font-size:12.0pt">second bottle of wine I do not remember the entire conversation, </p> +<p style="top:249.9pt;left:420.0pt;font-size:12.0pt">but I do remember that we discussed and agreed that the <i>WTP</i> </p> +<p style="top:264.9pt;left:420.0pt;font-size:12.0pt">singularity of card use, event or operations, was a good model </p> +<p style="top:279.9pt;left:420.0pt;font-size:12.0pt">for pre-19<sup>th</sup> century warfare, which I note he maintained in his </p> +<p style="top:294.9pt;left:420.0pt;font-size:12.0pt">recently published <i>Unhappy King Charles</i> CDG.</p> +<p style="top:315.5pt;left:431.3pt;font-size:12.0pt">Another CDG distinction that has arisen over the last fifteen </p> +<p style="top:330.5pt;left:420.0pt;font-size:12.0pt">years was the issue of unscripted single deck designs versus </p> +<p style="top:345.5pt;left:420.0pt;font-size:12.0pt">scripted temporally segregated deck designs. I prefer the more </p> +<p style="top:360.5pt;left:420.0pt;font-size:12.0pt">open narrative that is enabled by a less scripted environment </p> +<p style="top:375.5pt;left:420.0pt;font-size:12.0pt">and the broader range of plausible historical narratives thereby </p> +<p style="top:390.5pt;left:420.0pt;font-size:12.0pt">created. There is no correct answer, but I remain committed to a </p> +<p style="top:405.5pt;left:420.0pt;font-size:12.0pt">less scripted CDG environment in my designs and this held true </p> +<p style="top:420.5pt;left:420.0pt;font-size:12.0pt">in <i>Washington’s War</i> (hereafter <i>WW</i>).</p> +<p style="top:441.2pt;left:431.3pt;font-size:12.0pt">The things that I would rate as bad with <i>WTP</i> were the oc-</p> +<p style="top:456.2pt;left:420.0pt;font-size:12.0pt">casional hand where most of the player’s cards were enemy </p> +<p style="top:471.2pt;left:420.0pt;font-size:12.0pt">events. This problem has been handled in different ways by </p> +<p style="top:486.2pt;left:420.0pt;font-size:12.0pt">other CDGs and we now have another option added to the genre. </p> +<p style="top:501.2pt;left:420.0pt;font-size:12.0pt">I combined the <i>Washington’s War</i> discard mechanic with my </p> +<p style="top:516.2pt;left:420.0pt;font-size:12.0pt">desire to enhance the guerrilla war dimension of the design, but </p> +<p style="top:531.2pt;left:420.0pt;font-size:12.0pt">more on that later.</p> +<p style="top:551.8pt;left:431.3pt;font-size:12.0pt">The ugly part of the <i>WTP</i> design was the battle cards. Many </p> +<p style="top:566.8pt;left:420.0pt;font-size:12.0pt">people lamented the fact that <i>Washington’s War</i> eliminates this </p> +<p style="top:581.8pt;left:420.0pt;font-size:12.0pt"><i>WTP</i> feature. For me it was a good idea with a flawed imple-</p> +<p style="top:596.8pt;left:420.0pt;font-size:12.0pt">mentation. What I did not realize fifteen years ago was that the </p> +<p style="top:611.8pt;left:420.0pt;font-size:12.0pt">battle outcomes that I wanted to occur most often (e.g., Frontal </p> +<p style="top:626.8pt;left:420.0pt;font-size:12.0pt">Assault) had to have the least number of copies in the deck and </p> +<p style="top:641.8pt;left:420.0pt;font-size:12.0pt">vice a versa for more rare outcomes (e.g., Double Envelop-</p> +<p style="top:656.8pt;left:420.0pt;font-size:12.0pt">ment). Unfortunately the original version of the battle deck is </p> +<p style="top:671.8pt;left:420.0pt;font-size:12.0pt">constructed in the opposite, which is a bit counter-intuitive. One </p> +<p style="top:686.8pt;left:420.0pt;font-size:12.0pt">thing that I was going to do was eliminate the battle deck. Once </p> +<p style="top:701.8pt;left:420.0pt;font-size:12.0pt">that decision was made then I had set my foot on the path of a </p> +<p style="top:716.8pt;left:420.0pt;font-size:12.0pt">transformed design vice a straight re-print.</p> +<p style="top:737.4pt;left:431.3pt;font-size:12.0pt">The new battle system attempts to hew closely to the concepts </p> +<p style="top:752.4pt;left:420.0pt;font-size:12.0pt">of the original battle card system. One of the unintended benefits </p> +<p style="top:767.4pt;left:420.0pt;font-size:12.0pt">of the new dice system is it significantly reduced playing time. </p> +<p style="top:782.4pt;left:420.0pt;font-size:12.0pt">If you think about it there is on average two battles per turn in </p> +<p style="top:797.4pt;left:420.0pt;font-size:12.0pt"><i>WTP</i>. Most games go for 7 turns or so, resulting in 14 battles per </p> +<p style="top:812.4pt;left:420.0pt;font-size:12.0pt">game. It takes at least 5 minutes to shuffle the battle cards, deal </p> +<p style="top:827.4pt;left:420.0pt;font-size:12.0pt">them out, and then play out the battle. This adds up to almost </p> +<p style="top:842.4pt;left:420.0pt;font-size:12.0pt">an hour of battle adjudication playtime. Not that the battle cards </p> +<p style="top:857.4pt;left:420.0pt;font-size:12.0pt">were not fun, but in today’s ‘Euro’ focused gaming environment, </p> +<p style="top:872.4pt;left:420.0pt;font-size:12.0pt"><i>Washington’s War</i> now takes about 90 minutes to play with </p> +<p style="top:887.4pt;left:420.0pt;font-size:12.0pt">experienced players and no more than two hours unless you are </p> +<p style="top:902.4pt;left:420.0pt;font-size:12.0pt">really dragging things out. This makes <i>WW</i> a real option when </p> +<p style="top:917.4pt;left:420.0pt;font-size:12.0pt">time is short or you are at a convention and looking for a fast </p> +<p style="top:932.4pt;left:420.0pt;font-size:12.0pt">playing game. The new dice system is also very Internet friendly.</p> +<p style="top:91.9pt;left:162.2pt;font-size:43.2pt"><b><span style="color:#354ea1">WASHINGTON’S WAR</span></b></p> +<p style="top:142.9pt;left:255.2pt;font-size:36.0pt"><b><span style="color:#da2027">DESIGN NOTES</span></b></p> +<p style="top:186.6pt;left:354.7pt;font-size:14.4pt"><b><i>by Mark Herman</i></b></p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 14</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:57</p> +</div> +<div id="page15" style="background-image:url('playbook15.jpg')"> +<p style="top:59.2pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:722.8pt;font-size:12.0pt">15</p> +<p style="top:960.1pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:92.3pt;left:82.5pt;font-size:19.2pt"><b><span style="color:#da2027">Strategic Asymmetry</span></b></p> +<p style="top:118.9pt;left:93.8pt;font-size:12.0pt">If there was a theme that I wanted to enhance in <i>WW</i> vice </p> +<p style="top:133.9pt;left:82.5pt;font-size:12.0pt"><i>WTP</i> it was to increase the level of historical asymmetry. </p> +<p style="top:148.9pt;left:82.5pt;font-size:12.0pt">I wanted the design to better reflect the competing sides’ </p> +<p style="top:163.9pt;left:82.5pt;font-size:12.0pt">relative strengths and weaknesses. This would inevitably </p> +<p style="top:178.9pt;left:82.5pt;font-size:12.0pt">increase the <i>WTP</i> experience whereby the path to victory for </p> +<p style="top:193.9pt;left:82.5pt;font-size:12.0pt">the two sides is different. The new asymmetrical emphasis </p> +<p style="top:208.9pt;left:82.5pt;font-size:12.0pt">fell into three areas: enhanced Guerrilla warfare, the diffi-</p> +<p style="top:223.9pt;left:82.5pt;font-size:12.0pt">culties of maintaining American military power, and British </p> +<p style="top:238.9pt;left:82.5pt;font-size:12.0pt">Naval superiority.</p> +<p style="top:259.5pt;left:93.8pt;font-size:12.0pt">The original <i>WTP</i> GO mechanic was very successful in </p> +<p style="top:274.5pt;left:82.5pt;font-size:12.0pt">portraying the key struggle for the hearts and minds of the </p> +<p style="top:289.5pt;left:82.5pt;font-size:12.0pt">American populace as a parallel struggle to the conventional </p> +<p style="top:304.5pt;left:82.5pt;font-size:12.0pt">war of army maneuver. The new discard mechanic was created </p> +<p style="top:319.5pt;left:82.5pt;font-size:12.0pt">to kill two birds with one rule. The ability to discard event </p> +<p style="top:334.5pt;left:82.5pt;font-size:12.0pt">cards to place a PC marker solved the ‘dead’ card phenomena </p> +<p style="top:349.5pt;left:82.5pt;font-size:12.0pt">of <i>WTP</i>, while adding more resources to the guerrilla war. The </p> +<p style="top:364.5pt;left:82.5pt;font-size:12.0pt">‘remove’ discard option introduced the ability for the shadow </p> +<p style="top:379.5pt;left:82.5pt;font-size:12.0pt">guerrilla forces, as represented by the PC markers, to launch </p> +<p style="top:394.5pt;left:82.5pt;font-size:12.0pt">limited offensive operations where enemy conventional forces </p> +<p style="top:409.5pt;left:82.5pt;font-size:12.0pt">were absent. The side benefit of this ‘remove’ option was it </p> +<p style="top:424.5pt;left:82.5pt;font-size:12.0pt">neutralized one of the downsides of the GO mechanic whereby </p> +<p style="top:439.5pt;left:82.5pt;font-size:12.0pt">losing your last ‘liberty’ had a remedy whereby a surrounded </p> +<p style="top:454.5pt;left:82.5pt;font-size:12.0pt">group of PC markers could eliminate an unsupported enemy </p> +<p style="top:469.5pt;left:82.5pt;font-size:12.0pt">PC creating an uncontrolled space.</p> +<p style="top:490.1pt;left:93.7pt;font-size:12.0pt">One of the things that was absent from <i>WTP</i> was the histori-</p> +<p style="top:505.1pt;left:82.5pt;font-size:12.0pt">cal American conventional force retention challenge. Prudent </p> +<p style="top:520.1pt;left:82.5pt;font-size:12.0pt">maneuver in <i>WTP</i> could ameliorate or avoid winter attrition </p> +<p style="top:535.1pt;left:82.5pt;font-size:12.0pt">effects. In a well played <i>WTP</i> game the Americans rarely suf-</p> +<p style="top:550.1pt;left:82.5pt;font-size:12.0pt">fered a shortage of soldiers, which was a regular feature of the </p> +<p style="top:565.1pt;left:82.5pt;font-size:12.0pt">historical experience. The new rule whereby all American forces </p> +<p style="top:580.1pt;left:82.5pt;font-size:12.0pt">melt away during the winter attrition phase forces the American </p> +<p style="top:595.1pt;left:82.5pt;font-size:12.0pt">player to continuously put resources into recruitment. This new </p> +<p style="top:610.1pt;left:82.5pt;font-size:12.0pt"><i>WW</i> design feature also allowed me to add additional weight </p> +<p style="top:625.1pt;left:82.5pt;font-size:12.0pt">to the unwritten Continental Army rule that is centered on his </p> +<p style="top:640.1pt;left:82.5pt;font-size:12.0pt">Excellency, George Washington.</p> +<p style="top:660.8pt;left:93.7pt;font-size:12.0pt">I hope that these next few sentences are not viewed as </p> +<p style="top:675.8pt;left:82.5pt;font-size:12.0pt">politically incorrect, but I think something has to be said </p> +<p style="top:690.8pt;left:82.5pt;font-size:12.0pt">for not mutilating historical facts on the altar of political </p> +<p style="top:705.8pt;left:82.5pt;font-size:12.0pt">correctness. Slavery has always been a morally disgusting </p> +<p style="top:720.8pt;left:82.5pt;font-size:12.0pt">practice that unfortunately still persists into the present day. </p> +<p style="top:735.8pt;left:82.5pt;font-size:12.0pt">Many of our founding fathers were slave owners and it was </p> +<p style="top:750.8pt;left:82.5pt;font-size:12.0pt">their failings as people and politicians to rectify this wrong </p> +<p style="top:765.8pt;left:82.5pt;font-size:12.0pt">that led to my second CDG <i>For the People</i>. What this says </p> +<p style="top:780.8pt;left:82.5pt;font-size:12.0pt">about our founding fathers is they were creatures of their time </p> +<p style="top:795.8pt;left:82.5pt;font-size:12.0pt">and unable to take more than the first step on the path to true </p> +<p style="top:810.8pt;left:82.5pt;font-size:12.0pt">national freedom. I think that Shakespeare was correct when </p> +<p style="top:825.8pt;left:82.5pt;font-size:12.0pt">Marc Anthony states during his eulogy of Caesar, “The evil </p> +<p style="top:840.8pt;left:82.5pt;font-size:12.0pt">that men do lives after them; the good is oft interred with their </p> +<p style="top:855.8pt;left:82.5pt;font-size:12.0pt">bones.” What has been lost due to their collective sin of fail-</p> +<p style="top:870.8pt;left:82.5pt;font-size:12.0pt">ing to end slavery was their enormous positive impact on the </p> +<p style="top:885.8pt;left:82.5pt;font-size:12.0pt">world and the first amongst equals was George Washington. It </p> +<p style="top:900.8pt;left:82.5pt;font-size:12.0pt">is my view that Washington was truly the father of the United </p> +<p style="top:915.8pt;left:82.5pt;font-size:12.0pt">States of America. We have to find a balance in our history </p> +<p style="top:930.8pt;left:82.5pt;font-size:12.0pt">textbooks where his failings regarding slavery are balanced </p> +<p style="top:92.4pt;left:420.0pt;font-size:12.0pt">by his significant impact on the character and values of the </p> +<p style="top:107.4pt;left:420.0pt;font-size:12.0pt">new Republic. </p> +<p style="top:128.0pt;left:431.2pt;font-size:12.0pt">In a recent visit to the French War Museum in Paris, I re-</p> +<p style="top:143.0pt;left:420.0pt;font-size:12.0pt">discovered the room off of one of the main galleries, which is </p> +<p style="top:158.0pt;left:420.0pt;font-size:12.0pt">devoted to the French experience in the American Revolution, </p> +<p style="top:173.0pt;left:420.0pt;font-size:12.0pt">but feels like a shrine to Washington. The room has a central </p> +<p style="top:188.0pt;left:420.0pt;font-size:12.0pt">focus on his Excellency and there are many rare portraits of </p> +<p style="top:203.0pt;left:420.0pt;font-size:12.0pt">our first Commander-in-Chief. The Washington exception to the </p> +<p style="top:218.0pt;left:420.0pt;font-size:12.0pt">new winter attrition rules creates a stronger focus on the role of </p> +<p style="top:233.0pt;left:420.0pt;font-size:12.0pt">the Continental Army as the premier American force. This bal-</p> +<p style="top:248.0pt;left:420.0pt;font-size:12.0pt">ance of a conventional force supported by seasonal local forces </p> +<p style="top:263.0pt;left:420.0pt;font-size:12.0pt">strikes the right historical note when playing the American side. </p> +<p style="top:278.0pt;left:420.0pt;font-size:12.0pt">More for play balance than history, I have significantly reduced </p> +<p style="top:293.0pt;left:420.0pt;font-size:12.0pt">the impact of losing the Continental army, but even with this </p> +<p style="top:308.0pt;left:420.0pt;font-size:12.0pt">change the American player will rarely survive Washington’s </p> +<p style="top:323.0pt;left:420.0pt;font-size:12.0pt">capture in a competitive game.</p> +<p style="top:343.7pt;left:431.2pt;font-size:12.0pt">The last enhancement was in increasing the operational im-</p> +<p style="top:358.7pt;left:420.0pt;font-size:12.0pt">pact of the British navy. I must tip my hat to the playtesters for </p> +<p style="top:373.7pt;left:420.0pt;font-size:12.0pt">this one. I was reasonably happy with the <i>WTP</i> naval rules, but </p> +<p style="top:388.7pt;left:420.0pt;font-size:12.0pt">the drumbeat of the playtesters was to enable more aggressive </p> +<p style="top:403.7pt;left:420.0pt;font-size:12.0pt">British naval maneuvers. This resulted in the Landing Party rule </p> +<p style="top:418.7pt;left:420.0pt;font-size:12.0pt">that allows the British to open up a new front usually to the </p> +<p style="top:433.7pt;left:420.0pt;font-size:12.0pt">dismay of the American player. Basically the American coastal </p> +<p style="top:448.7pt;left:420.0pt;font-size:12.0pt">regions are always vulnerable to a British naval descent and </p> +<p style="top:463.7pt;left:420.0pt;font-size:12.0pt">add another dimension to the <i>WW</i> play experience.</p> +<p style="top:484.3pt;left:431.2pt;font-size:12.0pt">While I am on the topic of the playtesters, I want to thank the </p> +<p style="top:499.3pt;left:420.0pt;font-size:12.0pt">Consimworld <i>Washington’s War</i> board led by Keith Wixson. </p> +<p style="top:514.3pt;left:420.0pt;font-size:12.0pt">Keith and the boys have been running a continuous tournament </p> +<p style="top:529.3pt;left:420.0pt;font-size:12.0pt">playtest over the course of this re-design. Their collective wis-</p> +<p style="top:544.3pt;left:420.0pt;font-size:12.0pt">dom, input, and competitive spirit have had a major impact on </p> +<p style="top:559.3pt;left:420.0pt;font-size:12.0pt">how this design has evolved and the completeness of the rules. </p> +<p style="top:574.3pt;left:420.0pt;font-size:12.0pt">All I have to say is, “free games for everyone.” Thanks guys </p> +<p style="top:589.3pt;left:420.0pt;font-size:12.0pt">for all your hard work and good cheer.</p> +<p style="top:609.9pt;left:431.2pt;font-size:12.0pt">In closing I would like to thank Kate Ross, esquire, of Wizards </p> +<p style="top:624.9pt;left:420.0pt;font-size:12.0pt">of the Coast, without whom this game would not have gotten </p> +<p style="top:639.9pt;left:420.0pt;font-size:12.0pt">back into print. I want to thank her for her professionalism </p> +<p style="top:654.9pt;left:420.0pt;font-size:12.0pt">and good humor. I also want to thank my friend Mike Delurey, </p> +<p style="top:669.9pt;left:420.0pt;font-size:12.0pt">whose counsel untangled a Gordian knot that I could not unravel </p> +<p style="top:684.9pt;left:420.0pt;font-size:12.0pt">for over a decade. I would be remiss if I did not acknowledge my </p> +<p style="top:699.9pt;left:420.0pt;font-size:12.0pt">developer on this project Joel Toppen, who has been a pleasure </p> +<p style="top:714.9pt;left:420.0pt;font-size:12.0pt">to work with and has done a tremendous job in managing my </p> +<p style="top:729.9pt;left:420.0pt;font-size:12.0pt">chaotic design process. Lastly, I would like to tip my hat to the </p> +<p style="top:744.9pt;left:420.0pt;font-size:12.0pt">GMT graphics gang of Rodger MacGowan, Charlie Kibler and </p> +<p style="top:759.9pt;left:420.0pt;font-size:12.0pt">Mark Simonitch, who continue to make me look much better </p> +<p style="top:774.9pt;left:420.0pt;font-size:12.0pt">in print than I deserve; thanks guys.</p> +<p style="top:795.5pt;left:431.2pt;font-size:12.0pt">I dedicate this game to my wife Carole of 30 years. Without </p> +<p style="top:810.5pt;left:420.0pt;font-size:12.0pt">her I never could do what I do and any success that I have </p> +<p style="top:825.5pt;left:420.0pt;font-size:12.0pt">achieved is due to her.</p> +<p style="top:846.2pt;left:431.2pt;font-size:12.0pt">I hope you enjoy <i>Washington’s War</i>… anon…</p> +<p style="top:866.8pt;left:442.5pt;font-size:12.0pt"><i>Mark Herman</i></p> +<p style="top:881.8pt;left:442.5pt;font-size:12.0pt">New York City</p> +<p style="top:896.8pt;left:442.5pt;font-size:12.0pt">October, 2009</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 15</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 11:59:57</p> +</div> +<div id="page16" style="background-image:url('playbook16.jpg')"> +<p style="top:59.3pt;left:339.1pt;font-size:12.0pt"><i>Washington’s War Playbook</i></p> +<p style="top:56.2pt;left:82.8pt;font-size:12.0pt">16</p> +<p style="top:958.9pt;left:356.5pt;font-size:9.6pt"><i>© 2009 GMT Games, LLC</i></p> +<p style="top:113.1pt;left:562.6pt;font-size:14.7pt"><b>Game Setup Instructions</b></p> +<p style="top:136.2pt;left:562.6pt;font-size:12.0pt"><b>British</b></p> +<p style="top:153.2pt;left:562.6pt;font-size:10.8pt">Quebec (Canada): General Carleton, </p> +<p style="top:166.9pt;left:576.1pt;font-size:10.8pt">2 CU, PC</p> +<p style="top:186.3pt;left:562.6pt;font-size:10.8pt">Montreal (Canada): PC</p> +<p style="top:205.7pt;left:562.6pt;font-size:10.8pt">Ft Detroit (Canada): 1 CU, PC</p> +<p style="top:225.1pt;left:562.6pt;font-size:10.8pt">Boston (MA): General Howe, 5 CU, </p> +<p style="top:238.8pt;left:576.1pt;font-size:10.8pt">PC</p> +<p style="top:258.2pt;left:562.6pt;font-size:10.8pt">Norfolk (VA): PC</p> +<p style="top:277.6pt;left:562.6pt;font-size:10.8pt">Gilbert Town (NC): PC</p> +<p style="top:296.9pt;left:562.6pt;font-size:10.8pt">Wilmington (NC): PC</p> +<p style="top:316.3pt;left:562.6pt;font-size:10.8pt">Ninety Six (SC): PC</p> +<p style="top:335.7pt;left:562.6pt;font-size:10.8pt">British Reinforcement Box: </p> +<p style="top:349.4pt;left:576.1pt;font-size:10.8pt">Generals Burgoyne, Clinton, </p> +<p style="top:363.2pt;left:576.1pt;font-size:10.8pt">Cornwallis</p> +<p style="top:386.4pt;left:562.6pt;font-size:12.0pt"><b>American</b></p> +<p style="top:403.4pt;left:562.6pt;font-size:10.8pt">Lexington and Concord (MA): </p> +<p style="top:417.2pt;left:576.1pt;font-size:10.8pt">General Washington, 5 CU, PC</p> +<p style="top:436.6pt;left:562.6pt;font-size:10.8pt">Newport (RI): General Greene, 2 </p> +<p style="top:450.3pt;left:576.1pt;font-size:10.8pt">CU</p> +<p style="top:469.7pt;left:562.6pt;font-size:10.8pt">Charleston (SC): 2 CU, PC</p> +<p style="top:489.0pt;left:562.6pt;font-size:10.8pt">Philadelphia (PA): Continental </p> +<p style="top:502.8pt;left:576.1pt;font-size:10.8pt">Congress, PC</p> +<p style="top:522.2pt;left:562.6pt;font-size:10.8pt">American Reinforcement Box: </p> +<p style="top:535.9pt;left:576.1pt;font-size:10.8pt">Generals Arnold, Lincoln, Gates, </p> +<p style="top:549.7pt;left:576.1pt;font-size:10.8pt">Lee, and Lafayette</p> +<p style="top:569.0pt;left:562.6pt;font-size:10.8pt">French Reinforcement Box: General </p> +<p style="top:582.8pt;left:576.1pt;font-size:10.8pt">Rochambeau, 5 French CUs, </p> +<p style="top:596.5pt;left:576.1pt;font-size:10.8pt">French Navy</p> +<p style="top:619.8pt;left:562.6pt;font-size:12.0pt"><b>Committees of Correspondence</b></p> +<p style="top:636.8pt;left:562.6pt;font-size:10.8pt">The American player places 1 PC </p> +<p style="top:650.5pt;left:562.6pt;font-size:10.8pt">Marker in each of the Thirteen </p> +<p style="top:664.3pt;left:562.6pt;font-size:10.8pt">Colonies in any space that does not </p> +<p style="top:678.0pt;left:562.6pt;font-size:10.8pt">contain a British Playing Piece.</p> +<p style="top:701.3pt;left:562.6pt;font-size:12.0pt"><b>For The King</b></p> +<p style="top:718.3pt;left:562.6pt;font-size:10.8pt">After the Americans place their </p> +<p style="top:732.0pt;left:562.6pt;font-size:10.8pt">Committees of Correspondence </p> +<p style="top:745.8pt;left:562.6pt;font-size:10.8pt">the British can place 2 PC markers </p> +<p style="top:759.5pt;left:562.6pt;font-size:10.8pt">within all restrictions for British PC </p> +<p style="top:773.3pt;left:562.6pt;font-size:10.8pt">marker placement (10.11.B) in any </p> +<p style="top:787.0pt;left:562.6pt;font-size:10.8pt">colony except MA, CT, NH, PA, or </p> +<p style="top:800.7pt;left:562.6pt;font-size:10.8pt">VA.</p> +<p style="top:903.3pt;left:349.3pt;font-size:14.4pt"><b>GMT Games, LLC</b></p> +<p style="top:920.3pt;left:300.6pt;font-size:12.0pt">P.O. Box 1308 <b>• </b>Hanford, CA <b>• </b>93292-1308</p> +<p style="top:935.3pt;left:352.0pt;font-size:12.0pt">www.GMTGames.com</p> +<p style="top:1029.0pt;left:38.8pt;font-size:7.2pt">WW Playbook.indd 16</p> +<p style="top:1029.0pt;left:716.3pt;font-size:7.2pt">11/4/2009 12:00:00</p> +</div> +</body> +</html> diff --git a/info/playbook01.jpg b/info/playbook01.jpg Binary files differnew file mode 100644 index 0000000..1156bdd --- /dev/null +++ b/info/playbook01.jpg diff --git a/info/playbook02.jpg b/info/playbook02.jpg Binary files differnew file mode 100644 index 0000000..22512ec --- /dev/null +++ b/info/playbook02.jpg diff --git a/info/playbook03.jpg b/info/playbook03.jpg Binary files differnew file mode 100644 index 0000000..9e374ce --- /dev/null +++ b/info/playbook03.jpg diff --git a/info/playbook04.jpg b/info/playbook04.jpg Binary files differnew file mode 100644 index 0000000..7ed62a3 --- /dev/null +++ b/info/playbook04.jpg diff --git a/info/playbook05.jpg b/info/playbook05.jpg Binary files differnew file mode 100644 index 0000000..14f74d9 --- /dev/null +++ b/info/playbook05.jpg diff --git a/info/playbook06.jpg b/info/playbook06.jpg Binary files differnew file mode 100644 index 0000000..0effa59 --- /dev/null +++ b/info/playbook06.jpg diff --git a/info/playbook07.jpg b/info/playbook07.jpg Binary files differnew file mode 100644 index 0000000..74f3647 --- /dev/null +++ b/info/playbook07.jpg diff --git a/info/playbook08.jpg b/info/playbook08.jpg Binary files differnew file mode 100644 index 0000000..05ef2f6 --- /dev/null +++ b/info/playbook08.jpg diff --git a/info/playbook09.jpg b/info/playbook09.jpg Binary files differnew file mode 100644 index 0000000..009a655 --- /dev/null +++ b/info/playbook09.jpg diff --git a/info/playbook10.jpg b/info/playbook10.jpg Binary files differnew file mode 100644 index 0000000..90f3563 --- /dev/null +++ b/info/playbook10.jpg diff --git a/info/playbook11.jpg b/info/playbook11.jpg Binary files differnew file mode 100644 index 0000000..911e7ba --- /dev/null +++ b/info/playbook11.jpg diff --git a/info/playbook12.jpg b/info/playbook12.jpg Binary files differnew file mode 100644 index 0000000..f4d80a9 --- /dev/null +++ b/info/playbook12.jpg diff --git a/info/playbook13.jpg b/info/playbook13.jpg Binary files differnew file mode 100644 index 0000000..1d1ff10 --- /dev/null +++ b/info/playbook13.jpg diff --git a/info/playbook14.jpg b/info/playbook14.jpg Binary files differnew file mode 100644 index 0000000..f4d80a9 --- /dev/null +++ b/info/playbook14.jpg diff --git a/info/playbook15.jpg b/info/playbook15.jpg Binary files differnew file mode 100644 index 0000000..1f73c0c --- /dev/null +++ b/info/playbook15.jpg diff --git a/info/playbook16.jpg b/info/playbook16.jpg Binary files differnew file mode 100644 index 0000000..45cccc5 --- /dev/null +++ b/info/playbook16.jpg diff --git a/info/rulebook.html b/info/rulebook.html new file mode 100644 index 0000000..35fa587 --- /dev/null +++ b/info/rulebook.html @@ -0,0 +1,2177 @@ +<!DOCTYPE html> +<html> +<head> +<title>Washington's War - Rules</title> +<link rel="stylesheet" href="/fonts/gentium.css"> +<style> +body{background-color:slategray} +div{position:relative;background-color:white;margin:1em auto;line-height:0.8;box-shadow:1px 1px 8px -2px black} +p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} +</style> +</head> +<body> +<div id="page1" style="width:765pt;height:990pt;background-image:url('rulebook01.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt;font-size:12.0pt">1</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:555.8pt;left:204.0pt;font-size:21.6pt"><b>T A B L E O F C O N T E N T S</b></p> +<p style="top:590.7pt;left:56.3pt;font-size:13.8pt">1 Introduction.......................................................2</p> +<p style="top:609.3pt;left:56.3pt;font-size:13.8pt">2 Game Components............................................2</p> +<p style="top:627.9pt;left:56.3pt;font-size:13.8pt">3 Terminology.......................................................3</p> +<p style="top:646.5pt;left:56.3pt;font-size:13.8pt">4 Setting up the Game..........................................5</p> +<p style="top:665.1pt;left:56.3pt;font-size:13.8pt">5 Sequence of Play...............................................6</p> +<p style="top:683.7pt;left:56.3pt;font-size:13.8pt">6 Strategy Cards....................................................7</p> +<p style="top:702.3pt;left:56.3pt;font-size:13.8pt">7 Movement........................................................10</p> +<p style="top:590.7pt;left:390.3pt;font-size:13.8pt">8 Reinforcements................................................13</p> +<p style="top:609.3pt;left:390.3pt;font-size:13.8pt">9 Battles..............................................................14</p> +<p style="top:627.9pt;left:390.3pt;font-size:13.8pt">10 Political Control...............................................17</p> +<p style="top:646.5pt;left:390.3pt;font-size:13.8pt">11 Winter Attrition................................................21</p> +<p style="top:665.1pt;left:390.3pt;font-size:13.8pt">12 French Alliance................................................22</p> +<p style="top:683.7pt;left:390.3pt;font-size:13.8pt">13 Victory.............................................................23</p> +<p style="top:459.2pt;left:199.4pt;font-size:48.0pt"><b><span style="color:#0a0a0a">RULE BOOK</span></b></p> +<p style="top:879.3pt;left:322.3pt;font-size:14.4pt"><b>GMT Games, LLC</b></p> +<p style="top:896.3pt;left:273.6pt;font-size:12.0pt">P.O. Box 1308 <b>• </b>Hanford, CA <b>• </b>93292-1308</p> +<p style="top:911.3pt;left:324.9pt;font-size:12.0pt">www.GMTGames.com</p> +</div> +<div id="page2" style="width:765pt;height:990pt;background-image:url('rulebook02.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">2</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:447.8pt;left:56.3pt;font-size:21.6pt"><b><span style="color:#da2028">1.0 INTRODUCTION </span></b></p> +<p style="top:472.8pt;left:56.3pt;font-size:13.2pt"><i>Washington’s War </i>is a two player, strategic level simula-</p> +<p style="top:489.1pt;left:56.3pt;font-size:13.2pt">tion of the American Revolution. By way of the game </p> +<p style="top:505.3pt;left:56.3pt;font-size:13.2pt">mechanics, the players attempt to initiate, control, weather </p> +<p style="top:521.6pt;left:56.3pt;font-size:13.2pt">or exploit a wide variety of diplomatic, political, cultural </p> +<p style="top:537.8pt;left:56.3pt;font-size:13.2pt">and military events in order to either help the United States </p> +<p style="top:554.1pt;left:56.3pt;font-size:13.2pt">win its independence or to retain the 13 colonies as British </p> +<p style="top:570.3pt;left:56.3pt;font-size:13.2pt">dominions.</p> +<p style="top:351.3pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">2.0 GAME COMPONENTS</span></b></p> +<p style="top:376.1pt;left:393.8pt;font-size:12.0pt">A complete game of <i>Washington’s War </i>includes: </p> +<p style="top:396.7pt;left:422.5pt;font-size:12.0pt">• One 34”x 22” Map </p> +<p style="top:417.3pt;left:422.5pt;font-size:12.0pt">• Two Six-Sided Dice</p> +<p style="top:437.9pt;left:422.5pt;font-size:12.0pt">• 52 Round Playing Pieces </p> +<p style="top:458.6pt;left:422.5pt;font-size:12.0pt">• 14 Rectangular Playing Pieces </p> +<p style="top:479.2pt;left:422.5pt;font-size:12.0pt">• 68 Hexagonal Playing Pieces </p> +<p style="top:499.8pt;left:422.5pt;font-size:12.0pt">• 32 Square Playing Pieces </p> +<p style="top:520.4pt;left:422.5pt;font-size:12.0pt">• Two 8 1/2”x 11” Player Reference Cards</p> +<p style="top:541.1pt;left:422.5pt;font-size:12.0pt">• One Rules Booklet </p> +<p style="top:561.7pt;left:422.5pt;font-size:12.0pt">• One Playbook </p> +<p style="top:582.3pt;left:422.5pt;font-size:12.0pt">• 110 Strategy Cards </p> +<p style="top:602.9pt;left:422.5pt;font-size:12.0pt">• 14 Plastic Stands for Generals and the French Navy</p> +<p style="top:630.2pt;left:393.8pt;font-size:14.4pt"><b>2.1 The Game Map</b></p> +<p style="top:650.1pt;left:405.0pt;font-size:12.0pt"><b>A. </b>The map for <i>Washington’s War</i> covers the area of eastern </p> +<p style="top:665.1pt;left:405.0pt;font-size:12.0pt">North America over which the Revolutionary War was fought. </p> +<p style="top:680.1pt;left:405.0pt;font-size:12.0pt">The circles, squares and eight-point stars—called <i>Spaces</i>—rep-</p> +<p style="top:695.1pt;left:405.0pt;font-size:12.0pt">resent the major locations, and players move among, fight over, </p> +<p style="top:710.1pt;left:405.0pt;font-size:12.0pt">and take control of these spaces. Armies may move between </p> +<p style="top:725.1pt;left:405.0pt;font-size:12.0pt">adjacent spaces, i.e., the spaces joined by lines, and movement </p> +<p style="top:740.1pt;left:405.0pt;font-size:12.0pt">takes place along those lines. The map is sub-divided into </p> +<p style="top:755.1pt;left:405.0pt;font-size:12.0pt"><i>Colonies</i>, and the color coding of the spaces helps players keep </p> +<p style="top:770.1pt;left:405.0pt;font-size:12.0pt">track of which spaces belong to each colony. </p> +<p style="top:790.7pt;left:405.0pt;font-size:12.0pt"><b>B. </b>Square spaces and eight-point star spaces serve as Winter </p> +<p style="top:805.7pt;left:405.0pt;font-size:12.0pt">Quarters spaces. The line of snow flake symbols coincident </p> +<p style="top:820.7pt;left:405.0pt;font-size:12.0pt">with the Virginia-North Carolina border is the Winter Attri-</p> +<p style="top:835.7pt;left:405.0pt;font-size:12.0pt">tion Line. Both the Winter Attrition Line and Winter Quarters </p> +<p style="top:850.7pt;left:405.0pt;font-size:12.0pt">spaces play a role in resolving Winter Attrition (11.0). </p> +<p style="top:65.5pt;left:135.9pt;font-size:43.2pt"><b><span style="color:#374ea1">WASHINGTON’S WAR</span></b></p> +<p style="top:116.4pt;left:235.9pt;font-size:36.0pt"><span style="color:#374ea1">RULES OF PLAY</span></p> +<p style="top:605.9pt;left:186.4pt;font-size:16.8pt"><b>Credits</b></p> +<p style="top:627.8pt;left:68.8pt;font-size:12.0pt"><b>Designer:</b> Mark Herman</p> +<p style="top:644.7pt;left:68.8pt;font-size:12.0pt"><b>Developer:</b> Joel Toppen </p> +<p style="top:661.4pt;left:68.8pt;font-size:12.0pt"><b>Art Director:</b> Rodger MacGowan</p> +<p style="top:678.3pt;left:68.8pt;font-size:12.0pt"><b>Box Art and Design:</b> Rodger MacGowan</p> +<p style="top:695.0pt;left:68.8pt;font-size:12.0pt"><b>Map: </b>Harold Lieske and Mark Simonitch</p> +<p style="top:711.9pt;left:68.8pt;font-size:12.0pt"><b>Cards:</b> Mark Simonitch</p> +<p style="top:728.6pt;left:68.8pt;font-size:12.0pt"><b>Counters: </b>Harold Lieske</p> +<p style="top:745.5pt;left:68.8pt;font-size:12.0pt"><b>Game Manuals & Player Aid Card: </b>Charles Kibler</p> +<p style="top:762.3pt;left:68.8pt;font-size:12.0pt"><b>Player Aids</b> from C3i Magazine, Copyright Rodger B. </p> +<p style="top:777.3pt;left:68.8pt;font-size:12.0pt">MacGowan, RBM Publication</p> +<p style="top:794.0pt;left:68.8pt;font-size:12.0pt"><b>Playtest Tournament Coordinator: </b>Keith Wixson</p> +<p style="top:810.8pt;left:68.8pt;font-size:12.0pt"><b>Playtesters:</b> George Young, Philip Burgin-Young, Ron Jacob-</p> +<p style="top:825.8pt;left:68.8pt;font-size:12.0pt">sen, Keith Wixson, Jonathan Moody, Kevin Klemme, William </p> +<p style="top:840.8pt;left:68.8pt;font-size:12.0pt">Peeck, Doug Pratto, Brian Mountford, Tobias Kriener, Paul </p> +<p style="top:855.8pt;left:68.8pt;font-size:12.0pt">Schwartz, Don Chappell, Joel Toppen, David Rubin, Randy </p> +<p style="top:870.8pt;left:68.8pt;font-size:12.0pt">Pippus, Ken Gutermuth, Paul Pawlak, Henry Rice, Paul Gaber-</p> +<p style="top:885.8pt;left:68.8pt;font-size:12.0pt">son, John Clark, Russ Hewson, Christopher Leary, Michael </p> +<p style="top:900.8pt;left:68.8pt;font-size:12.0pt">Mitchell, Scott Henshaw, Sandon Kallstrom, John Leggat</p> +<p style="top:893.0pt;left:404.9pt;font-size:10.8pt">Game design based on <i>We The People: The American Revolution</i> </p> +<p style="top:905.5pt;left:459.6pt;font-size:10.8pt">from Avalon Hill. Used with permission.</p> +</div> +<div id="page3" style="width:765pt;height:990pt;background-image:url('rulebook03.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt;font-size:12.0pt">3</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:67.5pt;font-size:12.0pt"><b>C. </b>Spaces bearing a Port symbol are known as Port Spaces.<b><i> </i></b></p> +<p style="top:81.2pt;left:67.5pt;font-size:12.0pt">Quebec, Montreal, Charleston SC and Philadelphia PA are de-</p> +<p style="top:96.2pt;left:67.5pt;font-size:12.0pt">picted as eight-point stars. Such star-shaped spaces are defined </p> +<p style="top:111.2pt;left:67.5pt;font-size:12.0pt">as fortified ports. Each of these ports historically was able to </p> +<p style="top:126.2pt;left:67.5pt;font-size:12.0pt">resist naval actions in their vicinity. British Landing Parties </p> +<p style="top:141.2pt;left:67.5pt;font-size:12.0pt">(7.2.B ) are not allowed in these spaces, and British Royal Navy </p> +<p style="top:156.2pt;left:67.5pt;font-size:12.0pt">Support (9.42) and Retreat by Sea (9.62) is possible only if the </p> +<p style="top:171.2pt;left:67.5pt;font-size:12.0pt">port is British Controlled (i.e., contains a British PC marker). </p> +<p style="top:198.4pt;left:56.3pt;font-size:14.4pt"><b>2.2 The Playing Pieces (Counters and Markers)</b></p> +<p style="top:218.3pt;left:56.3pt;font-size:12.0pt"><i>Washington’s War</i> uses two kinds of playing pieces: counters and </p> +<p style="top:233.3pt;left:56.3pt;font-size:12.0pt">markers. The counters represent Combat units and Generals. The </p> +<p style="top:248.3pt;left:56.3pt;font-size:12.0pt">markers provide a host of additional information.</p> +<p style="top:269.0pt;left:145.3pt;font-size:12.0pt"><b>A. </b>The round playing pieces are combat units </p> +<p style="top:284.0pt;left:146.0pt;font-size:12.0pt">(CUs), colored and pictured to represent </p> +<p style="top:299.0pt;left:146.0pt;font-size:12.0pt">American (blue), British (red), or French </p> +<p style="top:314.0pt;left:146.0pt;font-size:12.0pt">(green) fighting forces. The number on these </p> +<p style="top:329.0pt;left:146.0pt;font-size:12.0pt">counters represents that number of combat </p> +<p style="top:344.0pt;left:67.5pt;font-size:12.0pt">units for that nationality, in denominations of 1, 2, 3 or 5. Feel </p> +<p style="top:359.0pt;left:67.5pt;font-size:12.0pt">free at any time to “make change” freely with these counters: </p> +<p style="top:374.0pt;left:67.5pt;font-size:12.0pt">for example, you may replace a “5” combat unit with two “2”s </p> +<p style="top:389.0pt;left:67.5pt;font-size:12.0pt">and a “1”, or with five “1”s.</p> +<p style="top:409.6pt;left:67.5pt;font-size:12.0pt"><b>B. </b>The large rectangular pieces are the Generals, which are </p> +<p style="top:424.6pt;left:67.5pt;font-size:12.0pt">placed in the plastic stands included in the game so that they </p> +<p style="top:439.6pt;left:67.5pt;font-size:12.0pt">stand up on the map. Each depicts a General important to the </p> +<p style="top:454.6pt;left:67.5pt;font-size:12.0pt">conflict—American, British, or French. CUs may only move </p> +<p style="top:469.6pt;left:67.5pt;font-size:12.0pt">when stacked with a General. For players who prefer them, </p> +<p style="top:484.6pt;left:67.5pt;font-size:12.0pt">smaller square pieces are included for each General to be used </p> +<p style="top:499.6pt;left:67.5pt;font-size:12.0pt">in lieu of the rectangular stand-up pieces.</p> +<p style="top:670.2pt;left:67.5pt;font-size:12.0pt"><b>C. </b>The number at top left of a <i>stand-up</i> General counter is his </p> +<p style="top:685.2pt;left:67.5pt;font-size:12.0pt">Strategy Rating. Strategy Ratings range from 1-3, and are used </p> +<p style="top:700.2pt;left:67.5pt;font-size:12.0pt">in conjunction with the OPS Cards to activate Generals (and </p> +<p style="top:715.2pt;left:67.5pt;font-size:12.0pt">their CUs) for movement (7.0). The number at top right is the </p> +<p style="top:730.2pt;left:67.5pt;font-size:12.0pt">Generals Potential Battle Rating and are used in the Combat </p> +<p style="top:745.2pt;left:67.5pt;font-size:12.0pt">Resolution Procedure (9.2). Potential Battle Ratings vary from </p> +<p style="top:760.2pt;left:67.5pt;font-size:12.0pt">1-6 and are used as the basis for determining the General’s Ac-</p> +<p style="top:775.2pt;left:67.5pt;font-size:12.0pt">tual Battle Rating (and DRM) during combat resolution (9.3). </p> +<p style="top:790.2pt;left:67.5pt;font-size:12.0pt">The number in the lower right is the General’s Agility Rating. </p> +<p style="top:805.2pt;left:67.5pt;font-size:12.0pt">Agility Ratings vary from 1-3. The Agility Rating impacts the </p> +<p style="top:820.2pt;left:67.5pt;font-size:12.0pt">possible losses the enemy may take during combat resolution </p> +<p style="top:835.2pt;left:67.5pt;font-size:12.0pt">(9.5). For American Generals, the Agility Rating is also used </p> +<p style="top:850.2pt;left:67.5pt;font-size:12.0pt">to resolve interception (7.8) and retreat before battle (7.9) at-</p> +<p style="top:865.2pt;left:67.5pt;font-size:12.0pt">tempts. (Washington and Greene enjoy a special modification </p> +<p style="top:880.2pt;left:67.5pt;font-size:12.0pt">to their Agility Rating when attempting retreat before battle.) </p> +<p style="top:66.4pt;left:480.8pt;font-size:12.0pt"><b>D. </b>The Political Control (PC) markers are </p> +<p style="top:81.4pt;left:480.5pt;font-size:12.0pt">shaped like hexagons and are placed in indi-</p> +<p style="top:96.4pt;left:480.5pt;font-size:12.0pt">vidual spaces on the map to denote control of </p> +<p style="top:111.4pt;left:480.5pt;font-size:12.0pt">that space. They are double-sided, representing </p> +<p style="top:126.4pt;left:480.5pt;font-size:12.0pt">American control on one side and British con-</p> +<p style="top:141.4pt;left:480.5pt;font-size:12.0pt">trol on the reverse; they are flipped when </p> +<p style="top:156.4pt;left:480.5pt;font-size:12.0pt">control of a space changes hands.</p> +<p style="top:489.1pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">3.0 TERMINOLOGY </span></b></p> +<p style="top:513.9pt;left:393.8pt;font-size:12.0pt">The following terms are used throughout the rules and on Strat-</p> +<p style="top:528.9pt;left:393.8pt;font-size:12.0pt">egy Cards:</p> +<p style="top:549.5pt;left:405.0pt;font-size:12.0pt"><b>Adjacent:</b> Two spaces are said to be adjacent when they are </p> +<p style="top:564.5pt;left:421.3pt;font-size:12.0pt">connected by a line. There are two types of lines which </p> +<p style="top:579.5pt;left:421.3pt;font-size:12.0pt">connect spaces: normal, solid lines and dashed Wilder-</p> +<p style="top:594.5pt;left:421.3pt;font-size:12.0pt">ness Connections; see 7.3.D. If the American General, </p> +<p style="top:609.5pt;left:421.3pt;font-size:12.0pt">Arnold is in either Falmouth, MA or Quebec, Canada, </p> +<p style="top:624.5pt;left:421.3pt;font-size:12.0pt">the other space is adjacent to Arnold only, traced along </p> +<p style="top:639.5pt;left:421.3pt;font-size:12.0pt">the dashed Wilderness Connection. For purposes of PC </p> +<p style="top:654.5pt;left:421.3pt;font-size:12.0pt">Isolation, British controlled ports are all considered adja-</p> +<p style="top:669.5pt;left:421.3pt;font-size:12.0pt">cent to each other.</p> +<p style="top:690.1pt;left:405.0pt;font-size:12.0pt"><b>Agility Rating: </b>An expression of a General’s ability to ma-</p> +<p style="top:705.1pt;left:421.3pt;font-size:12.0pt">neuver his Army in battle. The higher the rating, the (bet-</p> +<p style="top:720.1pt;left:421.3pt;font-size:12.0pt">ter) the General’s ability to retreat or intercept an enemy </p> +<p style="top:735.1pt;left:421.3pt;font-size:12.0pt">Army. The higher the rating, the more likely the winner </p> +<p style="top:750.1pt;left:421.3pt;font-size:12.0pt">will take losses in a battle where the General is defeated.</p> +<p style="top:770.7pt;left:405.0pt;font-size:12.0pt"><b>American Unit: </b>An American or French General, an </p> +<p style="top:785.7pt;left:421.3pt;font-size:12.0pt">American or French CU, the Continental Congress or </p> +<p style="top:800.7pt;left:421.3pt;font-size:12.0pt">any combination of these units. An American PC marker </p> +<p style="top:815.7pt;left:421.3pt;font-size:12.0pt">does not count as an American Unit.</p> +<p style="top:836.4pt;left:405.0pt;font-size:12.0pt"><b>Army</b>: A General with at least one friendly Combat Units in </p> +<p style="top:851.4pt;left:421.3pt;font-size:12.0pt">a space.</p> +<p style="top:872.0pt;left:405.0pt;font-size:12.0pt"><b>Battle Card</b>: A special subset of Event Strategy Cards. </p> +<p style="top:887.0pt;left:421.3pt;font-size:12.0pt">When played as an event during the Combat Resolution </p> +<p style="top:902.0pt;left:421.3pt;font-size:12.0pt">Procedure battle, the player receives certain benefits </p> +<p style="top:549.9pt;left:181.3pt;font-size:9.6pt">Strategy Rating</p> +<p style="top:569.2pt;left:194.7pt;font-size:9.6pt">Potential</p> +<p style="top:580.5pt;left:186.0pt;font-size:9.6pt">Battle Rating</p> +<p style="top:599.8pt;left:183.8pt;font-size:9.6pt">Agility Rating</p> +<p style="top:630.5pt;left:153.1pt;font-size:9.6pt">Modifier to Agility Rating for </p> +<p style="top:644.2pt;left:170.0pt;font-size:9.6pt">Retreat Before Battle </p> +</div> +<div id="page4" style="width:765pt;height:990pt;background-image:url('rulebook04.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">4</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:83.8pt;font-size:12.0pt">which may include a helpful DRM. Battle Card text also </p> +<p style="top:81.2pt;left:83.8pt;font-size:12.0pt">directs the player to draw a replacement card from the </p> +<p style="top:96.2pt;left:83.8pt;font-size:12.0pt">Strategy Deck (9.45).</p> +<p style="top:116.8pt;left:67.5pt;font-size:12.0pt"><b>Blockade Zone: </b>A group of Port spaces comprise a “Block-</p> +<p style="top:131.8pt;left:83.8pt;font-size:12.0pt">ade Zone” (12.3).</p> +<p style="top:152.4pt;left:67.5pt;font-size:12.0pt"><b>Blockaded Zone:</b> A Blockaded Zone is a Blockade Zone </p> +<p style="top:167.4pt;left:83.8pt;font-size:12.0pt">containing the French Navy (12.3).</p> +<p style="top:188.0pt;left:67.5pt;font-size:12.0pt"><b>Colony</b>: A grouping of one or more spaces on the map </p> +<p style="top:203.0pt;left:83.8pt;font-size:12.0pt">makes up each colony and Canada. Every space belongs </p> +<p style="top:218.0pt;left:83.8pt;font-size:12.0pt">to one of the thirteen American colonies or to Canada </p> +<p style="top:233.0pt;left:83.8pt;font-size:12.0pt">and is color-coded to aid in identifying its colonial as-</p> +<p style="top:248.0pt;left:83.8pt;font-size:12.0pt">sociation.</p> +<p style="top:268.7pt;left:67.5pt;font-size:12.0pt"><b>Combat Unit (CU)</b>: A combat unit represents approximate-</p> +<p style="top:283.7pt;left:162.2pt;font-size:12.0pt">ly a Brigade of soldiers. CUs have no </p> +<p style="top:298.7pt;left:162.2pt;font-size:12.0pt">ability to move except when moved in </p> +<p style="top:313.7pt;left:162.2pt;font-size:12.0pt">conjunction with a General. CUs are </p> +<p style="top:328.7pt;left:162.2pt;font-size:12.0pt">treated like monetary change. Players </p> +<p style="top:343.7pt;left:162.2pt;font-size:12.0pt">may exchange them at any time for any </p> +<p style="top:358.7pt;left:162.2pt;font-size:12.0pt">reason as long as the nationality and total </p> +<p style="top:373.7pt;left:83.8pt;font-size:12.0pt">number of CUs in the space is not altered by the ex-</p> +<p style="top:388.7pt;left:83.8pt;font-size:12.0pt">change.</p> +<p style="top:409.3pt;left:67.5pt;font-size:12.0pt"><b>Die Roll Modifier (DRM): </b>When a battle occurs each </p> +<p style="top:424.3pt;left:83.8pt;font-size:12.0pt">player rolls a six sided die as modified by a wide range </p> +<p style="top:439.3pt;left:83.8pt;font-size:12.0pt">of DRMs. The higher modified value yields victory in </p> +<p style="top:454.3pt;left:83.8pt;font-size:12.0pt">battle.</p> +<p style="top:474.9pt;left:67.5pt;font-size:12.0pt"><b>Event Strategy Card</b>: A Strategy Card implementing </p> +<p style="top:489.9pt;left:83.8pt;font-size:12.0pt">the effects of an important social, economic, political, </p> +<p style="top:504.9pt;left:83.8pt;font-size:12.0pt">military or diplomatic event that historically occurred or </p> +<p style="top:519.9pt;left:83.8pt;font-size:12.0pt">could have occurred. Event Strategy cards have nation-</p> +<p style="top:534.9pt;left:83.8pt;font-size:12.0pt">specific flags next to their titles to help players determine </p> +<p style="top:549.9pt;left:83.8pt;font-size:12.0pt">which side(s) may implement the event. The text of </p> +<p style="top:564.9pt;left:83.8pt;font-size:12.0pt">the title is provided merely to provide historical color </p> +<p style="top:579.9pt;left:83.8pt;font-size:12.0pt">and texture; it has no bearing on implementing the text. </p> +<p style="top:594.9pt;left:83.8pt;font-size:12.0pt">When played (not discarded) the text on the card must be </p> +<p style="top:609.9pt;left:83.8pt;font-size:12.0pt">implemented literally, exactly and completely; although </p> +<p style="top:624.9pt;left:83.8pt;font-size:12.0pt">some cards do provide the player with options. Most </p> +<p style="top:639.9pt;left:83.8pt;font-size:12.0pt">Event Strategy Cards may be discarded in lieu of being </p> +<p style="top:654.9pt;left:83.8pt;font-size:12.0pt">played. There are seven Special Event Strategy Cards </p> +<p style="top:66.2pt;left:421.3pt;font-size:12.0pt">that must be played as the event regardless of which </p> +<p style="top:81.2pt;left:421.3pt;font-size:12.0pt">player draws them (6.34).</p> +<p style="top:101.8pt;left:405.0pt;font-size:12.0pt"><b>General</b>: A General represents an important military leader </p> +<p style="top:116.8pt;left:421.3pt;font-size:12.0pt">that participated in the war. Each General has a Strategy, </p> +<p style="top:131.8pt;left:421.3pt;font-size:12.0pt">Agility and Potential Battle Rating.</p> +<p style="top:152.4pt;left:405.0pt;font-size:12.0pt"><b>OPS Card</b>: A Strategy Card bearing a number 1, 2 or 3 </p> +<p style="top:167.4pt;left:421.3pt;font-size:12.0pt">at top left. Players play these cards during the Strategy </p> +<p style="top:182.4pt;left:421.3pt;font-size:12.0pt">Phase in order to move Generals and any accompanying </p> +<p style="top:197.4pt;left:421.3pt;font-size:12.0pt">CUs from space to space, or to place and flip PC markers </p> +<p style="top:212.4pt;left:421.3pt;font-size:12.0pt">in spaces, or to bring reinforcements into the game.</p> +<p style="top:233.0pt;left:405.0pt;font-size:12.0pt"><b>Political Control</b>: A player controls a space if he has one </p> +<p style="top:248.0pt;left:421.3pt;font-size:12.0pt">of his Political Control (PC) markers in that space. This </p> +<p style="top:263.0pt;left:421.3pt;font-size:12.0pt">is true even if an opposing CU or General also occupies </p> +<p style="top:278.0pt;left:421.3pt;font-size:12.0pt">that space. Political Control of a space can change nu-</p> +<p style="top:293.0pt;left:421.3pt;font-size:12.0pt">merous times over the course of a game.</p> +<p style="top:313.7pt;left:405.0pt;font-size:12.0pt"><b>Political Control Marker (PC)</b>: Hexagonal playing piece </p> +<p style="top:328.7pt;left:421.3pt;font-size:12.0pt">which represents either American or British political </p> +<p style="top:343.7pt;left:421.3pt;font-size:12.0pt">control of a space.</p> +<p style="top:364.3pt;left:405.0pt;font-size:12.0pt"><b>Potential Battle Rating</b>: An expression of a General’s </p> +<p style="top:379.3pt;left:421.3pt;font-size:12.0pt">potential tactical prowess in battle. The higher the rating, </p> +<p style="top:394.3pt;left:421.3pt;font-size:12.0pt">the greater the probability that the General will contrib-</p> +<p style="top:409.3pt;left:421.3pt;font-size:12.0pt">ute die roll modifiers in battle and the higher the possible </p> +<p style="top:424.3pt;left:421.3pt;font-size:12.0pt">Actual Battle Rating.</p> +<p style="top:444.9pt;left:405.0pt;font-size:12.0pt"><b>Stacking Limits: </b>There are no CU stacking limits; a space </p> +<p style="top:459.9pt;left:421.3pt;font-size:12.0pt">may contain as many CUs as the owning player desires. </p> +<p style="top:474.9pt;left:421.3pt;font-size:12.0pt">There is a limit of one General for each side to a space. </p> +<p style="top:489.9pt;left:421.3pt;font-size:12.0pt">Except during the resolution of a battle, no space may </p> +<p style="top:504.9pt;left:421.3pt;font-size:12.0pt">contain Generals and/or CUs of both sides. </p> +<p style="top:525.5pt;left:405.0pt;font-size:12.0pt"><b>Strategy Card</b>: See Event Strategy Card and OPS Card.</p> +<p style="top:546.2pt;left:405.0pt;font-size:12.0pt"><b>Strategy Rating</b>: A value that determines how easy it to ac-</p> +<p style="top:561.2pt;left:421.3pt;font-size:12.0pt">tivate a General for movement. A “1 rated” General can </p> +<p style="top:576.2pt;left:421.3pt;font-size:12.0pt">be activated by any value OPS card, a “2 rated” General </p> +<p style="top:591.2pt;left:421.3pt;font-size:12.0pt">can be activated by a 2 or 3 value OPS card, and a “3 </p> +<p style="top:606.2pt;left:421.3pt;font-size:12.0pt">rated” General can be activated by 3 value OPS card.</p> +<p style="top:626.8pt;left:405.0pt;font-size:12.0pt"><b>Stock: </b>Combat Units not located on the map or in a Rein-</p> +<p style="top:641.8pt;left:421.3pt;font-size:12.0pt">forcement box constitute a player’s Combat Unit stock. </p> +<p style="top:656.8pt;left:421.3pt;font-size:12.0pt">See 8.2.C.</p> +</div> +<div id="page5" style="width:765pt;height:990pt;background-image:url('rulebook05.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt;font-size:12.0pt">5</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:479.1pt;left:56.3pt;font-size:21.6pt"><b><span style="color:#da2028">4.0 SETTING UP THE GAME</span></b></p> +<p style="top:503.9pt;left:56.3pt;font-size:12.0pt">To begin the game, unfold the map and lay it on the table. </p> +<p style="top:518.9pt;left:56.3pt;font-size:12.0pt">Carefully punch out the counters and separate them according </p> +<p style="top:533.9pt;left:56.3pt;font-size:12.0pt">to nationality. Remove the “Declaration of Independence” and </p> +<p style="top:548.9pt;left:56.3pt;font-size:12.0pt">the “Baron von Steuben Trains the Continental Army” Event </p> +<p style="top:563.9pt;left:56.3pt;font-size:12.0pt">Strategy cards from the Strategy Card deck and set them aside. </p> +<p style="top:578.9pt;left:56.3pt;font-size:12.0pt">Shuffle the remaining Strategy Cards and put the resulting deck </p> +<p style="top:593.9pt;left:56.3pt;font-size:12.0pt">face-down near the map. Put the Game Turn marker on the Game </p> +<p style="top:608.9pt;left:56.3pt;font-size:12.0pt">Turn Record Track on the map, with the “British Regulars” side </p> +<p style="top:623.9pt;left:56.3pt;font-size:12.0pt">showing. Place the “French Alliance” marker on the “0” space </p> +<p style="top:638.9pt;left:56.3pt;font-size:12.0pt">of the “French Alliance Track.” Next, set up the playing pieces </p> +<p style="top:653.9pt;left:56.3pt;font-size:12.0pt">as indicated below. Both sides set up simultaneously. Lastly, the </p> +<p style="top:668.9pt;left:56.3pt;font-size:12.0pt">American player places the <i>Committee of Correspondence</i> PC </p> +<p style="top:683.9pt;left:56.3pt;font-size:12.0pt">Markers, followed by the British player’s placement of <i>For The </i></p> +<p style="top:698.9pt;left:56.3pt;font-size:12.0pt"><i>King</i> PC markers.</p> +<p style="top:719.5pt;left:56.3pt;font-size:12.0pt"><b>Abbreviations:</b> </p> +<p style="top:740.1pt;left:67.5pt;font-size:12.0pt"><i>x</i> CU = a number of Combat Units equal to x</p> +<p style="top:760.8pt;left:67.5pt;font-size:12.0pt">PC = Political Control Marker</p> +<p style="top:785.0pt;left:56.3pt;font-size:12.0pt"><b>British: </b></p> +<p style="top:802.2pt;left:67.5pt;font-size:12.0pt">Quebec (Canada): General Carleton, 2 CU, PC</p> +<p style="top:822.9pt;left:67.5pt;font-size:12.0pt">Montreal (Canada): PC</p> +<p style="top:843.5pt;left:67.5pt;font-size:12.0pt">Ft Detroit (Canada): 1 CU, PC</p> +<p style="top:864.1pt;left:67.5pt;font-size:12.0pt">Boston (MA): General Howe, 5 CU, PC</p> +<p style="top:884.7pt;left:67.5pt;font-size:12.0pt">Norfolk (VA): PC</p> +<p style="top:905.4pt;left:67.5pt;font-size:12.0pt">Gilbert Town (NC): PC</p> +<p style="top:66.2pt;left:405.0pt;font-size:12.0pt">Wilmington (NC): PC</p> +<p style="top:86.8pt;left:405.0pt;font-size:12.0pt">Ninety Six (SC): PC</p> +<p style="top:107.4pt;left:405.0pt;font-size:12.0pt">British Reinforcement Box: Generals Burgoyne, Clinton, </p> +<p style="top:122.4pt;left:421.3pt;font-size:12.0pt">Cornwallis</p> +<p style="top:146.6pt;left:393.8pt;font-size:12.0pt"><b>American:</b></p> +<p style="top:163.9pt;left:405.0pt;font-size:12.0pt">Lexington and Concord (MA): General Washington, 5 CU, </p> +<p style="top:178.9pt;left:421.3pt;font-size:12.0pt">PC</p> +<p style="top:199.5pt;left:405.0pt;font-size:12.0pt">Newport (RI): General Greene, 2 CU</p> +<p style="top:220.1pt;left:405.0pt;font-size:12.0pt">Charleston (SC): 2 CU, PC</p> +<p style="top:240.8pt;left:405.0pt;font-size:12.0pt">Philadelphia (PA): Continental Congress, PC</p> +<p style="top:261.4pt;left:405.0pt;font-size:12.0pt">American Reinforcement Box: Generals Arnold, Lincoln, </p> +<p style="top:276.4pt;left:421.3pt;font-size:12.0pt">Gates, Lee, and Lafayette</p> +<p style="top:297.0pt;left:405.0pt;font-size:12.0pt">French Reinforcement Box: General Rochambeau, 5 French </p> +<p style="top:312.0pt;left:421.3pt;font-size:12.0pt">CUs, French Navy</p> +<p style="top:336.2pt;left:393.8pt;font-size:12.0pt"><b>Committees of Correspondence:</b></p> +<p style="top:353.5pt;left:405.0pt;font-size:12.0pt">The American player places 1 PC Marker in each of the </p> +<p style="top:368.5pt;left:405.0pt;font-size:12.0pt">Thirteen Colonies in any space that does not contain a British </p> +<p style="top:383.5pt;left:405.0pt;font-size:12.0pt">Playing Piece.</p> +<p style="top:407.7pt;left:393.8pt;font-size:12.0pt"><b>For The King:</b></p> +<p style="top:425.0pt;left:405.0pt;font-size:12.0pt">After the Americans place their Committees of Correspondence </p> +<p style="top:440.0pt;left:405.0pt;font-size:12.0pt">the British can place 3 PC markers within all restrictions for </p> +<p style="top:455.0pt;left:405.0pt;font-size:12.0pt">British PC marker placement (10.11.B) in any colony. </p> +</div> +<div id="page6" style="width:765pt;height:990pt;background-image:url('rulebook06.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">6</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:303.2pt;left:56.3pt;font-size:21.6pt"><b><span style="color:#da2028">5.0 SEQUENCE OF PLAY</span></b></p> +<p style="top:328.0pt;left:56.3pt;font-size:12.0pt"><i>Washington’s War </i>follows a specific sequence of play. All activi-</p> +<p style="top:343.0pt;left:56.3pt;font-size:12.0pt">ties of one phase must be completed before the subsequent phase </p> +<p style="top:358.0pt;left:56.3pt;font-size:12.0pt">is started. Within a phase, all activities of one segment must be </p> +<p style="top:373.0pt;left:56.3pt;font-size:12.0pt">completed before the next segment is started. Within a segment, </p> +<p style="top:388.0pt;left:56.3pt;font-size:12.0pt">players may perform their activities simultaneously or in any </p> +<p style="top:403.0pt;left:56.3pt;font-size:12.0pt">order agreeable to both players. Should an issue arise where </p> +<p style="top:418.0pt;left:56.3pt;font-size:12.0pt">both players do not agree, the American player determines the </p> +<p style="top:433.0pt;left:56.3pt;font-size:12.0pt">order, but from that point forward the order of activities for that </p> +<p style="top:448.0pt;left:56.3pt;font-size:12.0pt">segment cannot be changed.</p> +<p style="top:475.3pt;left:56.3pt;font-size:14.4pt"><b>5.1 Reinforcements Phase</b></p> +<p style="top:495.2pt;left:56.3pt;font-size:12.0pt">If either player’s Generals are in Captured Generals box, they </p> +<p style="top:510.2pt;left:56.3pt;font-size:12.0pt">are moved to their respective Reinforcements boxes. The British </p> +<p style="top:525.2pt;left:56.3pt;font-size:12.0pt">player then gets Combat Units equal to the number listed for the </p> +<p style="top:540.2pt;left:56.3pt;font-size:12.0pt">current turn on the turn track and places them in his Reinforce-</p> +<p style="top:555.2pt;left:56.3pt;font-size:12.0pt">ments box; see 8.1.A.</p> +<p style="top:582.4pt;left:56.3pt;font-size:14.4pt"><b>5.2 Strategy Cards Phase</b></p> +<p style="top:602.4pt;left:56.3pt;font-size:12.0pt">Deal seven Strategy Cards to each player. The American player </p> +<p style="top:617.4pt;left:56.3pt;font-size:12.0pt">is always dealt the first card. When the Strategy Deck is fully </p> +<p style="top:632.4pt;left:56.3pt;font-size:12.0pt">depleted, or at the beginning of a turn after an event occurs re-</p> +<p style="top:647.4pt;left:56.3pt;font-size:12.0pt">quiring a reshuffle of the Strategy Deck, the Strategy Card Deck </p> +<p style="top:662.4pt;left:56.3pt;font-size:12.0pt">is reconstituted; see 6.1.</p> +<p style="top:689.6pt;left:56.3pt;font-size:14.4pt"><b>5.3 Strategy Phase</b></p> +<p style="top:709.5pt;left:56.3pt;font-size:12.0pt">A determination is made as to which player chooses who goes </p> +<p style="top:724.5pt;left:56.3pt;font-size:12.0pt">first in the following priority order:</p> +<p style="top:743.1pt;left:67.5pt;font-size:12.0pt"><b>a. </b> The British player may declare himself the first player </p> +<p style="top:758.1pt;left:83.8pt;font-size:12.0pt">by playing a Campaign card (Major or Minor) as the first </p> +<p style="top:773.1pt;left:83.8pt;font-size:12.0pt">card. </p> +<p style="top:793.8pt;left:67.5pt;font-size:12.0pt"><b>b. </b>If on the previous turn the Congress was dispersed (7.7) </p> +<p style="top:808.8pt;left:83.8pt;font-size:12.0pt">the British player chooses who will play the first Strategy </p> +<p style="top:823.8pt;left:83.8pt;font-size:12.0pt">card.</p> +<p style="top:844.4pt;left:67.5pt;font-size:12.0pt"><b>c.</b> In all other circumstances the American player chooses </p> +<p style="top:859.4pt;left:83.8pt;font-size:12.0pt">who will play the first Strategy card. </p> +<p style="top:880.0pt;left:56.3pt;font-size:12.0pt">The players then take alternate impulses, each playing one Strat-</p> +<p style="top:895.0pt;left:56.3pt;font-size:12.0pt">egy card, until both players’ hands are empty, at which point the </p> +<p style="top:910.0pt;left:56.3pt;font-size:12.0pt">Strategy Phase ends. In some turns, one player might run out of </p> +<p style="top:66.2pt;left:393.8pt;font-size:12.0pt">cards well before the other, in which case the player with cards </p> +<p style="top:81.2pt;left:393.8pt;font-size:12.0pt">remaining continues to play until his cards run out. Cards may </p> +<p style="top:96.2pt;left:393.8pt;font-size:12.0pt">not be “saved” until the next turn, nor may a player “pass” his </p> +<p style="top:111.2pt;left:393.8pt;font-size:12.0pt">impulse so long as he has cards in his hand.</p> +<p style="top:131.8pt;left:393.8pt;font-size:12.0pt">The play of each Strategy card allows that player to do <i>one</i> of </p> +<p style="top:146.8pt;left:393.8pt;font-size:12.0pt">the following: </p> +<p style="top:167.4pt;left:405.0pt;font-size:12.0pt">(a) move a General; </p> +<p style="top:188.0pt;left:405.0pt;font-size:12.0pt">(b) take control of spaces, putting PC Markers in those </p> +<p style="top:203.0pt;left:421.3pt;font-size:12.0pt">spaces; </p> +<p style="top:223.7pt;left:405.0pt;font-size:12.0pt">(c) cause the card’s Event to happen; </p> +<p style="top:244.3pt;left:405.0pt;font-size:12.0pt">(d) acquire Reinforcements. </p> +<p style="top:264.9pt;left:393.8pt;font-size:12.0pt">Except for Special Event Strategy Cards, a player may satisfy </p> +<p style="top:279.9pt;left:393.8pt;font-size:12.0pt">a card play by discarding a card (all information on the card is </p> +<p style="top:294.9pt;left:393.8pt;font-size:12.0pt">ignored; see 6.32.</p> +<p style="top:322.2pt;left:393.8pt;font-size:14.4pt"><b>5.4 Winter Attrition Phase</b></p> +<p style="top:342.1pt;left:393.8pt;font-size:12.0pt">All CUs are checked for possible Winter Attrition Losses. The </p> +<p style="top:357.1pt;left:393.8pt;font-size:12.0pt">nationality of the CUs, the location of the CUs with respect to </p> +<p style="top:372.1pt;left:393.8pt;font-size:12.0pt">the Winter Attrition Line and Winter Quarters spaces and whether </p> +<p style="top:387.1pt;left:393.8pt;font-size:12.0pt">they are stacked with a General influence their possible losses; </p> +<p style="top:402.1pt;left:393.8pt;font-size:12.0pt">see 11.0.</p> +<p style="top:429.3pt;left:393.8pt;font-size:14.4pt"><b>5.5 French Naval Phase</b></p> +<p style="top:449.3pt;left:393.8pt;font-size:12.0pt">During this phase, and only during this phase, the French Navy </p> +<p style="top:464.3pt;left:393.8pt;font-size:12.0pt">may be relocated. The American player picks up the French Navy </p> +<p style="top:479.3pt;left:393.8pt;font-size:12.0pt">counter and relocates it to any Blockade Zone he wishes; see 12.3. </p> +<p style="top:506.5pt;left:393.8pt;font-size:14.4pt"><b>5.6 Political Control Phase</b></p> +<p style="top:526.4pt;left:393.8pt;font-size:12.0pt">If the Continental Congress has been dispersed, the American </p> +<p style="top:541.4pt;left:393.8pt;font-size:12.0pt">player returns it to play. Each player places PC markers in spaces </p> +<p style="top:556.4pt;left:393.8pt;font-size:12.0pt">containing his Armies. Lastly isolated PC markers are removed; </p> +<p style="top:571.4pt;left:393.8pt;font-size:12.0pt">see 10.2.</p> +<p style="top:598.7pt;left:393.8pt;font-size:14.4pt"><b>5.7 End Phase </b></p> +<p style="top:618.6pt;left:393.8pt;font-size:12.0pt">If the French Alliance was triggered during the current Game-</p> +<p style="top:633.6pt;left:393.8pt;font-size:12.0pt">Turn, European War breaks out and the British player removes </p> +<p style="top:648.6pt;left:393.8pt;font-size:12.0pt">2 CUs from the map; see 12.2.B.iii.</p> +<p style="top:669.2pt;left:393.8pt;font-size:12.0pt">If an Automatic Victory has not occurred (13.1), the game ends if </p> +<p style="top:684.2pt;left:393.8pt;font-size:12.0pt">the “Lord North’s Government Falls—War Ends” Event Strategy </p> +<p style="top:699.2pt;left:393.8pt;font-size:12.0pt">Card in the War Ends box states that the game ends on this turn or </p> +<p style="top:714.2pt;left:393.8pt;font-size:12.0pt">a previous turn. If the game ends, determine the winner per 13.2.</p> +<p style="top:734.9pt;left:393.8pt;font-size:12.0pt">If the game has not ended, move all OPS Cards from the Re-</p> +<p style="top:749.9pt;left:393.8pt;font-size:12.0pt">inforcements Cards boxes to the Discard pile and begin a new </p> +<p style="top:764.9pt;left:393.8pt;font-size:12.0pt">Game Turn by advancing the Game Turn Marker to the next </p> +<p style="top:779.9pt;left:393.8pt;font-size:12.0pt">space on the Game Turn Track. </p> +<p style="top:806.1pt;left:400.6pt;font-size:13.2pt"><b>End Phase Clarification</b></p> +<p style="top:825.0pt;left:400.6pt;font-size:12.0pt">During an End Phase all OPS queues and any other game </p> +<p style="top:840.0pt;left:400.6pt;font-size:12.0pt">process that the players can conceive of or imagine; stops, </p> +<p style="top:855.0pt;left:400.6pt;font-size:12.0pt">and cannot carry over into the next game turn. </p> +<p style="top:875.6pt;left:400.6pt;font-size:12.0pt">In the unlikely event that a “Lord North’s Government Falls—</p> +<p style="top:890.6pt;left:400.6pt;font-size:12.0pt">War Ends” Event Strategy card is not drawn during the course </p> +<p style="top:905.6pt;left:400.6pt;font-size:12.0pt">of a game, the game ends at the end of 1783.</p> +</div> +<div id="page7" style="width:765pt;height:990pt;background-image:url('rulebook07.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt;font-size:12.0pt">7</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:405.0pt;font-size:12.0pt">turn, shuffle both cards into the Strategy Card deck. This is not </p> +<p style="top:81.2pt;left:405.0pt;font-size:12.0pt">a re-shuffle <i>per se</i>, so the discards remain discarded unless an </p> +<p style="top:96.2pt;left:405.0pt;font-size:12.0pt">event requiring a reshuffle is played (or the French Alliance </p> +<p style="top:111.2pt;left:405.0pt;font-size:12.0pt">comes into effect) in 1775.</p> +<p style="top:138.4pt;left:393.8pt;font-size:14.4pt"><b>6.2 Playing the OPS Cards</b></p> +<p style="top:158.3pt;left:393.8pt;font-size:12.0pt">Most of the game play revolves around the use of OPS Cards. </p> +<p style="top:173.3pt;left:393.8pt;font-size:12.0pt">These cards let players conduct their military campaigns and take </p> +<p style="top:188.3pt;left:393.8pt;font-size:12.0pt">control of spaces and colonies. Each time a player plays an OPS </p> +<p style="top:203.3pt;left:393.8pt;font-size:12.0pt">Card, he may do one (and only one) of the following:</p> +<p style="top:224.0pt;left:422.5pt;font-size:12.0pt">• Activate a General for movement, with or without </p> +<p style="top:239.0pt;left:436.3pt;font-size:12.0pt">Combat Units under his command. Activation can oc-</p> +<p style="top:254.0pt;left:436.3pt;font-size:12.0pt">cur only if the General’s Strategy Rating is equal to or </p> +<p style="top:269.0pt;left:436.3pt;font-size:12.0pt">less than the number on the card. An OPS Card show-</p> +<p style="top:284.0pt;left:436.3pt;font-size:12.0pt">ing a “3” can therefore activate any General, while an </p> +<p style="top:299.0pt;left:436.3pt;font-size:12.0pt">OPS Card with a “1” can activate only a General who </p> +<p style="top:314.0pt;left:436.3pt;font-size:12.0pt">has a Strategy Rating of 1. The OPS Card with a “2” </p> +<p style="top:329.0pt;left:436.3pt;font-size:12.0pt">can activate Generals with Strategy Ratings of 2, or 1, </p> +<p style="top:344.0pt;left:436.3pt;font-size:12.0pt">but not 3.</p> +<p style="top:364.6pt;left:422.5pt;font-size:12.0pt">• Add a number of PC Markers to the map equal to the </p> +<p style="top:379.6pt;left:436.3pt;font-size:12.0pt">number on the OPS Card. See 10.1 for details.</p> +<p style="top:400.2pt;left:422.5pt;font-size:12.0pt">• Bring on Reinforcements. See 8.0 for details.</p> +<p style="top:420.8pt;left:422.5pt;font-size:12.0pt">• Place that number of Operations into an Operations </p> +<p style="top:435.8pt;left:436.3pt;font-size:12.0pt">Queue. See 7.1.B for details.</p> +<p style="top:466.7pt;left:587.8pt;font-size:10.8pt">Card ID</p> +<p style="top:527.4pt;left:587.8pt;font-size:10.8pt">OPS Card value</p> +<p style="top:588.2pt;left:587.8pt;font-size:10.8pt">Possible activities that </p> +<p style="top:601.7pt;left:587.8pt;font-size:10.8pt">can be conducted with </p> +<p style="top:615.2pt;left:587.8pt;font-size:10.8pt">this OPS Card</p> +<p style="top:687.1pt;left:469.9pt;font-size:12.0pt">OPS Cards used for placing PC counters or mov-</p> +<p style="top:702.1pt;left:469.9pt;font-size:12.0pt">ing Generals and Armies are played by placing </p> +<p style="top:717.1pt;left:469.9pt;font-size:12.0pt">the card face up on the Discard Pile. Those used </p> +<p style="top:732.1pt;left:469.9pt;font-size:12.0pt">to bring on reinforcements are placed face up in </p> +<p style="top:747.1pt;left:469.9pt;font-size:12.0pt">one of that side’s Reinforcement Card boxes to </p> +<p style="top:762.1pt;left:393.8pt;font-size:12.0pt">record that a reinforcement action has occurred. Those cards </p> +<p style="top:777.1pt;left:393.8pt;font-size:12.0pt">used to begin or extend an Operations Queue are played face-up, </p> +<p style="top:792.1pt;left:393.8pt;font-size:12.0pt">under an “Operations Queue” marker in front of the player until </p> +<p style="top:807.1pt;left:393.8pt;font-size:12.0pt">the Queue is used to activate a General or the Queue is aban-</p> +<p style="top:822.1pt;left:393.8pt;font-size:12.0pt">doned. Once the Queue is used or abandoned all the OPS Cards </p> +<p style="top:837.1pt;left:393.8pt;font-size:12.0pt">associated with it are placed face up in the Discard Pile.</p> +<p style="top:66.0pt;left:56.3pt;font-size:21.6pt"><b><span style="color:#da2028">6.0 STRATEGY CARDS</span></b></p> +<p style="top:90.8pt;left:56.3pt;font-size:12.0pt">During the Strategy Phase, all activity depends on the play of </p> +<p style="top:105.8pt;left:56.3pt;font-size:12.0pt">Strategy cards. This includes moving Armies and fighting battles </p> +<p style="top:120.8pt;left:56.3pt;font-size:12.0pt">as well as taking control of spaces (by placing PC markers), </p> +<p style="top:135.8pt;left:56.3pt;font-size:12.0pt">bringing in reinforcements, and causing events to happen. The </p> +<p style="top:150.8pt;left:56.3pt;font-size:12.0pt">first three actions occur by playing the OPS Cards, while events </p> +<p style="top:165.8pt;left:56.3pt;font-size:12.0pt">occur by playing the Event Strategy Cards. </p> +<p style="top:193.1pt;left:56.3pt;font-size:14.4pt"><b>6.1 Dealing Strategy Cards and Reshuffling the </b></p> +<p style="top:211.1pt;left:56.3pt;font-size:14.4pt"><b>Strategy Card Deck</b></p> +<p style="top:231.0pt;left:56.3pt;font-size:12.0pt">In the Strategy Cards Phase of each game-turn, starting with the </p> +<p style="top:246.0pt;left:56.3pt;font-size:12.0pt">American player, both players are dealt a hand of seven Strategy </p> +<p style="top:261.0pt;left:56.3pt;font-size:12.0pt">Cards from the top of the Strategy Deck. These seven cards </p> +<p style="top:276.0pt;left:56.3pt;font-size:12.0pt">constitute each player’s hand. </p> +<p style="top:296.6pt;left:67.5pt;font-size:12.0pt"><b>A. </b>When the Strategy Deck is fully depleted, including the </p> +<p style="top:311.6pt;left:67.5pt;font-size:12.0pt">situation where a Strategy Card deal is interrupted, reconsti-</p> +<p style="top:326.6pt;left:67.5pt;font-size:12.0pt">tute the Strategy Card deck as described below, and resume </p> +<p style="top:341.6pt;left:67.5pt;font-size:12.0pt">dealing if appropriate. </p> +<p style="top:362.3pt;left:67.5pt;font-size:12.0pt"><b>B. </b>The Strategy Card Deck is reconstituted when either an </p> +<p style="top:377.3pt;left:67.5pt;font-size:12.0pt">Event Strategy Card is played (not discarded) that requires the </p> +<p style="top:392.3pt;left:67.5pt;font-size:12.0pt">Strategy Card Deck to be reshuffled or when the Strategy Card </p> +<p style="top:407.3pt;left:67.5pt;font-size:12.0pt">deck is depleted. In every case all the discards and any cards </p> +<p style="top:422.3pt;left:67.5pt;font-size:12.0pt">remaining in the Strategy Card deck are shuffled to constitute </p> +<p style="top:437.3pt;left:67.5pt;font-size:12.0pt">a fresh Strategy Card deck. Only the current “Lord North’s </p> +<p style="top:452.3pt;left:67.5pt;font-size:12.0pt">Government Falls — War Ends” card and any Event Strategy </p> +<p style="top:467.3pt;left:67.5pt;font-size:12.0pt">cards that have been permanently removed from play due to </p> +<p style="top:482.3pt;left:67.5pt;font-size:12.0pt">the instruction on the card are excluded from the shuffle.</p> +<p style="top:504.4pt;left:74.4pt;font-size:13.2pt"><b>Reshuffle Clarification</b></p> +<p style="top:523.3pt;left:74.4pt;font-size:12.0pt">If a reshuffle is triggered in the middle of the Strategy Phase </p> +<p style="top:538.3pt;left:74.4pt;font-size:12.0pt">(owing to deck depletion and a card draw is needed from </p> +<p style="top:553.3pt;left:74.4pt;font-size:12.0pt">the play of a Battle Card Event), the current “War Ends” </p> +<p style="top:568.3pt;left:74.4pt;font-size:12.0pt">card and any cards currently in the Reinforcement Card </p> +<p style="top:583.3pt;left:74.4pt;font-size:12.0pt">boxes are <i>not</i> shuffled.</p> +<p style="top:604.0pt;left:74.4pt;font-size:12.0pt">The “Declaration of Independence” (#99) and “William Pitt </p> +<p style="top:619.0pt;left:74.4pt;font-size:12.0pt">Urges Peace Talks” (#95) event cards trigger a Reshuffle </p> +<p style="top:634.0pt;left:74.4pt;font-size:12.0pt">when <i>played</i> as an event (not discarded) as per the rule-</p> +<p style="top:649.0pt;left:74.4pt;font-size:12.0pt">book—of course “Declaration of Independence can <i>never</i> </p> +<p style="top:664.0pt;left:74.4pt;font-size:12.0pt">be discarded. The “Hortelez et Cie” (#96) event, however </p> +<p style="top:679.0pt;left:74.4pt;font-size:12.0pt">is the opposite: “Hortelez et Cie” triggers a Reshuffle when </p> +<p style="top:694.0pt;left:74.4pt;font-size:12.0pt"><i>discarded</i> (not played) as per the card text. </p> +<p style="top:718.5pt;left:67.5pt;font-size:12.0pt"><b>C. </b>Either player may examine the cards in the Discard Pile at </p> +<p style="top:733.5pt;left:67.5pt;font-size:12.0pt">any time. Neither player may examine the cards in the Strategy </p> +<p style="top:748.5pt;left:67.5pt;font-size:12.0pt">Card Deck.</p> +<p style="top:769.1pt;left:67.5pt;font-size:12.0pt"><b>D. </b>Certain event cards may change the constitution of either </p> +<p style="top:784.1pt;left:67.5pt;font-size:12.0pt">player’s hand, as explained on the card itself. For example, </p> +<p style="top:799.1pt;left:67.5pt;font-size:12.0pt">if the American Player plays the “John Paul Jones Shipping </p> +<p style="top:814.1pt;left:67.5pt;font-size:12.0pt">Raids” event, one card is randomly drawn from the British </p> +<p style="top:829.1pt;left:67.5pt;font-size:12.0pt">player’s hand and is discarded. </p> +<p style="top:849.8pt;left:67.5pt;font-size:12.0pt"><b>E. </b><b><i>SPECIAL RULE: “Declaration of Independence” and </i></b></p> +<p style="top:864.8pt;left:67.5pt;font-size:12.0pt"><b><i>“Baron Von Steuben Trains the Continental Army” Cards: </i></b></p> +<p style="top:879.8pt;left:67.5pt;font-size:12.0pt">During the initial setup of the game, the “Declaration of In-</p> +<p style="top:894.8pt;left:67.5pt;font-size:12.0pt">dependence” and “Baron Von Steuben Trains the Continental </p> +<p style="top:909.8pt;left:67.5pt;font-size:12.0pt">Army” cards are set aside; see 4.0. At the beginning of the 1776 </p> +</div> +<div id="page8" style="width:765pt;height:990pt;background-image:url('rulebook08.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">8</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.5pt;left:56.3pt;font-size:14.4pt"><b>6.3 Playing the Event Strategy Cards</b></p> +<p style="top:86.4pt;left:67.5pt;font-size:12.0pt"><b>A. </b>The Event Strategy Cards simulate events that occurred, </p> +<p style="top:101.4pt;left:67.5pt;font-size:12.0pt">or may have occurred, during the historical conflict. When an </p> +<p style="top:116.4pt;left:67.5pt;font-size:12.0pt">Event Strategy Card is played, the instructions on the card are </p> +<p style="top:131.4pt;left:67.5pt;font-size:12.0pt">precisely implemented. Alternatively most (but not all) Event </p> +<p style="top:146.4pt;left:67.5pt;font-size:12.0pt">Strategy cards may be discarded, in which case the discarding </p> +<p style="top:161.4pt;left:67.5pt;font-size:12.0pt">player may take some alternative minor actions as described </p> +<p style="top:176.4pt;left:67.5pt;font-size:12.0pt">below. Special Event Strategy Cards may not be discarded </p> +<p style="top:191.4pt;left:67.5pt;font-size:12.0pt"><i>regardless</i> of which player is dealt the card; the event must </p> +<p style="top:206.4pt;left:67.5pt;font-size:12.0pt">be implemented, but the player holding the card determines </p> +<p style="top:221.4pt;left:67.5pt;font-size:12.0pt">when during the Strategy Phase that he will play that card as </p> +<p style="top:236.4pt;left:67.5pt;font-size:12.0pt">the event.</p> +<p style="top:257.1pt;left:67.5pt;font-size:12.0pt"><b>B. </b>The titles printed on Event Strategy Cards have no impact </p> +<p style="top:272.1pt;left:67.5pt;font-size:12.0pt">whatsoever on the play of the event; they are added simply to </p> +<p style="top:287.1pt;left:67.5pt;font-size:12.0pt">provide background color and historic texture to the game. For </p> +<p style="top:302.1pt;left:67.5pt;font-size:12.0pt">example, the “Benedict Arnold Treason!” may occur whether </p> +<p style="top:317.1pt;left:67.5pt;font-size:12.0pt">or not the Arnold General counter is in play or not. Next to </p> +<p style="top:332.1pt;left:67.5pt;font-size:12.0pt">the titles on the Event Strategy Cards is a nation-specific flag </p> +<p style="top:347.1pt;left:67.5pt;font-size:12.0pt">which indicates which player may play the card to trigger its </p> +<p style="top:362.1pt;left:67.5pt;font-size:12.0pt">event. An American flag indicates events that are playable by </p> +<p style="top:377.1pt;left:67.5pt;font-size:12.0pt">the American player. A British flag indicates events playable by </p> +<p style="top:392.1pt;left:67.5pt;font-size:12.0pt">the British player. The absence of a flag denotes events play-</p> +<p style="top:407.1pt;left:67.5pt;font-size:12.0pt">able by <i>either</i> player (i.e., Minor and Major Campaigns), or a </p> +<p style="top:422.1pt;left:67.5pt;font-size:12.0pt">Special Event Card that <i>must</i> be played by the player holding it. </p> +<p style="top:442.7pt;left:254.2pt;font-size:12.0pt"><b>C. </b>When an Event Strat-</p> +<p style="top:682.7pt;left:67.5pt;font-size:12.0pt">egy Card has been played as the event, examine the card text to </p> +<p style="top:697.7pt;left:67.5pt;font-size:12.0pt">determine if it may only be played once per game. Cards that </p> +<p style="top:712.7pt;left:67.5pt;font-size:12.0pt">are removed from play are set aside where both players may </p> +<p style="top:727.7pt;left:67.5pt;font-size:12.0pt">see that the event has occurred. These cards are not included </p> +<p style="top:742.7pt;left:67.5pt;font-size:12.0pt">in any subsequent reshuffles of the Strategy Card Deck. All </p> +<p style="top:757.7pt;left:67.5pt;font-size:12.0pt">other cards are placed face up on the Discard pile.</p> +<p style="top:778.3pt;left:67.5pt;font-size:12.0pt"><b>D.</b> If the Event Strategy Card directs that the deck be reshuffled, </p> +<p style="top:793.3pt;left:67.5pt;font-size:12.0pt">place the card face up on the Strategy Card Deck as a mne-</p> +<p style="top:808.3pt;left:67.5pt;font-size:12.0pt">monic to reshuffle the deck at the beginning of the next Strategy </p> +<p style="top:823.3pt;left:67.5pt;font-size:12.0pt">Card Phase. If a subsequent Event Strategy Card directs that a </p> +<p style="top:838.3pt;left:67.5pt;font-size:12.0pt">card be drawn from the Strategy Card Deck before the reshuffle </p> +<p style="top:853.3pt;left:67.5pt;font-size:12.0pt">occurs, simply take the next card on the top of the deck under </p> +<p style="top:868.3pt;left:67.5pt;font-size:12.0pt">the mnemonic; do not reshuffle the deck at that time.</p> +<p style="top:66.5pt;left:393.8pt;font-size:14.4pt"><b>6.31 Playing Event Strategy Cards</b></p> +<p style="top:86.4pt;left:393.8pt;font-size:12.0pt">Play of a Strategy Card Event implements <i>all</i> of the actions </p> +<p style="top:101.4pt;left:393.8pt;font-size:12.0pt">described in the text of the card. To allow the text on the card to </p> +<p style="top:116.4pt;left:393.8pt;font-size:12.0pt">be concise, some generalities apply:</p> +<p style="top:137.1pt;left:422.5pt;font-size:12.0pt">• Many events have conditional clauses that limit the </p> +<p style="top:152.1pt;left:436.3pt;font-size:12.0pt">activity in the event; read the card text carefully. For </p> +<p style="top:167.1pt;left:436.3pt;font-size:12.0pt">example the “Joseph Brant Leads an Iroquois Raid” </p> +<p style="top:182.1pt;left:436.3pt;font-size:12.0pt">limits the effect on the card to the non-port spaces in </p> +<p style="top:197.1pt;left:436.3pt;font-size:12.0pt">three specific colonies.</p> +<p style="top:217.7pt;left:422.5pt;font-size:12.0pt">• If the text uses the word “may”, then that portion of </p> +<p style="top:232.7pt;left:436.3pt;font-size:12.0pt">the instructions on the card is <i>voluntary</i>. The player </p> +<p style="top:247.7pt;left:436.3pt;font-size:12.0pt">playing the card may implement the action or not at </p> +<p style="top:262.7pt;left:436.3pt;font-size:12.0pt">his discretion.</p> +<p style="top:283.3pt;left:422.5pt;font-size:12.0pt">• If the text does not use the word “may”, then all of the </p> +<p style="top:298.3pt;left:436.3pt;font-size:12.0pt">instructions <i>must</i> be implemented. For example, during </p> +<p style="top:313.3pt;left:436.3pt;font-size:12.0pt">play of the “Declaration of Independence”, PC mark-</p> +<p style="top:328.3pt;left:436.3pt;font-size:12.0pt">ers must be played into every colony where placement </p> +<p style="top:343.3pt;left:436.3pt;font-size:12.0pt">is legal even if this will ultimately result in the loss of </p> +<p style="top:358.3pt;left:436.3pt;font-size:12.0pt">American PCs during the Political Control Phase.</p> +<p style="top:379.0pt;left:422.5pt;font-size:12.0pt">• Some Event Strategy Cards indicate that PC markers </p> +<p style="top:394.0pt;left:436.3pt;font-size:12.0pt">or Combat Units be removed from the map. Which </p> +<p style="top:409.0pt;left:436.3pt;font-size:12.0pt">specific units or counters are removed is entirely up to </p> +<p style="top:424.0pt;left:436.3pt;font-size:12.0pt">whomever plays the card.</p> +<p style="top:444.6pt;left:422.5pt;font-size:12.0pt">• Some Event Strategy Cards call for the player to re-</p> +<p style="top:459.6pt;left:436.3pt;font-size:12.0pt">move a Strategy Card from his opponent’s hand; the </p> +<p style="top:474.6pt;left:436.3pt;font-size:12.0pt">player who plays such an event randomly draws a </p> +<p style="top:489.6pt;left:436.3pt;font-size:12.0pt">Strategy Card from the other player’s hand and dis-</p> +<p style="top:504.6pt;left:436.3pt;font-size:12.0pt">cards it, face up, without looking at any other Strategy </p> +<p style="top:519.6pt;left:436.3pt;font-size:12.0pt">Cards in that player’s hand. Loss of a Strategy Card </p> +<p style="top:534.6pt;left:436.3pt;font-size:12.0pt">from one’s hand in this fashion does not constitute a </p> +<p style="top:549.6pt;left:436.3pt;font-size:12.0pt">play of that strategy card. If he still has strategy cards </p> +<p style="top:564.6pt;left:436.3pt;font-size:12.0pt">remaining, the player losing the Strategy Card still </p> +<p style="top:579.6pt;left:436.3pt;font-size:12.0pt">makes the next play<i>.</i></p> +<p style="top:600.2pt;left:436.3pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: This mechanic may have the effect of </span></i></p> +<p style="top:615.2pt;left:436.3pt;font-size:12.0pt"><i><span style="color:#374ea1">changing which player will move last and may give a </span></i></p> +<p style="top:630.2pt;left:436.3pt;font-size:12.0pt"><i><span style="color:#374ea1">player back-to-back Strategy Card plays.</span></i></p> +<p style="top:650.8pt;left:422.5pt;font-size:12.0pt">• In cases where there is a perceived contradiction be-</p> +<p style="top:665.8pt;left:436.3pt;font-size:12.0pt">tween the rules and the card text, the card text takes </p> +<p style="top:680.8pt;left:436.3pt;font-size:12.0pt">precedence.</p> +<p style="top:708.1pt;left:393.8pt;font-size:14.4pt"><b>6.32 Discarding Event Strategy Cards</b></p> +<p style="top:728.0pt;left:405.0pt;font-size:12.0pt"><b>A. </b>Except for Special Event Strategy Cards that must be played </p> +<p style="top:743.0pt;left:405.0pt;font-size:12.0pt">as events, either player may choose to discard an Event Strat-</p> +<p style="top:758.0pt;left:405.0pt;font-size:12.0pt">egy Card rather than play it to implement the event. British </p> +<p style="top:773.0pt;left:405.0pt;font-size:12.0pt">players must discard Event Strategy Cards which have an </p> +<p style="top:788.0pt;left:405.0pt;font-size:12.0pt">American flag next to the title; American players must discard </p> +<p style="top:803.0pt;left:405.0pt;font-size:12.0pt">Event Strategy Cards which have a British flag next to the title. </p> +<p style="top:818.0pt;left:405.0pt;font-size:12.0pt">If the conditions specified in the card text cannot be met, then </p> +<p style="top:833.0pt;left:405.0pt;font-size:12.0pt">the card must be discarded. A card which is discarded is never </p> +<p style="top:848.0pt;left:405.0pt;font-size:12.0pt">removed from the game. </p> +<p style="top:868.6pt;left:405.0pt;font-size:12.0pt"><i>Example: If “William Pitt Peace Talks” is in a player’s hand </i></p> +<p style="top:883.6pt;left:405.0pt;font-size:12.0pt"><i>after the French Alliance has occurred, then it must be dis-</i></p> +<p style="top:898.6pt;left:405.0pt;font-size:12.0pt"><i>carded as described in this section or in section 6.33.</i></p> +<p style="top:465.4pt;left:257.2pt;font-size:10.8pt">Card Number</p> +<p style="top:484.6pt;left:257.2pt;font-size:10.8pt">Event Title (Battle Card </p> +<p style="top:498.1pt;left:257.2pt;font-size:10.8pt">if title in white on red or </p> +<p style="top:511.6pt;left:257.2pt;font-size:10.8pt">blue background)</p> +<p style="top:530.7pt;left:257.2pt;font-size:10.8pt">British flag indicates </p> +<p style="top:544.2pt;left:257.2pt;font-size:10.8pt">only the British player </p> +<p style="top:557.7pt;left:257.2pt;font-size:10.8pt">may play the event; </p> +<p style="top:571.2pt;left:257.2pt;font-size:10.8pt">American flag indicates </p> +<p style="top:584.7pt;left:257.2pt;font-size:10.8pt">only the American player </p> +<p style="top:598.2pt;left:257.2pt;font-size:10.8pt">may play the event. </p> +<p style="top:617.3pt;left:257.2pt;font-size:10.8pt">Card Event text</p> +</div> +<div id="page9" style="width:765pt;height:990pt;background-image:url('rulebook09.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt;font-size:12.0pt">9</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:67.5pt;font-size:12.0pt"><b>B. </b>When a player discards an Event Strategy Card as his play </p> +<p style="top:81.2pt;left:67.5pt;font-size:12.0pt">during the Strategy Phase, he also takes <i>one</i> of the following </p> +<p style="top:96.2pt;left:67.5pt;font-size:12.0pt">actions:</p> +<p style="top:116.8pt;left:78.8pt;font-size:12.0pt"><b>(i.) </b>The card is simply discarded and no further action is </p> +<p style="top:131.8pt;left:78.8pt;font-size:12.0pt">taken; or</p> +<p style="top:152.4pt;left:78.8pt;font-size:12.0pt"><b>(ii.)</b> <i>Place or flip one PC adjacent to a friendly PC subject </i></p> +<p style="top:167.4pt;left:78.8pt;font-size:12.0pt"><i>to the additional restrictions in Rule 10.11</i>; or</p> +<p style="top:188.0pt;left:78.8pt;font-size:12.0pt"><b>(iii.) </b>Remove one enemy PC from a space which is adjacent </p> +<p style="top:203.0pt;left:78.8pt;font-size:12.0pt">to a space containing a friendly PC counter and that is not </p> +<p style="top:218.0pt;left:78.8pt;font-size:12.0pt">occupied by an enemy CU, an American General or the </p> +<p style="top:233.0pt;left:78.8pt;font-size:12.0pt">Continental Congress. </p> +<p style="top:253.7pt;left:67.5pt;font-size:12.0pt"><b><i><span style="color:#00a550">Play Note: </span></i></b><i><span style="color:#00a550">An OPS Card cannot be discarded to remove an </span></i></p> +<p style="top:268.7pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#00a550">opponent’s PC marker. Only an Event card (even a friendly </span></i></p> +<p style="top:283.7pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#00a550">Event, but not a Special Event) can be discarded to remove </span></i></p> +<p style="top:298.7pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#00a550">a PC marker.</span></i></p> +<p style="top:319.3pt;left:67.5pt;font-size:12.0pt"><b>C.</b> If a player discards an Event Strategy Card as a play dur-</p> +<p style="top:334.3pt;left:67.5pt;font-size:12.0pt">ing the Strategy Phase (i.e., not as a Battle Card as described </p> +<p style="top:349.3pt;left:67.5pt;font-size:12.0pt">below), his opponent may exchange an OPS Card in his hand </p> +<p style="top:364.3pt;left:67.5pt;font-size:12.0pt">with the discarded Event Strategy Card before he takes his </p> +<p style="top:379.3pt;left:67.5pt;font-size:12.0pt">turn. Note that this action does not change the total number of </p> +<p style="top:394.3pt;left:67.5pt;font-size:12.0pt">cards in the exchanging player’s hand, nor does it constitute </p> +<p style="top:409.3pt;left:67.5pt;font-size:12.0pt">taking his turn. </p> +<p style="top:429.9pt;left:85.0pt;font-size:12.0pt">• The American player must exchange either a 2 or 3 </p> +<p style="top:444.9pt;left:98.8pt;font-size:12.0pt">value OPS Card to retrieve such a discarded Event </p> +<p style="top:459.9pt;left:98.8pt;font-size:12.0pt">Strategy Card. </p> +<p style="top:480.5pt;left:85.0pt;font-size:12.0pt">• The British player must exchange any OPS Card, re-</p> +<p style="top:495.5pt;left:98.8pt;font-size:12.0pt">gardless of value, to retrieve a discarded Event Strat-</p> +<p style="top:510.5pt;left:98.8pt;font-size:12.0pt">egy Card.</p> +<p style="top:531.2pt;left:67.5pt;font-size:12.0pt"><b><i>Example: </i></b><i>It is the British player turn. The British player dis-</i></p> +<p style="top:546.2pt;left:67.5pt;font-size:12.0pt"><i>cards the “Henry Knox Continental Artillery Commander” </i></p> +<p style="top:561.2pt;left:67.5pt;font-size:12.0pt"><i>Event Strategy Card. He chooses to place a PC marker on the </i></p> +<p style="top:576.2pt;left:67.5pt;font-size:12.0pt"><i>board. After the British turn and before taking his turn, the </i></p> +<p style="top:591.2pt;left:67.5pt;font-size:12.0pt"><i>American player discards a 2 OPS Card from his hand and </i></p> +<p style="top:606.2pt;left:67.5pt;font-size:12.0pt"><i>exchanges it to bring the discarded “Henry Knox” card which </i></p> +<p style="top:621.2pt;left:67.5pt;font-size:12.0pt"><i>he places into his hand. It is now the American player’s turn.</i></p> +<p style="top:648.4pt;left:56.3pt;font-size:14.4pt"><b>6.33 Event Strategy Cards as Battle Cards</b></p> +<p style="top:668.3pt;left:67.5pt;font-size:12.0pt"><b>A.</b> Event Strategy Cards with the title printed in a colored box </p> +<p style="top:683.3pt;left:67.5pt;font-size:12.0pt">are called Battle Cards. These events can only be implemented </p> +<p style="top:698.3pt;left:67.5pt;font-size:12.0pt">when the card is played during the resolution of a battle (9.45). </p> +<p style="top:713.3pt;left:67.5pt;font-size:12.0pt">(<b>Exception:</b> “Banastre Tarleton Waxhaws Massacre” provides </p> +<p style="top:728.3pt;left:67.5pt;font-size:12.0pt">the British player with the option to play the card as an event </p> +<p style="top:743.3pt;left:67.5pt;font-size:12.0pt">during the Strategy Phase.) Once the battle is resolved, the </p> +<p style="top:758.3pt;left:67.5pt;font-size:12.0pt">card is discarded (<b>Exception:</b> “Benedict Arnold Treason!” <i>is</i> </p> +<p style="top:773.3pt;left:67.5pt;font-size:12.0pt">permanently removed). The +2 Battle DRM advantage applies </p> +<p style="top:788.3pt;left:67.5pt;font-size:12.0pt">only to the battle underway when the card is played; i.e., if </p> +<p style="top:803.3pt;left:67.5pt;font-size:12.0pt">more than one battle occurs during the turn as the result of a </p> +<p style="top:818.3pt;left:67.5pt;font-size:12.0pt">Major or Minor Campaign event the Battle Card only modi-</p> +<p style="top:833.3pt;left:67.5pt;font-size:12.0pt">fies one battle. </p> +<p style="top:854.0pt;left:67.5pt;font-size:12.0pt"><b>B.</b> Each Battle Card contains the instruction to draw a Strategy </p> +<p style="top:869.0pt;left:67.5pt;font-size:12.0pt">Card after the active player’s impulse. Draw the replacement </p> +<p style="top:884.0pt;left:67.5pt;font-size:12.0pt">Strategy Card after all other activity in the impulse has been </p> +<p style="top:899.0pt;left:67.5pt;font-size:12.0pt">completed. If more than one Battle Card has been played (as </p> +<p style="top:66.2pt;left:405.0pt;font-size:12.0pt">in a Major or Minor Campaign), then a replacement card is </p> +<p style="top:81.2pt;left:405.0pt;font-size:12.0pt">drawn for each one. Normally it will not matter which player </p> +<p style="top:96.2pt;left:405.0pt;font-size:12.0pt">replaces their card first, but in cases where it may matter (such </p> +<p style="top:111.2pt;left:405.0pt;font-size:12.0pt">as when the Strategy Card Deck will become exhausted) the </p> +<p style="top:126.2pt;left:405.0pt;font-size:12.0pt">player taking their impulse replaces their Battle Cards first. </p> +<p style="top:146.8pt;left:405.0pt;font-size:12.0pt"><b>C.</b> Except for Special Event Strategy Cards, any Event Strat-</p> +<p style="top:161.8pt;left:405.0pt;font-size:12.0pt">egy Card may be discarded to gain a +1 die roll modification </p> +<p style="top:176.8pt;left:405.0pt;font-size:12.0pt">in Battle (9.45). An Event Strategy Card discarded for this </p> +<p style="top:191.8pt;left:405.0pt;font-size:12.0pt">purpose is not replaced by drawing another Event Strategy </p> +<p style="top:206.8pt;left:405.0pt;font-size:12.0pt">Card, nor may it be retrieved by the exchange procedure used </p> +<p style="top:221.8pt;left:405.0pt;font-size:12.0pt">during the Strategy Card Phase (6.32.C). </p> +<p style="top:242.4pt;left:405.0pt;font-size:12.0pt"><b><i><span style="color:#00a550">Play Note</span></i></b><i><span style="color:#00a550">: This mechanic can be used to discard an opponent’s </span></i></p> +<p style="top:257.4pt;left:405.0pt;font-size:12.0pt"><i><span style="color:#00a550">event without fear of exchange. However, it does reduce the size </span></i></p> +<p style="top:272.4pt;left:405.0pt;font-size:12.0pt"><i><span style="color:#00a550">of one’s hand, possibly giving the opponent the opportunity to </span></i></p> +<p style="top:287.4pt;left:405.0pt;font-size:12.0pt"><i><span style="color:#00a550">make a back-to-back play.</span></i></p> +<p style="top:308.0pt;left:405.0pt;font-size:12.0pt"><b>D.</b> Each player may play/discard a maximum one Event Strat-</p> +<p style="top:323.0pt;left:405.0pt;font-size:12.0pt">egy Card for each battle. The attacker decides to play/discard </p> +<p style="top:338.0pt;left:405.0pt;font-size:12.0pt">first, then the defender makes his decision. During a Major/</p> +<p style="top:353.0pt;left:405.0pt;font-size:12.0pt">Minor Campaign Event, each players may play/discard an </p> +<p style="top:368.0pt;left:405.0pt;font-size:12.0pt">Event Strategy Card in every battle if they so choose.</p> +<p style="top:388.7pt;left:393.8pt;font-size:12.0pt"><b><i>Clarifications</i></b><i>: The “Benedict Arnold Treason” Battle card may </i></p> +<p style="top:403.7pt;left:393.8pt;font-size:12.0pt"><i>only be played as an event during the battle resolution process. </i></p> +<p style="top:418.7pt;left:393.8pt;font-size:12.0pt"><i>As with other Battle Cards, this card cannot be played as the </i></p> +<p style="top:433.7pt;left:393.8pt;font-size:12.0pt"><i>event during the Strategy Card Phase simply to remove the Arnold </i></p> +<p style="top:448.7pt;left:393.8pt;font-size:12.0pt"><i>General counter. The Arnold General counter does not have to </i></p> +<p style="top:463.7pt;left:393.8pt;font-size:12.0pt"><i>be involved in the battle in order to play this Battle Card. When </i></p> +<p style="top:478.7pt;left:393.8pt;font-size:12.0pt"><i>the event is resolved, the Arnold General counter is permanently </i></p> +<p style="top:493.7pt;left:393.8pt;font-size:12.0pt"><i>removed from the game regardless of his current location (on </i></p> +<p style="top:508.7pt;left:393.8pt;font-size:12.0pt"><i>the map, in the American Leader Reinforcement box or in the </i></p> +<p style="top:523.7pt;left:393.8pt;font-size:12.0pt"><i>Captured Generals box). The American player may discard this </i></p> +<p style="top:538.7pt;left:393.8pt;font-size:12.0pt"><i>card per 6.32 or discard it as a battle card at his option.</i></p> +<p style="top:565.9pt;left:393.8pt;font-size:14.4pt"><b>6.34 Special Event Strategy Cards</b></p> +<p style="top:585.8pt;left:405.0pt;font-size:12.0pt"><b>A. </b>There are seven Special Event Strategy Cards. They are </p> +<p style="top:600.8pt;left:405.0pt;font-size:12.0pt">indicated by the notation ‘Must Be Played’ at the top. <i>These </i></p> +<p style="top:615.8pt;left:405.0pt;font-size:12.0pt"><i>cards may not be discarded under any circumstances. </i>The </p> +<p style="top:630.8pt;left:405.0pt;font-size:12.0pt">player drawing a Special Event card into his hand must play </p> +<p style="top:645.8pt;left:405.0pt;font-size:12.0pt">it at some point during the Strategy Phase of the game-turn in </p> +<p style="top:660.8pt;left:405.0pt;font-size:12.0pt">which he draws it. A player holding a Special Event Strategy </p> +<p style="top:675.8pt;left:405.0pt;font-size:12.0pt">Card does have the option of when during the Strategy Phase </p> +<p style="top:690.8pt;left:405.0pt;font-size:12.0pt">to play the card. </p> +<p style="top:711.5pt;left:405.0pt;font-size:12.0pt"><b>B.</b> When a Special Event Strategy Card is randomly selected </p> +<p style="top:726.5pt;left:405.0pt;font-size:12.0pt">and drawn from a player’s hand, its event is immediately </p> +<p style="top:741.5pt;left:405.0pt;font-size:12.0pt">implemented. The requirement to implement the event is </p> +<p style="top:756.5pt;left:405.0pt;font-size:12.0pt">mandatory regardless of which player drew the card, held the </p> +<p style="top:771.5pt;left:405.0pt;font-size:12.0pt">card, or which side benefits. </p> +<p style="top:792.1pt;left:405.0pt;font-size:12.0pt"><b>C.</b> The Special Event Strategy Cards are: </p> +<p style="top:812.7pt;left:416.3pt;font-size:12.0pt"><b>(i.) </b><b><i>Declaration of Independence. </i></b>This event requires the </p> +<p style="top:827.7pt;left:416.3pt;font-size:12.0pt">American player to place one PC marker in each of the </p> +<p style="top:842.7pt;left:416.3pt;font-size:12.0pt">thirteen colonies (excluding Canada) where placement is </p> +<p style="top:857.7pt;left:416.3pt;font-size:12.0pt">possible. Such placement is <i>not</i> optional, although the choice </p> +<p style="top:872.7pt;left:416.3pt;font-size:12.0pt">of which space if there is more than one possible space is at </p> +<p style="top:887.7pt;left:416.3pt;font-size:12.0pt">the option of the American player. PC marker placement is </p> +<p style="top:902.7pt;left:416.3pt;font-size:12.0pt">limited by the restrictions listed in Rule 10.11.A.ii. British </p> +</div> +<div id="page10" style="width:765pt;height:990pt;background-image:url('rulebook10.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">10</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:78.8pt;font-size:12.0pt">PC markers cannot be flipped even if an American Army or </p> +<p style="top:81.2pt;left:78.8pt;font-size:12.0pt">General is present. The Declaration of Independence event </p> +<p style="top:96.2pt;left:78.8pt;font-size:12.0pt">takes place even if the Continental Congress is currently </p> +<p style="top:111.2pt;left:78.8pt;font-size:12.0pt">dispersed. </p> +<p style="top:131.8pt;left:78.8pt;font-size:12.0pt"><b><i>Play Note</i></b><i>: In some cases, play of the “Declaration of In-</i></p> +<p style="top:146.8pt;left:78.8pt;font-size:12.0pt"><i>dependence” can potentially result in losses of American </i></p> +<p style="top:161.8pt;left:78.8pt;font-size:12.0pt"><i>PCs during a subsequent PC Isolation Phase (10.3). This </i></p> +<p style="top:176.8pt;left:78.8pt;font-size:12.0pt"><i>is intended.</i></p> +<p style="top:197.4pt;left:78.8pt;font-size:12.0pt"><b>Optional Tournament Rule:</b> Whenever the British player </p> +<p style="top:212.4pt;left:78.8pt;font-size:12.0pt">plays either the Declaration of Independence or the Benjamin </p> +<p style="top:227.4pt;left:78.8pt;font-size:12.0pt">Franklin: Minister to France Special Events, the event takes </p> +<p style="top:242.4pt;left:78.8pt;font-size:12.0pt">effect as it normally does. However, the British player may </p> +<p style="top:257.4pt;left:78.8pt;font-size:12.0pt">then draw a replacement card and immediately take another </p> +<p style="top:272.4pt;left:78.8pt;font-size:12.0pt">action using any card (not necessarily the replacement card). </p> +<p style="top:287.4pt;left:78.8pt;font-size:12.0pt">The DOI and Franklin events always occur first.</p> +<p style="top:308.0pt;left:78.8pt;font-size:12.0pt"><b>(ii.) </b><b><i>Benjamin Franklin: Minister to France. </i></b>Advance the </p> +<p style="top:323.0pt;left:78.8pt;font-size:12.0pt">French Alliance marker four spaces towards “French Alli-</p> +<p style="top:338.0pt;left:78.8pt;font-size:12.0pt">ance”. If play of this event results in the French Alliance </p> +<p style="top:353.0pt;left:78.8pt;font-size:12.0pt">marker reaching +9, then immediately implement the effects </p> +<p style="top:368.0pt;left:78.8pt;font-size:12.0pt">of the French Alliance; see 12.0.</p> +<p style="top:388.7pt;left:78.8pt;font-size:12.0pt"><b>(iii.) </b><b><i>Lord North’s Government Falls Card and the War </i></b></p> +<p style="top:403.7pt;left:78.8pt;font-size:12.0pt"><b><i>Ends Box. </i></b>The “North’s Government Falls” cards are used to </p> +<p style="top:418.7pt;left:78.8pt;font-size:12.0pt">regulate the end of the game. Each of the five cards changes </p> +<p style="top:433.7pt;left:78.8pt;font-size:12.0pt">the end of the game to one of the years from 1779 to 1783. </p> +<p style="top:448.7pt;left:78.8pt;font-size:12.0pt">To implement this event, place the card face up in the box on </p> +<p style="top:463.7pt;left:78.8pt;font-size:12.0pt">the map labeled “War Ends Card”. If a “North’s Government </p> +<p style="top:478.7pt;left:78.8pt;font-size:12.0pt">Falls” is already in the box, place it in the discard pile and </p> +<p style="top:493.7pt;left:78.8pt;font-size:12.0pt">replace it with the card just played. In this way, should the </p> +<p style="top:508.7pt;left:78.8pt;font-size:12.0pt">Strategy Card deck be reshuffled, except for the card currently </p> +<p style="top:523.7pt;left:78.8pt;font-size:12.0pt">in the War Ends Box, all the other “North’s Government Falls” </p> +<p style="top:538.7pt;left:78.8pt;font-size:12.0pt">cards will be returned to play. During the End Phase of each </p> +<p style="top:553.7pt;left:78.8pt;font-size:12.0pt">Game Turn, the players will compare the current year with </p> +<p style="top:568.7pt;left:78.8pt;font-size:12.0pt">the year shown on the “North’s Government Falls” card. If </p> +<p style="top:583.7pt;left:78.8pt;font-size:12.0pt">the card shows the current year or a preceding year, then the </p> +<p style="top:598.7pt;left:78.8pt;font-size:12.0pt">game ends and victory is determined; see 13.0.</p> +<p style="top:822.6pt;left:56.3pt;font-size:21.6pt"><b><span style="color:#da2028">7.0 MOVEMENT </span></b></p> +<p style="top:847.4pt;left:56.3pt;font-size:12.0pt">Movement only occurs during the Strategy Phase and only when </p> +<p style="top:862.4pt;left:56.3pt;font-size:12.0pt">Generals have been activated by an OPS Card, “John Glover </p> +<p style="top:877.4pt;left:56.3pt;font-size:12.0pt">Marblehead Regiment” Event Strategy Card or by a “Major/</p> +<p style="top:892.4pt;left:56.3pt;font-size:12.0pt">Minor Campaign” Event Strategy Card. A Combat Unit (CU) </p> +<p style="top:907.4pt;left:56.3pt;font-size:12.0pt">may only move when accompanied by an activated General. </p> +<p style="top:66.2pt;left:393.8pt;font-size:12.0pt">American Armies may conduct interceptions and retreats before </p> +<p style="top:81.2pt;left:393.8pt;font-size:12.0pt">battle, and thus make minor changes to their locations during the </p> +<p style="top:96.2pt;left:393.8pt;font-size:12.0pt">Strategy Phase, but these mechanics do not require activation of </p> +<p style="top:111.2pt;left:393.8pt;font-size:12.0pt">a General and are covered separately.</p> +<p style="top:138.4pt;left:393.8pt;font-size:14.4pt"><b>7.1 Activating Generals with OPS Cards </b></p> +<p style="top:158.3pt;left:405.0pt;font-size:12.0pt"><b>A. </b>To activate a General with a Strategy Rating of 3 (e.g., Car-</p> +<p style="top:173.3pt;left:405.0pt;font-size:12.0pt">leton), play an OPS Card with the number 3 on it. To activate </p> +<p style="top:188.3pt;left:405.0pt;font-size:12.0pt">a General with a Strategy Rating of 2 (e.g., Gates), play an </p> +<p style="top:203.3pt;left:405.0pt;font-size:12.0pt">OPS Card with either the number 3 or 2 on it. A General with </p> +<p style="top:218.3pt;left:405.0pt;font-size:12.0pt">a strategy rating of 1 (e.g., Greene) may be activated by the </p> +<p style="top:233.3pt;left:405.0pt;font-size:12.0pt">play of any OPS Card.</p> +<p style="top:254.0pt;left:481.1pt;font-size:12.0pt"><b>B.</b> Instead of activating a General with the play </p> +<p style="top:269.0pt;left:481.2pt;font-size:12.0pt">of a single OPS Card, a player may choose to </p> +<p style="top:284.0pt;left:481.2pt;font-size:12.0pt">create an Operations Queue. </p> +<p style="top:304.6pt;left:481.2pt;font-size:12.0pt"><b>(i.) </b>A player establishes the start of an Opera-</p> +<p style="top:319.6pt;left:481.2pt;font-size:12.0pt">tions Queue by playing an OPS Card with the </p> +<p style="top:334.6pt;left:416.3pt;font-size:12.0pt">number 1 or 2 face up in front of the player and stating that it </p> +<p style="top:349.6pt;left:416.3pt;font-size:12.0pt">is an Operations Queue. Place an Operations Queue marker </p> +<p style="top:364.6pt;left:416.3pt;font-size:12.0pt">on top of the card or cards played into the Queue. </p> +<p style="top:385.2pt;left:416.3pt;font-size:12.0pt"><b>(ii.)</b> On the player’s next Strategy Card play, he plays an </p> +<p style="top:400.2pt;left:416.3pt;font-size:12.0pt">additional OPS Card into the Queue. He may then activate </p> +<p style="top:415.2pt;left:416.3pt;font-size:12.0pt">a General with a Strategy Rating less than or equal to the </p> +<p style="top:430.2pt;left:416.3pt;font-size:12.0pt">total value of the OPS Cards. Alternatively he may choose </p> +<p style="top:445.2pt;left:416.3pt;font-size:12.0pt">to continue the Operations Queue.</p> +<p style="top:465.8pt;left:416.3pt;font-size:12.0pt"><b>(iii.)</b> When creating an Operations Queue, the player must </p> +<p style="top:480.8pt;left:416.3pt;font-size:12.0pt">play each subsequent Strategy Card into the Queue until </p> +<p style="top:495.8pt;left:416.3pt;font-size:12.0pt">he uses the Queue or abandons it. The Operations Queue </p> +<p style="top:510.8pt;left:416.3pt;font-size:12.0pt">is abandoned if the player discards or plays any Strategy </p> +<p style="top:525.8pt;left:416.3pt;font-size:12.0pt">Card to perform a different activity. (Note: This applies to </p> +<p style="top:540.8pt;left:416.3pt;font-size:12.0pt">the sequential plays of Strategy Cards during the Strategy </p> +<p style="top:555.8pt;left:416.3pt;font-size:12.0pt">Phase. Battle Cards played and other Event Strategy Cards </p> +<p style="top:570.8pt;left:416.3pt;font-size:12.0pt">discarded during resolution of a battle do not cause aban-</p> +<p style="top:585.8pt;left:416.3pt;font-size:12.0pt">donment of the Operations Queue.) When an Operations </p> +<p style="top:600.8pt;left:416.3pt;font-size:12.0pt">Queue has been completed (used to activate a General) or </p> +<p style="top:615.8pt;left:416.3pt;font-size:12.0pt">abandoned, place all the OPS Cards face up on the discard </p> +<p style="top:630.8pt;left:416.3pt;font-size:12.0pt">pile. <i>Discard of an OPS card to pick up a discarded Event </i></p> +<p style="top:645.8pt;left:416.3pt;font-size:12.0pt"><i>does not cancel the OPS Queue.</i></p> +<p style="top:666.5pt;left:393.8pt;font-size:12.0pt"><b><i>Example</i></b><i>: The British player holds a hand of three 1 OPS Cards, </i></p> +<p style="top:681.5pt;left:393.8pt;font-size:12.0pt"><i>one 3 OPS Card and three event cards. During the course of the </i></p> +<p style="top:696.5pt;left:393.8pt;font-size:12.0pt"><i>game turn he foresees the possible need to move Howe, Cornwal-</i></p> +<p style="top:711.5pt;left:393.8pt;font-size:12.0pt"><i>lis and/or Burgoyne. As his first play, he places one of the 1 OPS </i></p> +<p style="top:726.5pt;left:393.8pt;font-size:12.0pt"><i>Cards in front of him and starts an Operations Queue, placing an </i></p> +<p style="top:741.5pt;left:393.8pt;font-size:12.0pt"><i>“Operations Queue” marker on top of it. The American player </i></p> +<p style="top:756.5pt;left:393.8pt;font-size:12.0pt"><i>makes a routine play that does not change the British player’s </i></p> +<p style="top:771.5pt;left:393.8pt;font-size:12.0pt"><i>plan. The British player then plays the second 1 OPS Card into </i></p> +<p style="top:786.5pt;left:393.8pt;font-size:12.0pt"><i>the Operations Queue. The queue now totals two, so he activates </i></p> +<p style="top:801.5pt;left:393.8pt;font-size:12.0pt"><i>Burgoyne for movement. After the move is completed, both 1 OPS </i></p> +<p style="top:816.5pt;left:393.8pt;font-size:12.0pt"><i>Cards are placed in the Discard Pile.</i></p> +<p style="top:837.1pt;left:393.8pt;font-size:12.0pt"><b><i>Example:</i></b><i> With the same starting situation as above, the Ameri-</i></p> +<p style="top:852.1pt;left:393.8pt;font-size:12.0pt"><i>can player takes an action that the British player believes must </i></p> +<p style="top:867.1pt;left:393.8pt;font-size:12.0pt"><i>be responded to by playing one of his Event Strategy Cards as </i></p> +<p style="top:882.1pt;left:393.8pt;font-size:12.0pt"><i>the event. He does so, but has interrupted his continual play of </i></p> +<p style="top:897.1pt;left:393.8pt;font-size:12.0pt"><i>cards into the Operations Queue and thus abandoned it. The event </i></p> +<p style="top:912.1pt;left:393.8pt;font-size:12.0pt"><i>is implemented but the 1 OPS Card in the Operations Queue is </i></p> +</div> +<div id="page11" style="width:765pt;height:990pt;background-image:url('rulebook11.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:697.0pt;font-size:12.0pt">11</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:56.3pt;font-size:12.0pt"><i>placed in the discard pile. The British player may start a new </i></p> +<p style="top:81.2pt;left:56.3pt;font-size:12.0pt"><i>Operations Queue with his next play.</i></p> +<p style="top:101.8pt;left:56.3pt;font-size:12.0pt"><b><i>Example</i></b><i>: With the same starting situation as above, the Op-</i></p> +<p style="top:116.8pt;left:56.3pt;font-size:12.0pt"><i>erations Queue has grown to hold two 1 OPS Cards. After the </i></p> +<p style="top:131.8pt;left:56.3pt;font-size:12.0pt"><i>American’s second play, the British player decides he wishes to </i></p> +<p style="top:146.8pt;left:56.3pt;font-size:12.0pt"><i>activate Cornwallis. Even though there are already two 1 OPS </i></p> +<p style="top:161.8pt;left:56.3pt;font-size:12.0pt"><i>Cards in the queue, he must still play another card into the queue </i></p> +<p style="top:176.8pt;left:56.3pt;font-size:12.0pt"><i>in order to activate a General. He cannot play an event and </i></p> +<p style="top:191.8pt;left:56.3pt;font-size:12.0pt"><i>also activate Cornwallis, nor may he pass on playing a card to </i></p> +<p style="top:206.8pt;left:56.3pt;font-size:12.0pt"><i>activate Cornwallis. He plays the remaining 1 OPS Card into the </i></p> +<p style="top:221.8pt;left:56.3pt;font-size:12.0pt"><i>queue and now has three operations points, so he may activate </i></p> +<p style="top:236.8pt;left:56.3pt;font-size:12.0pt"><i>any British General that he chooses.</i></p> +<p style="top:264.1pt;left:56.3pt;font-size:14.4pt"><b>7.2 Activating Generals with Campaign Cards</b></p> +<p style="top:284.0pt;left:67.5pt;font-size:12.0pt"><b>A. </b>By playing a “Major Campaign” Event Strategy Card, a </p> +<p style="top:299.0pt;left:67.5pt;font-size:12.0pt">player may activate up to three of his Generals, regardless of </p> +<p style="top:314.0pt;left:67.5pt;font-size:12.0pt">their Strategy Ratings. By playing a “Minor Campaign” Event </p> +<p style="top:329.0pt;left:67.5pt;font-size:12.0pt">Strategy Card, he may activate up to two Generals (regard-</p> +<p style="top:344.0pt;left:67.5pt;font-size:12.0pt">less of their Strategy Ratings). The first General must finish </p> +<p style="top:359.0pt;left:67.5pt;font-size:12.0pt">his entire activation (including any Battles he wishes to fight) </p> +<p style="top:374.0pt;left:67.5pt;font-size:12.0pt">before the next General begins. A General cannot be activated </p> +<p style="top:389.0pt;left:67.5pt;font-size:12.0pt">more than once in a Campaign, nor may a given CU be moved </p> +<p style="top:404.0pt;left:67.5pt;font-size:12.0pt">by more than one General during a campaign. The player need </p> +<p style="top:419.0pt;left:67.5pt;font-size:12.0pt">not announce which Generals will be activated when the card </p> +<p style="top:434.0pt;left:67.5pt;font-size:12.0pt">is played; the player may move one General, and then select </p> +<p style="top:449.0pt;left:67.5pt;font-size:12.0pt">which General he will activate next and so on until all Generals </p> +<p style="top:464.0pt;left:67.5pt;font-size:12.0pt">have completed their activations. </p> +<p style="top:484.6pt;left:67.5pt;font-size:12.0pt"><b>B. Landing Party (British)</b>: With the play of any Campaign </p> +<p style="top:499.6pt;left:67.5pt;font-size:12.0pt">Event Strategy Card, in lieu of activating one General, the </p> +<p style="top:514.6pt;left:67.5pt;font-size:12.0pt">British player may either (a) flip an American PC marker in a </p> +<p style="top:529.6pt;left:67.5pt;font-size:12.0pt">non-Blockaded port space not containing an American Gen-</p> +<p style="top:544.6pt;left:67.5pt;font-size:12.0pt">eral, CU, or the Continental Congress; <i>or</i> (b) place a British </p> +<p style="top:559.6pt;left:67.5pt;font-size:12.0pt">PC marker in an empty, non-Blockaded port space. Neither </p> +<p style="top:574.6pt;left:67.5pt;font-size:12.0pt">of these options may be employed in a fortified port space </p> +<p style="top:589.6pt;left:67.5pt;font-size:12.0pt">(2.1.C). Only one Landing Party activation is allowed per play </p> +<p style="top:604.6pt;left:67.5pt;font-size:12.0pt">of a Campaign Event Strategy Card. </p> +<p style="top:625.2pt;left:67.5pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note:</span></i></b><i><span style="color:#374ea1"> Subsequent to flipping the American PC counter, </span></i></p> +<p style="top:640.2pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">the British player may use an additional activation during the </span></i></p> +<p style="top:655.2pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">same Campaign Event to make a British Naval Movement to </span></i></p> +<p style="top:670.2pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">that now friendly port.</span></i></p> +<p style="top:697.5pt;left:56.3pt;font-size:14.4pt"><b>7.3 Movement Procedure</b></p> +<p style="top:717.4pt;left:67.5pt;font-size:12.0pt"><b>A. </b>When activated, a General may move a maximum of four </p> +<p style="top:732.4pt;left:67.5pt;font-size:12.0pt">spaces from the space in which he begins the activation (<b>Ex-</b></p> +<p style="top:747.4pt;left:67.5pt;font-size:12.0pt"><b>ception:</b> American Mobility Advantage; see 7.3.C). During </p> +<p style="top:762.4pt;left:67.5pt;font-size:12.0pt">his move, a General may take up to five CUs with him. The </p> +<p style="top:777.4pt;left:67.5pt;font-size:12.0pt">General may change the constitution of his Army while moving </p> +<p style="top:792.4pt;left:67.5pt;font-size:12.0pt">by picking up and dropping off CUs along the way, but at no </p> +<p style="top:807.4pt;left:67.5pt;font-size:12.0pt">time may that Army move with more than five CUs. </p> +<p style="top:828.0pt;left:67.5pt;font-size:12.0pt"><b>B. </b>Movement is traced along the solid and dashed lines con-</p> +<p style="top:843.0pt;left:67.5pt;font-size:12.0pt">necting adjacent spaces. The movement of an Army ends when </p> +<p style="top:858.0pt;left:67.5pt;font-size:12.0pt">it enters a space containing an enemy CU. (<b>Exception</b>: Over-</p> +<p style="top:873.0pt;left:67.5pt;font-size:12.0pt">runs 9.7) Movement is complete even if the enemy Army oc-</p> +<p style="top:888.0pt;left:67.5pt;font-size:12.0pt">cupying the space successfully executes a retreat before battle.</p> +<p style="top:66.2pt;left:405.0pt;font-size:12.0pt"><b>C. Special American Mobility Advantage</b>: American Gen-</p> +<p style="top:81.2pt;left:405.0pt;font-size:12.0pt">erals and any CUs with them may move up to five spaces </p> +<p style="top:96.2pt;left:405.0pt;font-size:12.0pt">provided that they do not execute an Overrun nor end the </p> +<p style="top:111.2pt;left:405.0pt;font-size:12.0pt">move in a space occupied by any enemy CUs (i.e., the Army </p> +<p style="top:126.2pt;left:405.0pt;font-size:12.0pt">may not move 5 spaces and enter into a Battle). American </p> +<p style="top:141.2pt;left:405.0pt;font-size:12.0pt">Generals moving alone may also move five spaces subject to </p> +<p style="top:156.2pt;left:405.0pt;font-size:12.0pt">normal movement restrictions; see 7.4. An American Army </p> +<p style="top:171.2pt;left:405.0pt;font-size:12.0pt">may capture British Generals unaccompanied by CUs while </p> +<p style="top:186.2pt;left:405.0pt;font-size:12.0pt">moving five spaces. </p> +<p style="top:206.8pt;left:405.0pt;font-size:12.0pt"><b><i>Special</i></b><i>: The “John Glover Marblehead Regiment” Event </i></p> +<p style="top:221.8pt;left:405.0pt;font-size:12.0pt"><i>Strategy Card activates one American General who may move </i></p> +<p style="top:236.8pt;left:405.0pt;font-size:12.0pt"><i>up to six spaces and enter into Battle or execute one or more </i></p> +<p style="top:251.8pt;left:405.0pt;font-size:12.0pt"><i>Overruns, for that activation only. Remember that the card </i></p> +<p style="top:266.8pt;left:405.0pt;font-size:12.0pt"><i>text in an Event supersedes the rules.</i></p> +<p style="top:683.0pt;left:405.0pt;font-size:12.0pt"><b><i>Example</i></b><i>: General Gates and four CUs begin in Ninety-Six. </i></p> +<p style="top:698.0pt;left:405.0pt;font-size:12.0pt"><i>The American player plays a 2 OPS Card to activate General </i></p> +<p style="top:713.0pt;left:405.0pt;font-size:12.0pt"><i>Gates, who moves, via Camden, two spaces to Eutaw Springs, </i></p> +<p style="top:728.0pt;left:405.0pt;font-size:12.0pt"><i>where he drops off two CUs. One space further along in </i></p> +<p style="top:743.0pt;left:405.0pt;font-size:12.0pt"><i>Charleston, three CUs await, and General Gates moves there </i></p> +<p style="top:758.0pt;left:405.0pt;font-size:12.0pt"><i>to pick them up (he now has his maximum of 5). He ends his </i></p> +<p style="top:773.0pt;left:405.0pt;font-size:12.0pt"><i>activation by moving one more space (total of 4) and ends his </i></p> +<p style="top:788.0pt;left:405.0pt;font-size:12.0pt"><i>movement in Savannah. Because Gates is an American General </i></p> +<p style="top:803.0pt;left:405.0pt;font-size:12.0pt"><i>and is participating neither in an overrun nor in a battle, he </i></p> +<p style="top:818.0pt;left:405.0pt;font-size:12.0pt"><i>could optionally continue his move to Augusta or St. Mary’s </i></p> +<p style="top:833.0pt;left:405.0pt;font-size:12.0pt"><i>(a total of 5 spaces.)</i></p> +<p style="top:853.7pt;left:405.0pt;font-size:12.0pt"><b>D. Wilderness Connections: </b>Crossing a dotted line connection </p> +<p style="top:868.7pt;left:405.0pt;font-size:12.0pt">counts as 3 spaces entered. American Armies can intercept and </p> +<p style="top:883.7pt;left:405.0pt;font-size:12.0pt">retreat before battle along Wilderness Connections. See 7.4.D </p> +<p style="top:898.7pt;left:405.0pt;font-size:12.0pt">for restrictions on the Falmouth-Quebec connection.</p> +</div> +<div id="page12" style="width:765pt;height:990pt;background-image:url('rulebook12.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">12</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:67.5pt;font-size:12.0pt"><b><i>Example:</i></b><i> moving from Fort Detroit to Basset Town, PA counts </i></p> +<p style="top:81.2pt;left:67.5pt;font-size:12.0pt"><i>as 3 spaces moved. A British Army which started moving in </i></p> +<p style="top:96.2pt;left:67.5pt;font-size:12.0pt"><i>Detroit could not enter Point Pleasant, VA in the same move </i></p> +<p style="top:111.2pt;left:67.5pt;font-size:12.0pt"><i>since that would count as another 3 spaces moved.</i></p> +<p style="top:138.4pt;left:56.3pt;font-size:14.4pt"><b>7.4 Restrictions on Movement </b></p> +<p style="top:158.4pt;left:56.3pt;font-size:12.0pt">The following restrictions apply to movement at all times:</p> +<p style="top:179.0pt;left:67.5pt;font-size:12.0pt"><b>A. </b>In order to enter a space containing an enemy CU, a Gen-</p> +<p style="top:194.0pt;left:67.5pt;font-size:12.0pt">eral must be moving with at least one friendly CU. A General </p> +<p style="top:209.0pt;left:67.5pt;font-size:12.0pt">moving without a CU may move through a space containing </p> +<p style="top:224.0pt;left:67.5pt;font-size:12.0pt">an enemy General without accompanying CUs, but may not </p> +<p style="top:239.0pt;left:67.5pt;font-size:12.0pt">stop in that space. </p> +<p style="top:259.6pt;left:67.5pt;font-size:12.0pt"><b>B. </b>No General moving alone can enter a space with an enemy </p> +<p style="top:274.6pt;left:67.5pt;font-size:12.0pt">PC marker.</p> +<p style="top:295.2pt;left:67.5pt;font-size:12.0pt"><b>C. </b>A General may end his move, his retreat, or his intercep-</p> +<p style="top:310.2pt;left:67.5pt;font-size:12.0pt">tion in the same space as another friendly General, whether </p> +<p style="top:325.2pt;left:67.5pt;font-size:12.0pt">or not either General has CUs with him. If a General does end </p> +<p style="top:340.2pt;left:67.5pt;font-size:12.0pt">a move in the same space as a friendly General, one of the </p> +<p style="top:355.2pt;left:67.5pt;font-size:12.0pt">Generals—owner’s choice—must be placed in the Reinforce-</p> +<p style="top:370.2pt;left:67.5pt;font-size:12.0pt">ments Box. General Washington may never be removed to the </p> +<p style="top:385.2pt;left:67.5pt;font-size:12.0pt">Reinforcement Box.</p> +<p style="top:410.5pt;left:74.4pt;font-size:13.2pt"><b>Movement Clarification</b></p> +<p style="top:429.4pt;left:74.4pt;font-size:12.0pt">Generals may move through spaces containing other </p> +<p style="top:444.4pt;left:74.4pt;font-size:12.0pt">friendly Generals. 7.4.C. applies if a General stops in a </p> +<p style="top:459.4pt;left:74.4pt;font-size:12.0pt">space with another friendly General.</p> +<p style="top:486.5pt;left:67.5pt;font-size:12.0pt"><b>D. </b>Only one General in the game—Benedict Arnold—may </p> +<p style="top:501.5pt;left:67.5pt;font-size:12.0pt">move, intercept, or retreat along the dotted line between Fal-</p> +<p style="top:516.5pt;left:67.5pt;font-size:12.0pt">mouth, MA and Quebec. Arnold may do so either by himself </p> +<p style="top:531.5pt;left:67.5pt;font-size:12.0pt">or with CUs. Note that this is also a Wilderness Connection </p> +<p style="top:546.5pt;left:67.5pt;font-size:12.0pt">and counts as 3 spaces moved. </p> +<p style="top:567.1pt;left:67.5pt;font-size:12.0pt"><b>E. </b>When a Campaign card is played, a specific CU may <i>not</i> be </p> +<p style="top:582.1pt;left:67.5pt;font-size:12.0pt">moved by more than one General. Nor may the same General </p> +<p style="top:597.1pt;left:67.5pt;font-size:12.0pt">activate more than once.</p> +<p style="top:624.4pt;left:56.3pt;font-size:14.4pt"><b>7.5 British Naval Movement </b></p> +<p style="top:644.3pt;left:56.3pt;font-size:12.0pt">The British player may use Naval Movement to transfer Generals </p> +<p style="top:659.3pt;left:56.3pt;font-size:12.0pt">(with or without CUs) from one eligible port to another. To conduct </p> +<p style="top:674.3pt;left:56.3pt;font-size:12.0pt">Naval Movement, the activated British General must start the move </p> +<p style="top:689.3pt;left:56.3pt;font-size:12.0pt">in an eligible Port space, use the <i>entire</i> move to transfer himself </p> +<p style="top:704.3pt;left:56.3pt;font-size:12.0pt">and up to 5 CUs, and end in an eligible destination port. A port is </p> +<p style="top:719.3pt;left:56.3pt;font-size:12.0pt">eligible for Naval Movement unless it contains an American CU </p> +<p style="top:734.3pt;left:56.3pt;font-size:12.0pt">or an American PC marker (even if the space is also occupied by </p> +<p style="top:749.3pt;left:56.3pt;font-size:12.0pt">British Generals/CUs). Additionally, any origin or destination port </p> +<p style="top:764.3pt;left:56.3pt;font-size:12.0pt">in a Blockaded Zone is ineligible for Naval Movement. </p> +<p style="top:791.5pt;left:56.3pt;font-size:14.4pt"><b>7.6 Capturing Generals During Movement</b></p> +<p style="top:811.4pt;left:67.5pt;font-size:12.0pt"><b>A. </b>Any time an Army enters a space containing an enemy </p> +<p style="top:826.4pt;left:67.5pt;font-size:12.0pt">General unaccompanied by CUs (whether by Movement, </p> +<p style="top:841.4pt;left:67.5pt;font-size:12.0pt">Interception, or Retreat), that General is captured. The Army </p> +<p style="top:856.4pt;left:67.5pt;font-size:12.0pt">may continue moving. The Captured General is placed in the </p> +<p style="top:871.4pt;left:67.5pt;font-size:12.0pt">Captured Generals Box, and during the Reinforcements Phase </p> +<p style="top:886.4pt;left:67.5pt;font-size:12.0pt">of the following game-turn, he (like every other captured Gen-</p> +<p style="top:901.4pt;left:67.5pt;font-size:12.0pt">eral) is placed in his side’s Reinforcements Box.</p> +<p style="top:66.0pt;left:405.0pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: Both sides in the Revolutionary War regularly </span></i></p> +<p style="top:81.0pt;left:405.0pt;font-size:12.0pt"><i><span style="color:#374ea1">exchanged high ranking prisoners of war; this rule covers </span></i></p> +<p style="top:96.0pt;left:405.0pt;font-size:12.0pt"><i><span style="color:#374ea1">that practice. By contrast, lower-ranking prisoners stayed in </span></i></p> +<p style="top:111.0pt;left:405.0pt;font-size:12.0pt"><i><span style="color:#374ea1">squalid prison camps for long periods of time.</span></i></p> +<p style="top:131.6pt;left:405.0pt;font-size:12.0pt"><b>B.</b><i> </i><b><i>SPECIAL RULE: </i></b><b>George Washington Capture: </b>If </p> +<p style="top:146.6pt;left:405.0pt;font-size:12.0pt">George Washington is captured, he is removed from the </p> +<p style="top:161.6pt;left:405.0pt;font-size:12.0pt">game. The British player immediately removes 5 <i>American</i> </p> +<p style="top:176.6pt;left:405.0pt;font-size:12.0pt">PC markers, no more than one per colony (including Canada) </p> +<p style="top:191.6pt;left:405.0pt;font-size:12.0pt">in any space that does not contain an American CU, General, </p> +<p style="top:206.6pt;left:405.0pt;font-size:12.0pt">or the Continental Congress. In addition, if France has not </p> +<p style="top:221.6pt;left:405.0pt;font-size:12.0pt">yet entered the war move the French Alliance marker three </p> +<p style="top:236.6pt;left:405.0pt;font-size:12.0pt">spaces to the negative. </p> +<p style="top:263.8pt;left:393.8pt;font-size:14.4pt"><b>7.7 Dispersing the Continental Congress</b></p> +<p style="top:283.8pt;left:467.2pt;font-size:12.0pt">If the British Army enters the space containing </p> +<p style="top:298.8pt;left:467.2pt;font-size:12.0pt">the Continental Congress and it is unaccompanied </p> +<p style="top:313.8pt;left:467.2pt;font-size:12.0pt">by American CUs, the Congress is dispersed. The </p> +<p style="top:328.8pt;left:467.2pt;font-size:12.0pt">British Army may continue moving. If a battle (or </p> +<p style="top:343.8pt;left:467.2pt;font-size:12.0pt">overrun) takes place in the space occupied by the </p> +<p style="top:358.8pt;left:393.8pt;font-size:12.0pt">Continental Congress and the American forces are eliminated or </p> +<p style="top:373.8pt;left:393.8pt;font-size:12.0pt">forced to retreat, then the Continental Congress is dispersed. </p> +<p style="top:388.8pt;left:393.8pt;font-size:12.0pt">When dispersed, place the Continental Congress marker into the </p> +<p style="top:403.8pt;left:393.8pt;font-size:12.0pt">Continental Congress Dispersed Box on the map. The counter </p> +<p style="top:418.8pt;left:393.8pt;font-size:12.0pt">comes back into play in the Political Control Phase. Note that </p> +<p style="top:433.8pt;left:393.8pt;font-size:12.0pt">there are substantial restrictions to the American player while </p> +<p style="top:448.8pt;left:393.8pt;font-size:12.0pt">the Congress is dispersed. (10.11.A.iv)</p> +<p style="top:469.4pt;left:393.8pt;font-size:12.0pt">On the turn following the Congress being dispersed, it is the Brit-</p> +<p style="top:484.4pt;left:393.8pt;font-size:12.0pt">ish player, not the American, who determines who goes first (5.3).</p> +<p style="top:511.6pt;left:393.8pt;font-size:14.4pt"><b>7.8 Interception (Americans only)</b></p> +<p style="top:531.6pt;left:405.0pt;font-size:12.0pt"><b>A. </b>American Armies may intercept moving British Armies </p> +<p style="top:546.6pt;left:405.0pt;font-size:12.0pt">under certain circumstances. The American player may attempt </p> +<p style="top:561.6pt;left:405.0pt;font-size:12.0pt">to make an interception, subject to some restrictions, when </p> +<p style="top:576.6pt;left:405.0pt;font-size:12.0pt">the British Army moves into an adjacent space that contains </p> +<p style="top:591.6pt;left:405.0pt;font-size:12.0pt">an American PC marker. To resolve the interception attempt, </p> +<p style="top:606.6pt;left:405.0pt;font-size:12.0pt">the American player rolls a die and compares the result to the </p> +<p style="top:621.6pt;left:405.0pt;font-size:12.0pt">Agility Rating of the intercepting General. The interception </p> +<p style="top:636.6pt;left:405.0pt;font-size:12.0pt">is successful if the result is less than or equal to the Agility </p> +<p style="top:651.6pt;left:405.0pt;font-size:12.0pt">Rating; otherwise it fails. </p> +<p style="top:672.2pt;left:405.0pt;font-size:12.0pt"><b>B. </b>Interception may not be attempted into spaces which al-</p> +<p style="top:687.2pt;left:405.0pt;font-size:12.0pt">ready contain British CUs prior to the entry of the moving </p> +<p style="top:702.2pt;left:405.0pt;font-size:12.0pt">Army. British Armies using Naval Movement (7.5) may not </p> +<p style="top:717.2pt;left:405.0pt;font-size:12.0pt">be intercepted. British Generals moving without CUs may not </p> +<p style="top:732.2pt;left:405.0pt;font-size:12.0pt">be intercepted.<b><i> </i></b></p> +<p style="top:752.8pt;left:405.0pt;font-size:12.0pt"><b>C. </b>Successful interception results in the placement of the inter-</p> +<p style="top:767.8pt;left:405.0pt;font-size:12.0pt">cepting General and all CUs stacked with him into the space </p> +<p style="top:782.8pt;left:405.0pt;font-size:12.0pt">just entered by the British Army. <i>(</i><b><i>Exception</i></b><i>: If the intercepting </i></p> +<p style="top:797.8pt;left:405.0pt;font-size:12.0pt"><i>General is stacked with more than 5 CUs, all CUs in excess </i></p> +<p style="top:812.8pt;left:405.0pt;font-size:12.0pt"><i>of 5 remain in their original space.) </i>Interception immediately </p> +<p style="top:827.8pt;left:405.0pt;font-size:12.0pt">ends the British movement and initiates the Combat Resolu-</p> +<p style="top:842.8pt;left:405.0pt;font-size:12.0pt">tion Procedure (9.2).</p> +<p style="top:863.4pt;left:405.0pt;font-size:12.0pt"><b>D.</b> American Armies may intercept into spaces which already </p> +<p style="top:878.4pt;left:405.0pt;font-size:12.0pt">contain American CUs. In this case the American player may </p> +<p style="top:893.4pt;left:405.0pt;font-size:12.0pt">be required to remove an excess General of his choice to the </p> +<p style="top:908.4pt;left:405.0pt;font-size:12.0pt">Reinforcement Box prior to the resolution of the battle. Once </p> +</div> +<div id="page13" style="width:765pt;height:990pt;background-image:url('rulebook13.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt;font-size:12.0pt">13</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:67.5pt;font-size:12.0pt">an interception takes place, the Americans may not attempt a </p> +<p style="top:81.2pt;left:67.5pt;font-size:12.0pt">retreat before battle. </p> +<p style="top:101.8pt;left:67.5pt;font-size:12.0pt"><b>E.</b> Multiple Armies may attempt to intercept into the same space, </p> +<p style="top:116.8pt;left:67.5pt;font-size:12.0pt">but the first successful interception <i>immediately</i> ends British </p> +<p style="top:131.8pt;left:67.5pt;font-size:12.0pt">movement, causes a battle and prevents any further interceptions </p> +<p style="top:146.8pt;left:67.5pt;font-size:12.0pt">by other Armies from occurring during that activation. No Army </p> +<p style="top:161.8pt;left:67.5pt;font-size:12.0pt">may attempt interception more than <i>once per Strategy Card</i> </p> +<p style="top:176.8pt;left:67.5pt;font-size:12.0pt">played by the British player; i.e., during a British Campaign </p> +<p style="top:191.8pt;left:67.5pt;font-size:12.0pt">event each American Army is allowed a total of <i>one</i> interception </p> +<p style="top:206.8pt;left:67.5pt;font-size:12.0pt">attempt. Whether an interception attempt is successful or not, </p> +<p style="top:221.8pt;left:67.5pt;font-size:12.0pt">any Army attempting interception may not subsequently attempt </p> +<p style="top:236.8pt;left:67.5pt;font-size:12.0pt">a Retreat Before Battle until the next Strategy Card is played.</p> +<p style="top:257.4pt;left:67.5pt;font-size:12.0pt"><b>F. </b>When an interception is successful, the intercepting force is </p> +<p style="top:272.4pt;left:67.5pt;font-size:12.0pt">considered to be in the space before the arrival of the moving </p> +<p style="top:287.4pt;left:67.5pt;font-size:12.0pt">British Army. If the American Army is subsequently forced </p> +<p style="top:302.4pt;left:67.5pt;font-size:12.0pt">to retreat, it may use any legal retreat route from that space, it </p> +<p style="top:317.4pt;left:67.5pt;font-size:12.0pt">need not retreat back to the space from which it intercepted. </p> +<p style="top:332.4pt;left:67.5pt;font-size:12.0pt">Conversely if the British Army is required to retreat, it must </p> +<p style="top:347.4pt;left:67.5pt;font-size:12.0pt">retreat back into the space it left upon entering the intercept </p> +<p style="top:362.4pt;left:67.5pt;font-size:12.0pt">space, even if this forces it to retreat back onto an American </p> +<p style="top:377.4pt;left:67.5pt;font-size:12.0pt">PC (and thus is forced to Surrender, see 9.63).</p> +<p style="top:673.7pt;left:67.5pt;font-size:12.0pt"><b><i>Example</i></b><i>: A British Army enters a space containing an Ameri-</i></p> +<p style="top:688.7pt;left:67.5pt;font-size:12.0pt"><i>can PC Marker, which is adjacent to an American Army led </i></p> +<p style="top:703.7pt;left:67.5pt;font-size:12.0pt"><i>by General Arnold. The American player chooses to attempt </i></p> +<p style="top:718.7pt;left:67.5pt;font-size:12.0pt"><i>interception by rolling the die. Since Arnold’s Agility Rating </i></p> +<p style="top:733.7pt;left:67.5pt;font-size:12.0pt"><i>is a 2, the attempt succeed</i><b><i>s</i></b><i> on a die roll of 1 or 2. If success-</i></p> +<p style="top:748.7pt;left:67.5pt;font-size:12.0pt"><i>ful, Arnold and his Army (up to 5 CUs) are placed into the </i></p> +<p style="top:763.7pt;left:67.5pt;font-size:12.0pt"><i>Interception space and a Battle is fought. If the die roll is 3 </i></p> +<p style="top:778.7pt;left:67.5pt;font-size:12.0pt"><i>through 6, the interception attempt fails and the British Army </i></p> +<p style="top:793.7pt;left:67.5pt;font-size:12.0pt"><i>may continue moving. If any British Army, during the play of </i></p> +<p style="top:808.7pt;left:67.5pt;font-size:12.0pt"><i>this Strategy Card, attacks Arnold’s Army by entering its space, </i></p> +<p style="top:823.7pt;left:67.5pt;font-size:12.0pt"><i>they may not attempt to Retreat Before Battle.</i></p> +<p style="top:850.9pt;left:56.3pt;font-size:14.4pt"><b>7.9 Retreat Before Battle (Americans Only)</b></p> +<p style="top:870.8pt;left:67.5pt;font-size:12.0pt"><b>A.</b> When a British Army enters a space containing an American </p> +<p style="top:885.8pt;left:67.5pt;font-size:12.0pt">Army, the American player may attempt to retreat before battle. </p> +<p style="top:900.8pt;left:67.5pt;font-size:12.0pt">To resolve the retreat before battle attempt, the American player </p> +<p style="top:66.2pt;left:405.0pt;font-size:12.0pt">rolls a die and compares the result to the Agility Rating. If the </p> +<p style="top:81.2pt;left:405.0pt;font-size:12.0pt">die roll result is less than or equal to the Agility Rating, the </p> +<p style="top:96.2pt;left:405.0pt;font-size:12.0pt">retreat before battle attempt is successful. </p> +<p style="top:116.8pt;left:405.0pt;font-size:12.0pt"><b>Special Rule</b>: Washington and Greene enjoy a special +2 </p> +<p style="top:131.8pt;left:405.0pt;font-size:12.0pt">modification to their Agility Rating when attempting retreat </p> +<p style="top:146.8pt;left:405.0pt;font-size:12.0pt">before battle. </p> +<p style="top:167.4pt;left:405.0pt;font-size:12.0pt"><b><i>Reminder</i></b><i>: An American Army that has attempted interception </i></p> +<p style="top:182.4pt;left:405.0pt;font-size:12.0pt"><i>(successfully or unsuccessfully) may not attempt retreat before </i></p> +<p style="top:197.4pt;left:405.0pt;font-size:12.0pt"><i>battle if subsequently attacked by a British Army at any point </i></p> +<p style="top:212.4pt;left:405.0pt;font-size:12.0pt"><i>during play of the same Strategy Card.</i></p> +<p style="top:233.0pt;left:405.0pt;font-size:12.0pt"><b>B.</b> If the retreat before battle attempt is successful, the Ameri-</p> +<p style="top:248.0pt;left:405.0pt;font-size:12.0pt">can Army conducts a retreat using the battle retreat mechanics </p> +<p style="top:263.0pt;left:405.0pt;font-size:12.0pt">and restrictions in 9.61. If the American Army has more than </p> +<p style="top:278.0pt;left:405.0pt;font-size:12.0pt">5 CUs, only the General and 5 CUs may be retreated. All </p> +<p style="top:293.0pt;left:405.0pt;font-size:12.0pt">remaining CUs conduct battle or are overrun as appropriate. </p> +<p style="top:308.0pt;left:405.0pt;font-size:12.0pt">If the retreat before battle attempt is unsuccessful, proceed </p> +<p style="top:323.0pt;left:405.0pt;font-size:12.0pt">immediately to the Combat Resolution Procedure (9.2). The </p> +<p style="top:338.0pt;left:405.0pt;font-size:12.0pt">British Army must stop moving in the space vacated in any </p> +<p style="top:353.0pt;left:405.0pt;font-size:12.0pt">case, even if they overrun an American CU left behind. All </p> +<p style="top:368.0pt;left:405.0pt;font-size:12.0pt">desired interception attempts resulting from the movement of </p> +<p style="top:383.0pt;left:405.0pt;font-size:12.0pt">the British Army into the space need to be resolved before the </p> +<p style="top:398.0pt;left:405.0pt;font-size:12.0pt">retreat from battle attempt is made.</p> +<p style="top:418.7pt;left:405.0pt;font-size:12.0pt"><b>C. </b>There is no limit on the number of times that a particular </p> +<p style="top:433.7pt;left:405.0pt;font-size:12.0pt">American Army may attempt to retreat before battle during a </p> +<p style="top:448.7pt;left:405.0pt;font-size:12.0pt">single Strategy Phase; i.e., an American Army attacked during </p> +<p style="top:463.7pt;left:405.0pt;font-size:12.0pt">each activation of a British Campaign Event may attempt to </p> +<p style="top:478.7pt;left:405.0pt;font-size:12.0pt">retreat before battle in each case.</p> +<p style="top:733.5pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">8.0 REINFORCEMENTS</span></b></p> +<p style="top:758.3pt;left:393.8pt;font-size:12.0pt">During the Reinforcement Phase (5.1), captured Generals are </p> +<p style="top:773.3pt;left:393.8pt;font-size:12.0pt">repatriated and potential reinforcing British CUs are determined. </p> +<p style="top:788.3pt;left:393.8pt;font-size:12.0pt">Bringing on reinforcements during the Strategy Phase is optional. </p> +<p style="top:803.3pt;left:393.8pt;font-size:12.0pt">Neither player is required to do so.</p> +<p style="top:830.5pt;left:393.8pt;font-size:14.4pt"><b>8.1 British Reinforcements </b></p> +<p style="top:850.5pt;left:405.0pt;font-size:12.0pt"><b>A.</b> During the Reinforcements Phase, the British player trans-</p> +<p style="top:865.5pt;left:405.0pt;font-size:12.0pt">fers all of his Generals currently in the Captured Generals </p> +<p style="top:880.5pt;left:405.0pt;font-size:12.0pt">Box into his Reinforcements Box. He also places, from the </p> +<p style="top:895.5pt;left:405.0pt;font-size:12.0pt">counter mix, the number of CUs equal to the number showing </p> +<p style="top:910.5pt;left:405.0pt;font-size:12.0pt">in the current space on the Game Turn Record Track into the </p> +</div> +<div id="page14" style="width:765pt;height:990pt;background-image:url('rulebook14.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">14</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:67.5pt;font-size:12.0pt">Reinforcement Box. These CUs are added to any British CUs </p> +<p style="top:81.2pt;left:67.5pt;font-size:12.0pt">currently in the Reinforcement Box. There is no limit to how </p> +<p style="top:96.2pt;left:67.5pt;font-size:12.0pt">many or how long British CUs can remain in the Reinforce-</p> +<p style="top:111.2pt;left:67.5pt;font-size:12.0pt">ments Box. </p> +<p style="top:131.8pt;left:67.5pt;font-size:12.0pt"><b>B.</b> Once during the Strategy Phase of each game-turn, the </p> +<p style="top:146.8pt;left:67.5pt;font-size:12.0pt">British player may bring on reinforcements by playing an </p> +<p style="top:161.8pt;left:67.5pt;font-size:12.0pt">OPS Card, of any value, into the British Reinforcement Card </p> +<p style="top:176.8pt;left:67.5pt;font-size:12.0pt">Box. Placing the OPS Card in the box serves as mnemonic to </p> +<p style="top:191.8pt;left:67.5pt;font-size:12.0pt">both players that the British have conducted their reinforce-</p> +<p style="top:206.8pt;left:67.5pt;font-size:12.0pt">ment activity. </p> +<p style="top:227.4pt;left:67.5pt;font-size:12.0pt"><b>C.</b> To bring on reinforcements the British player transfers </p> +<p style="top:242.4pt;left:67.5pt;font-size:12.0pt">any number of CUs from the British Reinforcements Box to </p> +<p style="top:257.4pt;left:67.5pt;font-size:12.0pt">any one<b> </b>non-Blockaded Port space that does not contain an </p> +<p style="top:272.4pt;left:67.5pt;font-size:12.0pt">American CU or PC marker. The British player may, but need </p> +<p style="top:287.4pt;left:67.5pt;font-size:12.0pt">not, transfer one of his Generals from the Reinforcements Box </p> +<p style="top:302.4pt;left:67.5pt;font-size:12.0pt">to that space. If a British General is already in the space and a </p> +<p style="top:317.4pt;left:67.5pt;font-size:12.0pt">new General is brought on, the old General is removed to the </p> +<p style="top:332.4pt;left:67.5pt;font-size:12.0pt">Reinforcements Box.</p> +<p style="top:353.0pt;left:56.3pt;font-size:12.0pt"><b><i>Clarifications</i></b>: The General and all CUs desired (some may be </p> +<p style="top:368.0pt;left:56.3pt;font-size:12.0pt">left in the Reinforcement Box) all arrive in the same eligible port </p> +<p style="top:383.0pt;left:56.3pt;font-size:12.0pt">space. More than 5 CUs may be brought on if desired, and the </p> +<p style="top:398.0pt;left:56.3pt;font-size:12.0pt">British may add these reinforcing CUs to any number of CUs </p> +<p style="top:413.0pt;left:56.3pt;font-size:12.0pt">already in the space. </p> +<p style="top:440.3pt;left:56.3pt;font-size:14.4pt"><b>8.2 American Reinforcements</b></p> +<p style="top:460.2pt;left:67.5pt;font-size:12.0pt"><b>A.</b> During the Reinforcements Phase (5.1), the American Player </p> +<p style="top:475.2pt;left:67.5pt;font-size:12.0pt">transfers any American Generals currently in the Captured </p> +<p style="top:490.2pt;left:67.5pt;font-size:12.0pt">Generals Box to his Reinforcements Box. </p> +<p style="top:510.8pt;left:67.5pt;font-size:12.0pt"><b>B.</b> Twice during the Strategy Phase of each game-turn, the </p> +<p style="top:525.8pt;left:67.5pt;font-size:12.0pt">American player may bring on reinforcements by playing </p> +<p style="top:540.8pt;left:67.5pt;font-size:12.0pt">an OPS Card, of any value, into one of the two American </p> +<p style="top:555.8pt;left:67.5pt;font-size:12.0pt">Reinforcement Card Boxes. Placing the OPS Card into a box </p> +<p style="top:570.8pt;left:67.5pt;font-size:12.0pt">serves as mnemonic to both players that the Americans have </p> +<p style="top:585.8pt;left:67.5pt;font-size:12.0pt">conducted one of their two possible reinforcement activities. </p> +<p style="top:606.5pt;left:67.5pt;font-size:12.0pt"><b>C.</b> To bring on reinforcements, the American player transfers, </p> +<p style="top:621.5pt;left:67.5pt;font-size:12.0pt">from stock, as many CUs as the number on the OPS Card (i.e., </p> +<p style="top:636.5pt;left:67.5pt;font-size:12.0pt">with a 3 OPS Card, 3 CUs) to a single space (just one space </p> +<p style="top:651.5pt;left:67.5pt;font-size:12.0pt">guys, doesn’t matter how many OPS you spend or how many </p> +<p style="top:666.5pt;left:67.5pt;font-size:12.0pt">CUs you place, you can only stick them <i>all</i> in <i>one single</i>, </p> +<p style="top:681.5pt;left:67.5pt;font-size:12.0pt">space) that does not contain a British CU or PC marker. Ad-</p> +<p style="top:696.5pt;left:67.5pt;font-size:12.0pt">ditionally he may also transfer to the same space a General </p> +<p style="top:711.5pt;left:67.5pt;font-size:12.0pt">from the American Reinforcement Box. If there is an American </p> +<p style="top:726.5pt;left:67.5pt;font-size:12.0pt">General already in the space, then the new General takes his </p> +<p style="top:741.5pt;left:67.5pt;font-size:12.0pt">place and the old General is returned to the Reinforcement </p> +<p style="top:756.5pt;left:67.5pt;font-size:12.0pt">Box. The replaced General may be brought back on during a </p> +<p style="top:771.5pt;left:67.5pt;font-size:12.0pt">subsequent reinforcement activity even during the same Game-</p> +<p style="top:786.5pt;left:67.5pt;font-size:12.0pt">Turn. Washington may never be sent to the Reinforcement Box, </p> +<p style="top:801.5pt;left:67.5pt;font-size:12.0pt">so if CUs are brought on to reinforce Washington’s space, no </p> +<p style="top:816.5pt;left:67.5pt;font-size:12.0pt">General may be brought on. </p> +<p style="top:837.1pt;left:56.3pt;font-size:12.0pt"><b><i>Clarification:</i></b><b> </b>PC marker status permitting, either player may </p> +<p style="top:852.1pt;left:56.3pt;font-size:12.0pt">place reinforcements into a space which contains an enemy </p> +<p style="top:867.1pt;left:56.3pt;font-size:12.0pt">General with no CUs. In such a case the General is captured.</p> +<p style="top:302.4pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">9.0 BATTLES</span></b></p> +<p style="top:327.2pt;left:393.8pt;font-size:12.0pt">Combat is resolved in two stages. First the winner of the battle is </p> +<p style="top:342.2pt;left:393.8pt;font-size:12.0pt">determined by modified competitive die rolls. Once the winner is </p> +<p style="top:357.2pt;left:393.8pt;font-size:12.0pt">ascertained, the number of CUs lost by each side is determined </p> +<p style="top:372.2pt;left:393.8pt;font-size:12.0pt">and, unless one side is entirely eliminated, the loser executes a </p> +<p style="top:387.2pt;left:393.8pt;font-size:12.0pt">retreat. Combat die rolls are modified by Army strengths, Gener-</p> +<p style="top:402.2pt;left:393.8pt;font-size:12.0pt">als’ tactical abilities, Battle Cards and a number of other factors. </p> +<p style="top:429.4pt;left:393.8pt;font-size:14.4pt"><b>9.1 Battle Definition</b></p> +<p style="top:449.4pt;left:393.8pt;font-size:12.0pt">A battle occurs when an activated General and his Army are in a </p> +<p style="top:464.4pt;left:393.8pt;font-size:12.0pt">space with enemy CUs after any interception and retreat before </p> +<p style="top:479.4pt;left:393.8pt;font-size:12.0pt">battle attempts have been resolved. Under some conditions an </p> +<p style="top:494.4pt;left:393.8pt;font-size:12.0pt">Overrun (9.7) may occur instead, in which case the activated </p> +<p style="top:509.4pt;left:393.8pt;font-size:12.0pt">General and his Army may continue moving. The activated </p> +<p style="top:524.4pt;left:393.8pt;font-size:12.0pt">General and his Army are always considered the attacker, even </p> +<p style="top:539.4pt;left:393.8pt;font-size:12.0pt">if an interception attempt was successful and resulted in a battle </p> +<p style="top:554.4pt;left:393.8pt;font-size:12.0pt">unplanned by the activating player<b><i>. </i></b></p> +<p style="top:575.0pt;left:393.8pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: The intercepting force is placed into the space </span></i></p> +<p style="top:590.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">before the attacking force arrives, which causes the battle. The </span></i></p> +<p style="top:605.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">intercepting force remains the defender, but one who selected </span></i></p> +<p style="top:620.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">the actual field of combat and usually was able to prepare posi</span></i><i><span style="color:#374ea1">-</span></i></p> +<p style="top:635.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">tions and surprise the attacker. Two clear historical examples </span></i></p> +<p style="top:650.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">occurred at Monmouth and Cowpens. Interceptions only occur </span></i></p> +<p style="top:665.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">on American PC Markers which represents both the lack of Tory </span></i></p> +<p style="top:680.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">guides and the presence of rebel irregulars who interfered with </span></i></p> +<p style="top:695.0pt;left:393.8pt;font-size:12.0pt"><i><span style="color:#374ea1">British reconnaissance and intelligence gathering.</span></i><b><i><span style="color:#374ea1"> </span></i></b></p> +<p style="top:725.6pt;left:393.8pt;font-size:14.4pt"><b>9.2 Combat Resolution Procedure</b></p> +<p style="top:745.6pt;left:405.0pt;font-size:12.0pt"><b>Step 1: </b>The attacker declares and plays a Battle Card or </p> +<p style="top:760.6pt;left:405.0pt;font-size:12.0pt">discards an Event Strategy Card (6.33) if he wishes to do </p> +<p style="top:775.6pt;left:405.0pt;font-size:12.0pt">so. Then the defender may play a Battle Card or discard an </p> +<p style="top:790.6pt;left:405.0pt;font-size:12.0pt">Event Strategy Card. Each player may only play or discard </p> +<p style="top:805.6pt;left:405.0pt;font-size:12.0pt">one card. (<b><i>Special</i></b><i>: If the “Benedict Arnold Treason!” event </i></p> +<p style="top:820.6pt;left:405.0pt;font-size:12.0pt"><i>is played (not discarded by the American player</i>), <i>take all the </i></p> +<p style="top:835.6pt;left:405.0pt;font-size:12.0pt"><i>actions specified on the card immediately. If the conditions for </i></p> +<p style="top:850.6pt;left:405.0pt;font-size:12.0pt"><i>an overrun now exist, conduct an overrun procedure in lieu </i></p> +<p style="top:865.6pt;left:405.0pt;font-size:12.0pt"><i>of continuing the battle procedure. Note that Arnold may be </i></p> +<p style="top:880.6pt;left:405.0pt;font-size:12.0pt"><i>removed from the battle space or from some other location on </i></p> +<p style="top:895.6pt;left:405.0pt;font-size:12.0pt"><i>the board. If Arnold is removed from the battle, the American </i></p> +<p style="top:910.6pt;left:405.0pt;font-size:12.0pt"><i>force, even if attacking, continues the battle.</i>)</p> +</div> +<div id="page15" style="width:765pt;height:990pt;background-image:url('rulebook15.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt;font-size:12.0pt">15</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.0pt;left:67.5pt;font-size:12.0pt"><b>Step 2:</b> Each player rolls a die to determine his General’s </p> +<p style="top:81.0pt;left:67.5pt;font-size:12.0pt">Actual Battle Rating for this battle; see Table 9.3.</p> +<p style="top:101.6pt;left:67.5pt;font-size:12.0pt"><b>Step 3: </b>The players determine and agree on the total die roll </p> +<p style="top:116.6pt;left:67.5pt;font-size:12.0pt">modifiers (DRM) for each side using the procedures specified </p> +<p style="top:131.6pt;left:67.5pt;font-size:12.0pt">in section 9.4.</p> +<p style="top:152.2pt;left:67.5pt;font-size:12.0pt"><b>Step 4: </b>Each player rolls a die and adds to it the DRM for </p> +<p style="top:167.2pt;left:67.5pt;font-size:12.0pt">their side. If the attacker’s total is greater than or equal to the </p> +<p style="top:182.2pt;left:67.5pt;font-size:12.0pt">defender’s total, the attacker wins the battle. </p> +<p style="top:202.8pt;left:67.5pt;font-size:12.0pt"><b>Step 5: </b>The CU losses to both sides are determined using the </p> +<p style="top:217.8pt;left:67.5pt;font-size:12.0pt">procedures specified in section 9.5. </p> +<p style="top:238.5pt;left:67.5pt;font-size:12.0pt"><b>Step 6: </b>The losing side, which may consist only of a General </p> +<p style="top:253.5pt;left:67.5pt;font-size:12.0pt">if the losses were great enough, conducts a retreat using the </p> +<p style="top:268.5pt;left:67.5pt;font-size:12.0pt">procedures specified in 9.6.</p> +<p style="top:289.1pt;left:67.5pt;font-size:12.0pt"><b>Step 7:</b> If the Americans win, advance the French Alliance </p> +<p style="top:304.1pt;left:67.5pt;font-size:12.0pt">Marker by one space (12.1). If the British lose 3 CUs or more, </p> +<p style="top:319.1pt;left:67.5pt;font-size:12.0pt">including through Surrender (9.63), flip the Turn Counter to the </p> +<p style="top:334.1pt;left:67.5pt;font-size:12.0pt">“No British Regulars Advantage” side if the British Regulars </p> +<p style="top:349.1pt;left:67.5pt;font-size:12.0pt">Advantage is still in effect.</p> +<p style="top:376.3pt;left:56.3pt;font-size:14.4pt"><b>9.3 Determining a General’s Actual Battle </b></p> +<p style="top:394.3pt;left:56.3pt;font-size:14.4pt"><b>Ratings</b></p> +<p style="top:414.3pt;left:56.3pt;font-size:12.0pt">A General’s Potential Battle Rating depicts the range of per-</p> +<p style="top:429.3pt;left:56.3pt;font-size:12.0pt">formance that General and his subordinates may have during a </p> +<p style="top:444.3pt;left:56.3pt;font-size:12.0pt">particular Battle. For each General, roll a die. On a die roll of </p> +<p style="top:459.3pt;left:56.3pt;font-size:12.0pt">1-3, the General’s Battle Rating is halved (round fractions down); </p> +<p style="top:474.3pt;left:56.3pt;font-size:12.0pt">on a die roll of 4-6, the General receives his full, printed Battle </p> +<p style="top:489.3pt;left:56.3pt;font-size:12.0pt">Rating. <b>Important Exception: </b>A General’s Actual Battle Rating </p> +<p style="top:504.3pt;left:56.3pt;font-size:12.0pt">can <i>never</i> be greater than the number of friendly CUs stacked </p> +<p style="top:519.3pt;left:56.3pt;font-size:12.0pt">with him. If there is no General in the battle, then the Actual </p> +<p style="top:534.3pt;left:56.3pt;font-size:12.0pt">Battle Rating is automatically zero. The Actual Battle Ratings </p> +<p style="top:549.3pt;left:56.3pt;font-size:12.0pt">are included in each side’s calculation of the combat DRM as </p> +<p style="top:564.3pt;left:56.3pt;font-size:12.0pt">described below.</p> +<p style="top:588.5pt;left:56.3pt;font-size:12.0pt"><b>Table 9.3 Actual Battle Rating</b></p> +<p style="top:610.5pt;left:63.1pt;font-size:12.0pt"><b> Die Roll General’s Battle Rating</b></p> +<p style="top:631.1pt;left:63.1pt;font-size:12.0pt"> </p> +<p style="top:631.1pt;left:79.8pt;font-size:12.0pt">1-3 </p> +<p style="top:631.1pt;left:118.1pt;font-size:12.0pt">General receives half Battle Rating (rounded down) </p> +<p style="top:644.9pt;left:118.1pt;font-size:12.0pt">as a drm—but never greater than the number of </p> +<p style="top:658.6pt;left:118.1pt;font-size:12.0pt">CUs in his Army.</p> +<p style="top:679.3pt;left:63.1pt;font-size:12.0pt"> </p> +<p style="top:679.3pt;left:79.8pt;font-size:12.0pt">4-6 </p> +<p style="top:679.3pt;left:118.1pt;font-size:12.0pt">General receives his printed, full Battle Rating as </p> +<p style="top:693.0pt;left:118.1pt;font-size:12.0pt">a drm—but never greater than the number of CUs </p> +<p style="top:706.8pt;left:118.1pt;font-size:12.0pt">in his Army.</p> +<p style="top:66.5pt;left:393.8pt;font-size:14.4pt"><b>9.4 Determining Combat Die Roll Modifiers</b></p> +<p style="top:86.4pt;left:393.8pt;font-size:12.0pt">Each side calculates a Combat DRM by adding to the number of </p> +<p style="top:101.4pt;left:393.8pt;font-size:12.0pt">CUs on that side all the appropriate modifiers. These modifiers </p> +<p style="top:116.4pt;left:393.8pt;font-size:12.0pt">are tabulated in Table 9.4 and the conditions related to each are </p> +<p style="top:131.4pt;left:393.8pt;font-size:12.0pt">described below.</p> +<p style="top:152.1pt;left:393.8pt;font-size:12.0pt"><b>Table 9.4 Combat Resolution Die Roll Modifiers</b></p> +<p style="top:175.7pt;left:401.9pt;font-size:12.0pt"> +X<b> </b>Where <i>X</i> is the number of CUs for that side</p> +<p style="top:192.5pt;left:401.9pt;font-size:12.0pt"> +Y Where <i>Y</i> is the Actual Battle Rating of that side’s </p> +<p style="top:207.5pt;left:436.9pt;font-size:12.0pt">General (9.3)</p> +<p style="top:224.3pt;left:401.9pt;font-size:12.0pt"> +1 </p> +<p style="top:224.3pt;left:436.9pt;font-size:12.0pt">British Regulars’ Advantage (9.41)</p> +<p style="top:241.1pt;left:401.9pt;font-size:12.0pt"> +1 </p> +<p style="top:241.1pt;left:436.9pt;font-size:12.0pt">Royal Navy Support (9.42)</p> +<p style="top:257.9pt;left:401.9pt;font-size:12.0pt"> +1 </p> +<p style="top:257.9pt;left:436.9pt;font-size:12.0pt">Militia (9.43)</p> +<p style="top:274.7pt;left:401.9pt;font-size:12.0pt"> +2 </p> +<p style="top:274.7pt;left:436.9pt;font-size:12.0pt">American Winter Offensive (9.44)</p> +<p style="top:291.5pt;left:401.9pt;font-size:12.0pt"> +2 </p> +<p style="top:291.5pt;left:436.9pt;font-size:12.0pt">Battle Card (9.45)</p> +<p style="top:308.3pt;left:401.9pt;font-size:12.0pt"> +1 </p> +<p style="top:308.3pt;left:436.9pt;font-size:12.0pt">Discard of an enemy Event Card (9.45)</p> +<p style="top:325.1pt;left:401.9pt;font-size:12.0pt"> +1 </p> +<p style="top:325.1pt;left:436.9pt;font-size:12.0pt">Interception (9.46)</p> +<p style="top:355.1pt;left:393.8pt;font-size:12.0pt"><b>9.41 British Regulars’ Advantage</b></p> +<p style="top:372.4pt;left:467.3pt;font-size:12.0pt">During set up of the game, the Game-Turn </p> +<p style="top:387.4pt;left:466.9pt;font-size:12.0pt">marker is placed with the British “Regulars” side </p> +<p style="top:402.4pt;left:466.9pt;font-size:12.0pt">face up on the Game Turn Record Track. The </p> +<p style="top:417.4pt;left:466.9pt;font-size:12.0pt">British receive a +1 DRM in all battles until the </p> +<p style="top:432.4pt;left:466.9pt;font-size:12.0pt">British Regulars’ Advantage is lost. The British </p> +<p style="top:447.4pt;left:393.7pt;font-size:12.0pt">Regulars’ Advantage is lost immediately if the British lose 3 or </p> +<p style="top:462.4pt;left:393.7pt;font-size:12.0pt">more CUs in a single battle or through Surrender (9.63). The </p> +<p style="top:477.4pt;left:393.7pt;font-size:12.0pt">British may also lose the British Regulars’ Advantage as a result </p> +<p style="top:492.4pt;left:393.7pt;font-size:12.0pt">of the play of the “Baron Von Steuben Trains the Continental </p> +<p style="top:507.4pt;left:393.7pt;font-size:12.0pt">Army” Strategy Event Card. </p> +<p style="top:528.0pt;left:466.6pt;font-size:12.0pt">When the British Regulars’ Advantage is lost, flip </p> +<p style="top:543.0pt;left:466.9pt;font-size:12.0pt">the Game-Turn marker to the “No Regulars” side </p> +<p style="top:558.0pt;left:466.9pt;font-size:12.0pt">for the remainder of the game. If the British </p> +<p style="top:573.0pt;left:466.9pt;font-size:12.0pt">Regulars’ Advantage is lost during one of the </p> +<p style="top:588.0pt;left:466.9pt;font-size:12.0pt">activations of a Major/Minor Campaign event, the </p> +<p style="top:603.0pt;left:393.8pt;font-size:12.0pt">advantage is lost immediately and will apply during any subse-</p> +<p style="top:618.0pt;left:393.8pt;font-size:12.0pt">quent battles caused by the remaining activations of the cam-</p> +<p style="top:633.0pt;left:393.8pt;font-size:12.0pt">paign. When the British lose the British Regulars’ Advantage, </p> +<p style="top:648.0pt;left:393.8pt;font-size:12.0pt">also advance the French Alliance marker by 2 spaces (unless </p> +<p style="top:663.0pt;left:393.8pt;font-size:12.0pt">France has already entered the war; see 12.1). </p> +<p style="top:687.2pt;left:393.8pt;font-size:12.0pt"><b>9.42 Royal Navy Support</b></p> +<p style="top:704.5pt;left:393.8pt;font-size:12.0pt">The British forces receive a +1 DRM for support by the Royal </p> +<p style="top:719.5pt;left:393.8pt;font-size:12.0pt">Navy if the Battle takes place in a port space regardless of the </p> +<p style="top:734.5pt;left:393.8pt;font-size:12.0pt">PC status of the port. <i>(</i><b><i>Exception</i></b><i>: If the battle takes place in a </i></p> +<p style="top:749.5pt;left:393.8pt;font-size:12.0pt"><i>fortified port space [i.e., Charleston SC, Philadelphia PA, Que</i><i>-</i></p> +<p style="top:764.5pt;left:393.8pt;font-size:12.0pt"><i>bec or Montreal] the DRM is only used if the space contains a </i></p> +<p style="top:779.5pt;left:393.8pt;font-size:12.0pt"><i>British PC marker.) </i>The British do not receive the +1 DRM for </p> +<p style="top:794.5pt;left:393.8pt;font-size:12.0pt">Royal Navy support if battle takes place in a port that is in a </p> +<p style="top:809.5pt;left:393.8pt;font-size:12.0pt">Blockaded Zone (12.3). </p> +<p style="top:833.7pt;left:393.8pt;font-size:12.0pt"><b>9.43 Militia Support</b></p> +<p style="top:851.0pt;left:393.8pt;font-size:12.0pt">The side with the most PC markers in the colony receives a +1 </p> +<p style="top:866.0pt;left:393.8pt;font-size:12.0pt">DRM for Militia. If both sides have equal numbers of PC markers </p> +<p style="top:881.0pt;left:393.8pt;font-size:12.0pt">in the colony then neither player receives this DRM. To control </p> +<p style="top:896.0pt;left:393.8pt;font-size:12.0pt">the Canadian Militia, Montreal and Quebec must be controlled.</p> +</div> +<div id="page16" style="width:765pt;height:990pt;background-image:url('rulebook16.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">16</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.7pt;left:56.3pt;font-size:12.0pt"><b>9.44 American Winter Offensive</b></p> +<p style="top:83.9pt;left:56.3pt;font-size:12.0pt">If an American Army commanded by Washington is the at-</p> +<p style="top:98.9pt;left:56.3pt;font-size:12.0pt">tacker and it was activated by the last Strategy Card played in </p> +<p style="top:113.9pt;left:56.3pt;font-size:12.0pt">the Strategy Card Phase, then the American force receives a +2 </p> +<p style="top:128.9pt;left:56.3pt;font-size:12.0pt">DRM. If the last Strategy Card played is a Campaign card, then </p> +<p style="top:143.9pt;left:56.3pt;font-size:12.0pt">Washington’s Army (only) receives this DRM regardless of the </p> +<p style="top:158.9pt;left:56.3pt;font-size:12.0pt">sequence of activations.</p> +<p style="top:183.2pt;left:56.3pt;font-size:12.0pt"><b>9.45 Battle Card Bonus</b></p> +<p style="top:200.4pt;left:56.3pt;font-size:12.0pt">Event Strategy Cards can be used to generate Battle DRM ben-</p> +<p style="top:215.4pt;left:56.3pt;font-size:12.0pt">efits. During Step 1 of the Combat Resolution Procedure (9.2) </p> +<p style="top:230.4pt;left:56.3pt;font-size:12.0pt">each player (attacker first) can play, or discard, one Event Strategy </p> +<p style="top:245.4pt;left:56.3pt;font-size:12.0pt">Card to receive a DRM; see 6.33. Event Strategy Cards which are </p> +<p style="top:260.4pt;left:56.3pt;font-size:12.0pt">Battle Cards (those cards with their titles printed in a colored box) </p> +<p style="top:275.4pt;left:56.3pt;font-size:12.0pt">provide a +2 DRM. A discarded Event Strategy Card provides a </p> +<p style="top:290.4pt;left:56.3pt;font-size:12.0pt">+1 DRM. <i>(</i><b><i>Reminder</i></b><i>: It should be noted that Rule 6.33 does not </i></p> +<p style="top:305.4pt;left:56.3pt;font-size:12.0pt"><i>permit the retrieval of an Event Strategy Card discarded for the </i></p> +<p style="top:320.4pt;left:56.3pt;font-size:12.0pt"><i>purposes of gaining a +1 DRM in battle</i>.) Event Strategy Cards </p> +<p style="top:335.4pt;left:56.3pt;font-size:12.0pt">used for this purpose apply only to a single battle even during </p> +<p style="top:350.4pt;left:56.3pt;font-size:12.0pt">activations caused by a Major/Minor Campaign Event. In the </p> +<p style="top:365.4pt;left:56.3pt;font-size:12.0pt">event that Battle Cards were played during battles generated by </p> +<p style="top:380.4pt;left:56.3pt;font-size:12.0pt">a Major/Minor Campaign Event, delay drawing cards pursuant to </p> +<p style="top:395.4pt;left:56.3pt;font-size:12.0pt">the cards’ instructions until after all activations of the campaign </p> +<p style="top:410.4pt;left:56.3pt;font-size:12.0pt">have been completed.<b><i> </i></b></p> +<p style="top:434.6pt;left:56.3pt;font-size:12.0pt"><b>9.46 Interception Bonus</b></p> +<p style="top:451.9pt;left:56.3pt;font-size:12.0pt">The American side receives a +1 DRM if there was a successful </p> +<p style="top:466.9pt;left:56.3pt;font-size:12.0pt">interception attempt; see 7.8.</p> +<p style="top:494.1pt;left:56.3pt;font-size:14.4pt"><b>9.5 Determining Combat Losses</b></p> +<p style="top:514.1pt;left:56.3pt;font-size:12.0pt">During Step 5 of the Combat Resolution Procedures, both sides </p> +<p style="top:529.1pt;left:56.3pt;font-size:12.0pt">determine their losses. </p> +<p style="top:549.7pt;left:56.3pt;font-size:12.0pt">The loser of the battle rolls a die: </p> +<p style="top:570.3pt;left:85.0pt;font-size:12.0pt">• on a die roll of 1, 2 or 3, 1 CU is lost;</p> +<p style="top:590.9pt;left:85.0pt;font-size:12.0pt">• on a die roll of 4 or 5, 2 CUs are lost; </p> +<p style="top:611.6pt;left:85.0pt;font-size:12.0pt">• on a die roll of 6, 3 CUs are lost. </p> +<p style="top:632.2pt;left:56.3pt;font-size:12.0pt">The winner of the battle rolls a die: </p> +<p style="top:652.8pt;left:85.0pt;font-size:12.0pt">• If the losing side had no General, the winning side los-</p> +<p style="top:667.8pt;left:98.8pt;font-size:12.0pt">es 1 CU if the die roll is 1. </p> +<p style="top:688.4pt;left:85.0pt;font-size:12.0pt">• If the losing General has an Agility Rating of 1, the </p> +<p style="top:703.4pt;left:98.8pt;font-size:12.0pt">winning side loses 1 CU if the die roll is 1-2. </p> +<p style="top:724.1pt;left:85.0pt;font-size:12.0pt">• If the losing General has an Agility Rating of 2, the </p> +<p style="top:739.1pt;left:98.8pt;font-size:12.0pt">winning side loses 1 CU if the die roll is 1-3. </p> +<p style="top:759.7pt;left:85.0pt;font-size:12.0pt">• If the losing General has an Agility Rating of 3, the </p> +<p style="top:774.7pt;left:98.8pt;font-size:12.0pt">winning side loses 1 CU if the die roll is 1-4. </p> +<p style="top:795.3pt;left:56.3pt;font-size:12.0pt"><b><i>Special</i></b>: Casualties could potentially leave a winning General </p> +<p style="top:810.3pt;left:56.3pt;font-size:12.0pt">with no CUs. In such a case, if the General is on a space contain-</p> +<p style="top:825.3pt;left:56.3pt;font-size:12.0pt">ing a friendly PC marker or on an uncontrolled space he remains </p> +<p style="top:840.3pt;left:56.3pt;font-size:12.0pt">on the map with no CUs; but if he is located in a space with an </p> +<p style="top:855.3pt;left:56.3pt;font-size:12.0pt">enemy PC marker, he is captured.</p> +<p style="top:66.5pt;left:393.8pt;font-size:14.4pt"><b>9.6 Resolving Retreats</b></p> +<p style="top:90.1pt;left:393.8pt;font-size:12.0pt"><b>9.61 Retreat Mechanics</b></p> +<p style="top:107.3pt;left:405.0pt;font-size:12.0pt"><b>A. </b>The losing General and Army must retreat to an adjacent </p> +<p style="top:122.3pt;left:405.0pt;font-size:12.0pt">space that is not occupied by an enemy CU nor an enemy PC </p> +<p style="top:137.3pt;left:405.0pt;font-size:12.0pt">marker. If this basic requirement cannot be satisfied, the losing </p> +<p style="top:152.3pt;left:405.0pt;font-size:12.0pt">General and Army must Surrender (9.63). </p> +<p style="top:172.9pt;left:405.0pt;font-size:12.0pt"><b>B. </b>Subject to the basic retreat requirements, if the attacker </p> +<p style="top:187.9pt;left:405.0pt;font-size:12.0pt">loses the battle, the surviving General and Army must retreat </p> +<p style="top:202.9pt;left:405.0pt;font-size:12.0pt">into the space from which it entered the battle. If the defender </p> +<p style="top:217.9pt;left:405.0pt;font-size:12.0pt">loses the battle the surviving General and Army may retreat </p> +<p style="top:232.9pt;left:405.0pt;font-size:12.0pt">into any space other than the one from which the attack origi-</p> +<p style="top:247.9pt;left:405.0pt;font-size:12.0pt">nated. The retreating force may not be split up; all must retreat </p> +<p style="top:262.9pt;left:405.0pt;font-size:12.0pt">to the same space. A defending Army which intercepted into </p> +<p style="top:277.9pt;left:405.0pt;font-size:12.0pt">the battle space is not required to retreat into the space from </p> +<p style="top:292.9pt;left:405.0pt;font-size:12.0pt">which it intercepted.</p> +<p style="top:317.1pt;left:411.9pt;font-size:13.2pt"><b>Retreat Clarification</b></p> +<p style="top:336.1pt;left:411.9pt;font-size:12.0pt">Surviving Combat Units (attacker or defender) without a </p> +<p style="top:351.1pt;left:411.9pt;font-size:12.0pt">General may retreat after losing a battle (such British CUs </p> +<p style="top:366.1pt;left:411.9pt;font-size:12.0pt">may retreat by sea if otherwise eligible). Note that the at-</p> +<p style="top:381.1pt;left:411.9pt;font-size:12.0pt">tacker could be left without a General if Benedict Arnold </p> +<p style="top:396.1pt;left:411.9pt;font-size:12.0pt">is the attacking General and the Benedict Arnold event is </p> +<p style="top:411.1pt;left:411.9pt;font-size:12.0pt">played as a Battle Card by the defender.</p> +<p style="top:337.8pt;left:393.8pt;font-size:12.0pt"><b> </b></p> +<p style="top:442.8pt;left:393.8pt;font-size:12.0pt"><b>9.62 British Retreat By Sea </b></p> +<p style="top:460.0pt;left:393.8pt;font-size:12.0pt">A defending British General and any surviving CUs that lose a </p> +<p style="top:475.0pt;left:393.8pt;font-size:12.0pt">battle in a port space may be able to retreat by sea. Retreat by </p> +<p style="top:490.0pt;left:393.8pt;font-size:12.0pt">sea is only allowed if the battle space is not a blockaded port and </p> +<p style="top:505.0pt;left:393.8pt;font-size:12.0pt">is not a fortified port (Charleston SC, Philadelphia PA, Quebec, </p> +<p style="top:520.0pt;left:393.8pt;font-size:12.0pt">or Montreal) without a British PC marker in it. The retreating </p> +<p style="top:535.0pt;left:393.8pt;font-size:12.0pt">force may retreat to any other non-Blockaded port that does not </p> +<p style="top:550.0pt;left:393.8pt;font-size:12.0pt">contain an American CU or PC marker. The British player may </p> +<p style="top:565.0pt;left:393.8pt;font-size:12.0pt">choose to retreat by sea even if other legal retreat options exist. </p> +<p style="top:580.0pt;left:393.8pt;font-size:12.0pt">Note that the British may not retreat by sea when they are the </p> +<p style="top:595.0pt;left:393.8pt;font-size:12.0pt">attacker because the attacker must retreat to the space from which </p> +<p style="top:610.0pt;left:393.8pt;font-size:12.0pt">they entered the battle. American and French Generals and CUs </p> +<p style="top:625.0pt;left:393.8pt;font-size:12.0pt">can never retreat by sea.</p> +<p style="top:649.3pt;left:393.8pt;font-size:12.0pt"><b>9.63 Surrenders</b></p> +<p style="top:666.5pt;left:393.8pt;font-size:12.0pt">If a General and surviving CUs cannot conduct a legal retreat, </p> +<p style="top:681.5pt;left:393.8pt;font-size:12.0pt">they must Surrender. CUs that Surrender are eliminated, while </p> +<p style="top:696.5pt;left:393.8pt;font-size:12.0pt">Surrendering Generals are captured. Place the General counter </p> +<p style="top:711.5pt;left:393.8pt;font-size:12.0pt">into the Captured Generals Box on the map board; see 7.6.</p> +<p style="top:732.1pt;left:405.0pt;font-size:12.0pt"><b>A.</b> If the attacker enters the battle from a space that contains </p> +<p style="top:747.1pt;left:405.0pt;font-size:12.0pt">an enemy PC marker and loses, then the attacking Army must </p> +<p style="top:762.1pt;left:405.0pt;font-size:12.0pt">Surrender since it must retreat back to the space from which it </p> +<p style="top:777.1pt;left:405.0pt;font-size:12.0pt">entered the Battle and that space contains an enemy PC marker.</p> +<p style="top:797.8pt;left:405.0pt;font-size:12.0pt"><b>B. </b>The defending General and any surviving CUs must Sur-</p> +<p style="top:812.8pt;left:405.0pt;font-size:12.0pt">render if:</p> +<p style="top:830.5pt;left:422.5pt;font-size:12.0pt">• all of the spaces adjacent to the battle space contain </p> +<p style="top:845.5pt;left:436.3pt;font-size:12.0pt">enemy CUs or PC markers, and</p> +<p style="top:863.1pt;left:422.5pt;font-size:12.0pt">• a retreat by sea is not possible, and</p> +<p style="top:880.8pt;left:422.5pt;font-size:12.0pt">• the only remaining space is the space from which the </p> +<p style="top:895.8pt;left:436.3pt;font-size:12.0pt">attacker entered the battle (which is not a legal retreat </p> +<p style="top:910.8pt;left:436.3pt;font-size:12.0pt">space for the defender). </p> +</div> +<div id="page17" style="width:765pt;height:990pt;background-image:url('rulebook17.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt;font-size:12.0pt">17</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:56.3pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note: </span></i></b><i><span style="color:#374ea1">Moving an Army into battle from an enemy con-</span></i></p> +<p style="top:81.2pt;left:56.3pt;font-size:12.0pt"><i><span style="color:#374ea1">trolled space is very risky because if you lose the battle the </span></i></p> +<p style="top:96.2pt;left:56.3pt;font-size:12.0pt"><i><span style="color:#374ea1">Army will have to Surrender. Effectively this is what happened </span></i></p> +<p style="top:111.2pt;left:56.3pt;font-size:12.0pt"><i><span style="color:#374ea1">to General Burgoyne at the Battle of Saratoga.</span></i></p> +<p style="top:281.6pt;left:56.3pt;font-size:12.0pt"><b><i>Combat Example: </i></b><i>General Burgoyne and 5 CUs march into </i></p> +<p style="top:296.6pt;left:56.3pt;font-size:12.0pt"><i>Saratoga by way of Ticonderoga. American General Gates and </i></p> +<p style="top:311.6pt;left:56.3pt;font-size:12.0pt"><i>5 American CUs are in Saratoga. Not wishing to retreat before </i></p> +<p style="top:326.6pt;left:56.3pt;font-size:12.0pt"><i>battle, Gates stands and fights. The British discard an Event card </i></p> +<p style="top:341.6pt;left:56.3pt;font-size:12.0pt"><i>to gain a +1 DRM. The Americans play Battle Event, “Morgan’s </i></p> +<p style="top:356.6pt;left:56.3pt;font-size:12.0pt"><i>Riflemen” for a +2 DRM. Next, each General rolls a die to deter</i><i>-</i></p> +<p style="top:371.6pt;left:56.3pt;font-size:12.0pt"><i>mine their Actual Battle Rating. Burgoyne rolls a “4” and receives </i></p> +<p style="top:386.6pt;left:56.3pt;font-size:12.0pt"><i>his full, printed Battle Rating of “2” for a +2 DRM. Gates rolls </i></p> +<p style="top:401.6pt;left:56.3pt;font-size:12.0pt"><i>a “1” and receives only half of his printed Battle Rating for a +1 </i></p> +<p style="top:416.6pt;left:56.3pt;font-size:12.0pt"><i>DRM.” Next, both players determine their combat DRMs: The </i></p> +<p style="top:431.6pt;left:56.3pt;font-size:12.0pt"><i>British get +5 for their 5 CUs, +2 for General Burgoyne’s Battle </i></p> +<p style="top:446.6pt;left:56.3pt;font-size:12.0pt"><i>Rating (determined above), +1 for the British Regulars bonus </i></p> +<p style="top:461.6pt;left:56.3pt;font-size:12.0pt"><i>(which is still in effect), and +1 for the discard of an Event card </i></p> +<p style="top:476.6pt;left:56.3pt;font-size:12.0pt"><i>for a total of +9. The Americans get +5 for their 5 CUs, +1 for </i></p> +<p style="top:491.6pt;left:56.3pt;font-size:12.0pt"><i>Gates’ Battle Rating (determined above), +1 for the militia of New </i></p> +<p style="top:506.6pt;left:56.3pt;font-size:12.0pt"><i>York (the Americans control more PC markers in the Colony), and </i></p> +<p style="top:521.6pt;left:56.3pt;font-size:12.0pt"><i>+2 for the play of the Battle Event for a total of +9. Each player </i></p> +<p style="top:536.6pt;left:56.3pt;font-size:12.0pt"><i>then rolls a die and adds their Combat DRM: The British roll a </i></p> +<p style="top:551.6pt;left:56.3pt;font-size:12.0pt"><i>“3” which is modified to 12. The Americans roll a “4” which is </i></p> +<p style="top:566.6pt;left:56.3pt;font-size:12.0pt"><i>modified to “13.” The attacker’s modified die roll must be greater </i></p> +<p style="top:581.6pt;left:56.3pt;font-size:12.0pt"><i>than or equal to the defender’s modified die roll in order to be </i></p> +<p style="top:596.6pt;left:56.3pt;font-size:12.0pt"><i>victorious. In this case, the attacker’s modified roll is less than </i></p> +<p style="top:611.6pt;left:56.3pt;font-size:12.0pt"><i>the defender’s modified roll so the Americans win! Next, combat </i></p> +<p style="top:626.6pt;left:56.3pt;font-size:12.0pt"><i>losses must be determined. The British lost the battle so they roll </i></p> +<p style="top:641.6pt;left:56.3pt;font-size:12.0pt"><i>a die and consult the Combat Losses Chart (9.5). Rolling a “5” </i></p> +<p style="top:656.6pt;left:56.3pt;font-size:12.0pt"><i>they lose 2 CUs and must retreat. The Americans must check to </i></p> +<p style="top:671.6pt;left:56.3pt;font-size:12.0pt"><i>see if they suffer any losses. Noting the losing General’s Agility </i></p> +<p style="top:686.6pt;left:56.3pt;font-size:12.0pt"><i>Rating (Burgoyne has an Agility of “1”), the Americans roll a die </i></p> +<p style="top:701.6pt;left:56.3pt;font-size:12.0pt"><i>and consult the Combat Losses Chart (9.5). Rolling a “2” the </i></p> +<p style="top:716.6pt;left:56.3pt;font-size:12.0pt"><i>Americans find they lose 1 CU. Note that the winner will never </i></p> +<p style="top:731.6pt;left:56.3pt;font-size:12.0pt"><i>lose more than 1 CU and will often times not suffer any losses. </i></p> +<p style="top:746.6pt;left:56.3pt;font-size:12.0pt"><i>Now the losing General must retreat what is left of his Army. Since </i></p> +<p style="top:761.6pt;left:56.3pt;font-size:12.0pt"><i>Burgoyne was the attacker and must retreat, he must retreat to the </i></p> +<p style="top:776.6pt;left:56.3pt;font-size:12.0pt"><i>space from which he entered combat—in this case, Ticonderoga. </i></p> +<p style="top:791.6pt;left:56.3pt;font-size:12.0pt"><i>Unfortunately, this space is American-controlled. This results </i></p> +<p style="top:806.6pt;left:56.3pt;font-size:12.0pt"><i>in Burgoyne surrendering the remainder of his Army. Burgoyne </i></p> +<p style="top:821.6pt;left:56.3pt;font-size:12.0pt"><i>is placed in the “Captured Generals” box and his 3 CUs are </i></p> +<p style="top:836.6pt;left:56.3pt;font-size:12.0pt"><i>removed from the map and placed back into the player’s stock. </i></p> +<p style="top:851.6pt;left:56.3pt;font-size:12.0pt"><i>Since the British lost 3 or more CUs in this battle, the British lose </i></p> +<p style="top:866.6pt;left:56.3pt;font-size:12.0pt"><i>their “Regulars” advantage for the remainder of the game. The </i></p> +<p style="top:881.6pt;left:56.3pt;font-size:12.0pt"><i>Turn marker is flipped on the Turn track to note this. The French </i></p> +<p style="top:896.6pt;left:56.3pt;font-size:12.0pt"><i>Alliance marker is adjusted +1 for the American victory and +2 </i></p> +<p style="top:911.6pt;left:56.3pt;font-size:12.0pt"><i>for the loss of the British Regulars.</i></p> +<p style="top:66.5pt;left:393.8pt;font-size:14.4pt"><b>9.7 Overruns</b></p> +<p style="top:86.4pt;left:393.8pt;font-size:12.0pt">An overrun occurs when an activated General with either 4 or 5 </p> +<p style="top:101.4pt;left:393.8pt;font-size:12.0pt">CUs enters a space occupied by 1 enemy CU without a General. </p> +<p style="top:116.4pt;left:393.8pt;font-size:12.0pt">The moving Army declares an overrun, removes the enemy CU, </p> +<p style="top:131.4pt;left:393.8pt;font-size:12.0pt">and if it has any remaining movement may continue. Any inter-</p> +<p style="top:146.4pt;left:393.8pt;font-size:12.0pt">ception attempts are resolved before the overrun is conducted. </p> +<p style="top:161.4pt;left:393.8pt;font-size:12.0pt">After a successful overrun the activated Army does not roll for </p> +<p style="top:176.4pt;left:393.8pt;font-size:12.0pt">losses.<b><i> </i></b>If a defending General is present or there is more than 1 </p> +<p style="top:191.4pt;left:393.8pt;font-size:12.0pt">CU present, the attacking Army must end its movement and a </p> +<p style="top:206.4pt;left:393.8pt;font-size:12.0pt">battle occurs. (<b><i>Clarification</i></b>: If the Arnold counter is removed as </p> +<p style="top:221.4pt;left:393.8pt;font-size:12.0pt">a result of play of the “Benedict Arnold Treason!” Battle Card, </p> +<p style="top:236.4pt;left:393.8pt;font-size:12.0pt">the General is removed as Step 1 of the Combat Resolution </p> +<p style="top:251.4pt;left:393.8pt;font-size:12.0pt">Procedure. If at that time only 1 American CU remains, and the </p> +<p style="top:266.4pt;left:393.8pt;font-size:12.0pt">British are attacking with either 4 or 5 CUs, an overrun occurs. </p> +<p style="top:281.4pt;left:393.8pt;font-size:12.0pt">If the Americans are attacking when Arnold is removed, even </p> +<p style="top:296.4pt;left:393.8pt;font-size:12.0pt">with 4 or 5 CUs, an overrun does not occur and battle results).</p> +<p style="top:504.0pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">10.0 POLITICAL CONTROL</span></b></p> +<p style="top:528.8pt;left:405.0pt;font-size:12.0pt"><b>A. </b>Political control of the colonies and Canada determines </p> +<p style="top:543.8pt;left:405.0pt;font-size:12.0pt">who wins a game of <i>Washington’s War</i>. Political control is </p> +<p style="top:558.8pt;left:405.0pt;font-size:12.0pt">determined by the number of PC markers in each colony. Each </p> +<p style="top:573.8pt;left:405.0pt;font-size:12.0pt">space on the board may be in one of three states: </p> +<p style="top:594.4pt;left:422.5pt;font-size:12.0pt">• American control, denoted by an American PC marker; </p> +<p style="top:615.1pt;left:422.5pt;font-size:12.0pt">• British control, denoted by a British PC marker, or </p> +<p style="top:635.7pt;left:422.5pt;font-size:12.0pt">• Uncontrolled, denoted by the absence of a PC marker.</p> +<p style="top:656.3pt;left:405.0pt;font-size:12.0pt">No space ever contains more than one PC marker. </p> +<p style="top:676.9pt;left:405.0pt;font-size:12.0pt"><b>B. </b>Colonies are controlled by the side that has the majority </p> +<p style="top:691.9pt;left:405.0pt;font-size:12.0pt">of PC markers in them. If both sides have equal numbers, </p> +<p style="top:706.9pt;left:405.0pt;font-size:12.0pt">or if there are no PC markers in the colony, the colony is </p> +<p style="top:721.9pt;left:405.0pt;font-size:12.0pt">uncontrolled. Canada is not a colony, but will count toward </p> +<p style="top:736.9pt;left:405.0pt;font-size:12.0pt">achieving Victory Conditions (13.0). To control Canada, the </p> +<p style="top:751.9pt;left:405.0pt;font-size:12.0pt">controlling side must control both the Montreal and Quebec </p> +<p style="top:766.9pt;left:405.0pt;font-size:12.0pt">spaces. Control of Fort Detroit is irrelevant in determining </p> +<p style="top:781.9pt;left:405.0pt;font-size:12.0pt">control of Canada. </p> +<p style="top:802.5pt;left:405.0pt;font-size:12.0pt"><b>C. </b>Players may place friendly PC markers and remove en-</p> +<p style="top:817.5pt;left:405.0pt;font-size:12.0pt">emy PC markers through play of Strategy Cards during the </p> +<p style="top:832.5pt;left:405.0pt;font-size:12.0pt">Strategy Phase (5.3). Players also place friendly PC markers </p> +<p style="top:847.5pt;left:405.0pt;font-size:12.0pt">and remove enemy PC markers during certain activities of the </p> +<p style="top:862.5pt;left:405.0pt;font-size:12.0pt">Political Phase (5.6).</p> +</div> +<div id="page18" style="width:765pt;height:990pt;background-image:url('rulebook18.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">18</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.5pt;left:56.3pt;font-size:14.4pt"><b>10.1 Placing and Removing PC Markers during </b></p> +<p style="top:84.5pt;left:56.3pt;font-size:14.4pt"><b>the Strategy Phase</b></p> +<p style="top:108.0pt;left:56.3pt;font-size:12.0pt"><b>10.11 Placing and Flipping PC Markers with OPS Cards</b></p> +<p style="top:125.3pt;left:56.3pt;font-size:12.0pt">Each side uses a slightly different mechanic for placing PC </p> +<p style="top:140.3pt;left:56.3pt;font-size:12.0pt">markers with OPS Cards. </p> +<p style="top:160.9pt;left:67.5pt;font-size:12.0pt"><b>A. American:</b></p> +<p style="top:175.9pt;left:154.1pt;font-size:12.0pt"><b>(i.) </b>To place or flip PC markers, the American </p> +<p style="top:190.9pt;left:154.3pt;font-size:12.0pt">plays an OPS Card face up on the Discard </p> +<p style="top:205.9pt;left:154.3pt;font-size:12.0pt">pile. The number on the OPS Card indicates </p> +<p style="top:220.9pt;left:154.3pt;font-size:12.0pt">how many PC actions he may take, i.e., how </p> +<p style="top:235.9pt;left:154.3pt;font-size:12.0pt">many PC markers he may potentially place </p> +<p style="top:250.9pt;left:154.3pt;font-size:12.0pt">or flip. <b><i>Example:</i></b><i> If a 3 OPS Card is played </i></p> +<p style="top:265.9pt;left:78.8pt;font-size:12.0pt"><i>the American could place up to three American PC markers </i></p> +<p style="top:280.9pt;left:78.8pt;font-size:12.0pt"><i>or flip up to three British PC markers to the American side </i></p> +<p style="top:295.9pt;left:78.8pt;font-size:12.0pt"><i>or any combination of placing and flipping, subject to the </i></p> +<p style="top:310.9pt;left:78.8pt;font-size:12.0pt"><i>restrictions on both.</i></p> +<p style="top:331.6pt;left:78.8pt;font-size:12.0pt"><b>(ii.) </b>As one PC action the American player can <i>place</i> an </p> +<p style="top:346.6pt;left:78.8pt;font-size:12.0pt">American PC marker into any space not containing a PC </p> +<p style="top:361.6pt;left:78.8pt;font-size:12.0pt">marker of either side nor containing a British CU. (<b>Excep-</b></p> +<p style="top:376.6pt;left:78.8pt;font-size:12.0pt"><b>tion</b>: see iv below.)</p> +<p style="top:397.2pt;left:78.8pt;font-size:12.0pt"><b>(iii.)</b> As one PC action the American player may <i>flip</i> a Brit-</p> +<p style="top:412.2pt;left:78.8pt;font-size:12.0pt">ish PC marker to its American PC marker side if there is </p> +<p style="top:427.2pt;left:78.8pt;font-size:12.0pt">an American General in the space. The American General </p> +<p style="top:442.2pt;left:78.8pt;font-size:12.0pt">does <i>not</i> need to have any CUs in the space. <b><i>Note</i></b><i>: Generals </i></p> +<p style="top:457.2pt;left:78.8pt;font-size:12.0pt"><i>without CUs may not move into a space with an enemy PC </i></p> +<p style="top:472.2pt;left:78.8pt;font-size:12.0pt"><i>(7.4), so the situation where an American General is in a </i></p> +<p style="top:487.2pt;left:78.8pt;font-size:12.0pt"><i>space with a British PC only occurs through some indirect </i></p> +<p style="top:502.2pt;left:78.8pt;font-size:12.0pt"><i>combination of moves/events. </i></p> +<p style="top:522.8pt;left:78.8pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: This rule differs from the similar rule for the </span></i></p> +<p style="top:537.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">British and gives the Americans a slight edge. It represents </span></i></p> +<p style="top:552.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">the ability of the American leaders (political as well as </span></i></p> +<p style="top:567.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">Generals) to revitalize the revolution in areas that were not </span></i></p> +<p style="top:582.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">garrisoned by British troops.</span></i></p> +<p style="top:603.4pt;left:78.8pt;font-size:12.0pt"><b>(iv.) Continental Congress dispersed (“Pennsylvania </b></p> +<p style="top:618.4pt;left:78.8pt;font-size:12.0pt"><b>and New Jersey Line Mutinies”): </b>The American player </p> +<p style="top:633.4pt;left:78.8pt;font-size:12.0pt">may not use OPS Cards or an Event discard to <i>place</i> PC </p> +<p style="top:648.4pt;left:78.8pt;font-size:12.0pt">Markers if the Continental Congress is dispersed (7.7) or </p> +<p style="top:663.4pt;left:78.8pt;font-size:12.0pt">if the “Pennsylvania and New Jersey Line Mutinies” Event </p> +<p style="top:678.4pt;left:78.8pt;font-size:12.0pt">Strategy Card has been played as the event during the current </p> +<p style="top:693.4pt;left:78.8pt;font-size:12.0pt">turn. The Americans may still <i>flip</i> PC markers with an OPS </p> +<p style="top:708.4pt;left:78.8pt;font-size:12.0pt">Card play (see iii above). The Americans can still remove </p> +<p style="top:723.4pt;left:78.8pt;font-size:12.0pt">PC markers by discarding an Event card (6.32.B.iii). The </p> +<p style="top:738.4pt;left:78.8pt;font-size:12.0pt">Americans can still play Events to place PC markers.</p> +<p style="top:762.0pt;left:85.6pt;font-size:13.2pt"><b>Continental Congress Dispersed Clarification</b></p> +<p style="top:780.9pt;left:85.6pt;font-size:12.0pt">In addition to the ability to use an OPS card to <i>flip</i> (but </p> +<p style="top:795.9pt;left:85.6pt;font-size:12.0pt">not place) a PC under these conditions, the Americans </p> +<p style="top:810.9pt;left:85.6pt;font-size:12.0pt">may <i>discard</i> an event to <i>flip</i> (but not place) a PC marker </p> +<p style="top:825.9pt;left:85.6pt;font-size:12.0pt">as in 10.11.A.iii.</p> +<p style="top:66.0pt;left:405.0pt;font-size:12.0pt"><b>B. British:</b></p> +<p style="top:81.0pt;left:491.8pt;font-size:12.0pt"><b>(i.)</b> To place or flip PC markers, the British </p> +<p style="top:96.0pt;left:491.8pt;font-size:12.0pt">play an OPS Card face up on the Discard </p> +<p style="top:111.0pt;left:491.8pt;font-size:12.0pt">pile. The number on the OPS Card indicates </p> +<p style="top:126.0pt;left:491.8pt;font-size:12.0pt">how many PC actions he may take, i.e., how </p> +<p style="top:141.0pt;left:491.8pt;font-size:12.0pt">many PC markers he may potentially place </p> +<p style="top:156.0pt;left:491.8pt;font-size:12.0pt">or flip. <b><i>Example:</i></b><i> If a 2 OPS Card is played </i></p> +<p style="top:171.0pt;left:416.3pt;font-size:12.0pt"><i>the British could place up to two British PC markers or flip </i></p> +<p style="top:186.0pt;left:416.3pt;font-size:12.0pt"><i>up to two American PC markers to the British side or any </i></p> +<p style="top:201.0pt;left:416.3pt;font-size:12.0pt"><i>combination of placing and flipping, subject to the restric</i><i>-</i></p> +<p style="top:216.0pt;left:416.3pt;font-size:12.0pt"><i>tions on both.</i></p> +<p style="top:236.6pt;left:416.3pt;font-size:12.0pt"><b>(ii.) </b>As one PC action the British player can <i>place</i> a British </p> +<p style="top:251.6pt;left:416.3pt;font-size:12.0pt">PC marker into any space not containing a PC marker of </p> +<p style="top:266.6pt;left:416.3pt;font-size:12.0pt">either side, nor containing an American Unit.<b><i> Important: </i></b>All </p> +<p style="top:281.6pt;left:416.3pt;font-size:12.0pt">new British PC markers must be placed in spaces adjacent to </p> +<p style="top:296.6pt;left:416.3pt;font-size:12.0pt">spaces already containing British PC markers. PC markers </p> +<p style="top:311.6pt;left:416.3pt;font-size:12.0pt">newly placed or flipped as a result of a PC action taken with </p> +<p style="top:326.6pt;left:416.3pt;font-size:12.0pt">the play of the current OPS Card do not satisfy the require-</p> +<p style="top:341.6pt;left:416.3pt;font-size:12.0pt">ment that new played British PC markers be placed adjacent </p> +<p style="top:356.6pt;left:416.3pt;font-size:12.0pt">to existing British PC markers (i.e., no “daisy chaining”).</p> +<p style="top:718.5pt;left:416.3pt;font-size:12.0pt"><b><i>Example: </i></b><i>The British begin the game with a PC marker </i></p> +<p style="top:733.5pt;left:416.3pt;font-size:12.0pt"><i>in Montreal. The British player plays a 2 OPS Card and </i></p> +<p style="top:748.5pt;left:416.3pt;font-size:12.0pt"><i>declares he will use it to place PC markers. The first PC </i></p> +<p style="top:763.5pt;left:416.3pt;font-size:12.0pt"><i>marker is placed in Oswego which is adjacent to Montreal. </i></p> +<p style="top:778.5pt;left:416.3pt;font-size:12.0pt"><i>The second PC marker, however, may not be placed in Fort </i></p> +<p style="top:793.5pt;left:416.3pt;font-size:12.0pt"><i>Stanwix even though Fort Stanwix is adjacent to Oswego </i></p> +<p style="top:808.5pt;left:416.3pt;font-size:12.0pt"><i>since Oswego did not have a PC marker at the beginning </i></p> +<p style="top:823.5pt;left:416.3pt;font-size:12.0pt"><i>of the card play. The second PC marker will have to be </i></p> +<p style="top:838.5pt;left:416.3pt;font-size:12.0pt"><i>placed elsewhere.</i></p> +<p style="top:859.1pt;left:416.3pt;font-size:12.0pt"><b>Important</b>: For the British, all ports are considered to be </p> +<p style="top:874.1pt;left:416.3pt;font-size:12.0pt">adjacent to each other for all purposes regardless of the </p> +<p style="top:889.1pt;left:416.3pt;font-size:12.0pt">placement of the French Navy if present.</p> +</div> +<div id="page19" style="width:765pt;height:990pt;background-image:url('rulebook19.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt;font-size:12.0pt">19</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:78.8pt;font-size:12.0pt"><b>(iii.)</b> As one PC action the British player may place a Brit-</p> +<p style="top:81.2pt;left:78.8pt;font-size:12.0pt">ish PC marker or <i>flip</i> an American PC marker to its British </p> +<p style="top:96.2pt;left:78.8pt;font-size:12.0pt">PC marker side if there is a British Army (i.e., a General </p> +<p style="top:111.2pt;left:78.8pt;font-size:12.0pt">and at least 1 CU) in the space. This action can take place </p> +<p style="top:126.2pt;left:78.8pt;font-size:12.0pt">in any space; it need not be adjacent to an existing British </p> +<p style="top:141.2pt;left:78.8pt;font-size:12.0pt">PC marker. </p> +<p style="top:161.8pt;left:78.8pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: This capability allows the British player to </span></i></p> +<p style="top:176.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">move an Army into a new area, gain control of one space and </span></i></p> +<p style="top:191.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">then, in subsequent card plays, begin placing PC markers </span></i></p> +<p style="top:206.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">adjacent to the recently controlled space. This represents the </span></i></p> +<p style="top:221.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">ability of the British Army to systematically pacify a region </span></i></p> +<p style="top:236.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">through the use of selective arrests, local offers of amnesty, </span></i></p> +<p style="top:251.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">seizure of armament stores and gaining political control of </span></i></p> +<p style="top:266.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">local militias and community governments. Howe’s pacifi</span></i><i><span style="color:#374ea1">-</span></i></p> +<p style="top:281.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">cation of New Jersey in the late summer and fall of 1776 </span></i></p> +<p style="top:296.8pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">provides an historical example.</span></i></p> +<p style="top:321.0pt;left:56.3pt;font-size:12.0pt"><b>10.12 Placing and Removing PC Markers with Event </b></p> +<p style="top:336.0pt;left:56.3pt;font-size:12.0pt"><b>Strategy Cards</b></p> +<p style="top:353.3pt;left:67.5pt;font-size:12.0pt"><b>A. </b>During the Strategy Phase, Event Strategy Cards played as </p> +<p style="top:368.3pt;left:67.5pt;font-size:12.0pt">events may allow for the placement or removal of PC markers. </p> +<p style="top:383.3pt;left:67.5pt;font-size:12.0pt">The conditions pertaining to these events vary widely from card </p> +<p style="top:398.3pt;left:67.5pt;font-size:12.0pt">to card so it is important to implement the text on the card spe-</p> +<p style="top:413.3pt;left:67.5pt;font-size:12.0pt">cifically and literally. For example an enemy PC marker may </p> +<p style="top:428.3pt;left:67.5pt;font-size:12.0pt">not be flipped if the event text specifies “place PC markers”. </p> +<p style="top:443.3pt;left:67.5pt;font-size:12.0pt">There are usually geographic constraints as well as restrictions </p> +<p style="top:458.3pt;left:67.5pt;font-size:12.0pt">regarding the other counters that may be in the space.</p> +<p style="top:478.9pt;left:67.5pt;font-size:12.0pt"><b>B. </b>Event Strategy Cards may also be discarded per Rule 6.32 </p> +<p style="top:493.9pt;left:67.5pt;font-size:12.0pt">to allow one PC action to be taken on a space adjacent to a </p> +<p style="top:508.9pt;left:67.5pt;font-size:12.0pt">current friendly PC marker. <b><i>Important</i></b><i>: </i>The restriction that </p> +<p style="top:523.9pt;left:67.5pt;font-size:12.0pt">the PC being placed or removed be adjacent to a friendly PC </p> +<p style="top:538.9pt;left:67.5pt;font-size:12.0pt">applies to both sides in this case. That action may be to:</p> +<p style="top:559.5pt;left:85.0pt;font-size:12.0pt">• place or flip one PC adjacent to a friendly PC subject </p> +<p style="top:574.5pt;left:98.8pt;font-size:12.0pt">to the additional restrictions for each side in itemized </p> +<p style="top:589.5pt;left:98.8pt;font-size:12.0pt">in Rule 10.11, or</p> +<p style="top:610.1pt;left:85.0pt;font-size:12.0pt">• remove one enemy PC from a space which is adjacent </p> +<p style="top:625.1pt;left:98.8pt;font-size:12.0pt">to a space containing a friendly PC counter and that is </p> +<p style="top:640.1pt;left:98.8pt;font-size:12.0pt">not occupied by an enemy CU, an American General or </p> +<p style="top:655.1pt;left:98.8pt;font-size:12.0pt">the Continental Congress. </p> +<p style="top:675.8pt;left:67.5pt;font-size:12.0pt">Play of any Campaign Event Strategy Card by the British </p> +<p style="top:690.8pt;left:67.5pt;font-size:12.0pt">provides the option of executing a Landing Party which al-</p> +<p style="top:705.8pt;left:67.5pt;font-size:12.0pt">lows the British player to place a British PC marker or flip an </p> +<p style="top:720.8pt;left:67.5pt;font-size:12.0pt">American PC marker under certain circumstances; see 7.2.B.</p> +<p style="top:748.0pt;left:56.3pt;font-size:14.4pt"><b>10.2 The Political Control Phase</b></p> +<p style="top:767.9pt;left:56.3pt;font-size:12.0pt">The Political Control Phase consists of three segments, executed </p> +<p style="top:782.9pt;left:56.3pt;font-size:12.0pt">in specific order:</p> +<p style="top:803.6pt;left:67.5pt;font-size:12.0pt"><b>1. Continental Congress Segment</b></p> +<p style="top:824.2pt;left:78.8pt;font-size:12.0pt">If the Continental Congress counter is in the Continental </p> +<p style="top:839.2pt;left:78.8pt;font-size:12.0pt">Congress Dispersed Box, the American player <i>must</i> place </p> +<p style="top:854.2pt;left:78.8pt;font-size:12.0pt">it in on the map, in any space in the Thirteen Colonies (not </p> +<p style="top:869.2pt;left:78.8pt;font-size:12.0pt">Canada) containing an American PC Marker but no British </p> +<p style="top:884.2pt;left:78.8pt;font-size:12.0pt">playing pieces. If there are no such spaces available, the </p> +<p style="top:899.2pt;left:78.8pt;font-size:12.0pt">Continental Congress counter remains out of play until the </p> +<p style="top:66.2pt;left:416.3pt;font-size:12.0pt">Continental Congress Segment of the next Game-Turn. Note </p> +<p style="top:81.2pt;left:416.3pt;font-size:12.0pt">that dispersing and subsequent placement in a different space </p> +<p style="top:96.2pt;left:416.3pt;font-size:12.0pt">is the only way in which the Continental Congress counter </p> +<p style="top:111.2pt;left:416.3pt;font-size:12.0pt">can change locations on the map. </p> +<p style="top:131.8pt;left:405.0pt;font-size:12.0pt"><b>2. Place PC Markers Segment</b></p> +<p style="top:152.4pt;left:416.3pt;font-size:12.0pt">Each player places a PC marker in any uncontrolled space </p> +<p style="top:167.4pt;left:416.3pt;font-size:12.0pt">and flips to friendly control any enemy PC marker in any </p> +<p style="top:182.4pt;left:416.3pt;font-size:12.0pt">space currently occupied by one of his Armies. British </p> +<p style="top:197.4pt;left:416.3pt;font-size:12.0pt">players place/flip PC markers even in spaces which are not </p> +<p style="top:212.4pt;left:416.3pt;font-size:12.0pt">adjacent to extant British PCs. Neither side may place PC </p> +<p style="top:227.4pt;left:416.3pt;font-size:12.0pt">markers in spaces that are occupied by a friendly General </p> +<p style="top:242.4pt;left:416.3pt;font-size:12.0pt">with no CUs nor occupied by CUs without a General.</p> +<p style="top:263.0pt;left:405.0pt;font-size:12.0pt"><b>3. Remove Isolated PC Markers Segment</b></p> +<p style="top:283.7pt;left:416.3pt;font-size:12.0pt">The American player removes all of his PC markers that </p> +<p style="top:298.7pt;left:416.3pt;font-size:12.0pt">are isolated as defined in Section 10.3. After all isolated </p> +<p style="top:313.7pt;left:416.3pt;font-size:12.0pt">American PC markers have been removed, the British player </p> +<p style="top:328.7pt;left:416.3pt;font-size:12.0pt">removes all of his PC markers that are isolated. Because the </p> +<p style="top:343.7pt;left:416.3pt;font-size:12.0pt">American player removes PC markers first, British PC mark-</p> +<p style="top:358.7pt;left:416.3pt;font-size:12.0pt">ers that appeared to be isolated may no longer be isolated.<b><i> </i></b></p> +<p style="top:385.9pt;left:393.8pt;font-size:14.4pt"><b>10.3 Determining PC Marker Isolation</b></p> +<p style="top:405.8pt;left:393.8pt;font-size:12.0pt">During the Remove Isolated PC Markers segment of the Politi-</p> +<p style="top:420.8pt;left:393.8pt;font-size:12.0pt">cal Control Phase, each player, in turn, American player first, </p> +<p style="top:435.8pt;left:393.8pt;font-size:12.0pt">evaluates each friendly PC marker to determine if it is isolated. </p> +<p style="top:450.8pt;left:393.8pt;font-size:12.0pt">Determining PC marker isolation differs slightly for each side.</p> +<p style="top:475.1pt;left:393.8pt;font-size:12.0pt"><b>10.31 American PC Marker Isolation</b></p> +<p style="top:492.3pt;left:405.0pt;font-size:12.0pt"><b>A. </b>An American PC marker is NOT isolated if it can trace a </p> +<p style="top:507.3pt;left:405.0pt;font-size:12.0pt">path through adjacent American controlled spaces to:</p> +<p style="top:526.8pt;left:422.5pt;font-size:12.0pt">• an uncontrolled space that does not contain a British </p> +<p style="top:541.8pt;left:436.3pt;font-size:12.0pt">CU, or</p> +<p style="top:561.3pt;left:422.5pt;font-size:12.0pt">• a space containing the Continental Congress, or</p> +<p style="top:580.8pt;left:422.5pt;font-size:12.0pt">• an American controlled space containing an American </p> +<p style="top:595.8pt;left:436.3pt;font-size:12.0pt">or French CU, or</p> +<p style="top:615.3pt;left:422.5pt;font-size:12.0pt">• an American controlled space containing an American </p> +<p style="top:630.3pt;left:436.3pt;font-size:12.0pt">or French General.</p> +<p style="top:650.9pt;left:405.0pt;font-size:12.0pt"><i>(</i><b><i>Note</i></b><i>: The path traced to avoid possible isolation may be </i></p> +<p style="top:665.9pt;left:405.0pt;font-size:12.0pt"><i>traced through American controlled spaces that are occupied </i></p> +<p style="top:680.9pt;left:405.0pt;font-size:12.0pt"><i>by British CUs or British Generals unaccompanied by CUs.) </i></p> +</div> +<div id="page20" style="width:765pt;height:990pt;background-image:url('rulebook20.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">20</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.0pt;left:56.3pt;font-size:12.0pt"><b><i>Example 1: </i></b><i>Newport, RI (space “C”) is uncontrolled. The Ameri-</i></p> +<p style="top:81.0pt;left:56.3pt;font-size:12.0pt"><i>can PC markers in space “B” and space “A” can trace to space </i></p> +<p style="top:96.0pt;left:56.3pt;font-size:12.0pt"><i>“C” since it is uncontrolled and does not contain a British CU. </i></p> +<p style="top:111.0pt;left:56.3pt;font-size:12.0pt"><i>If space “C” contained a British CU, then both spaces “A” and </i></p> +<p style="top:126.0pt;left:56.3pt;font-size:12.0pt"><i>“B” would be isolated.</i></p> +<p style="top:387.5pt;left:56.3pt;font-size:12.0pt"><b><i>Example 2: </i></b><i>Newport, RI (space “C”) contains the Continental </i></p> +<p style="top:402.5pt;left:56.3pt;font-size:12.0pt"><i>Congress. The American PC markers in spaces “A” and “B” can </i></p> +<p style="top:417.5pt;left:56.3pt;font-size:12.0pt"><i>trace to space “C” since it contains the Continental Congress. </i></p> +<p style="top:432.5pt;left:56.3pt;font-size:12.0pt"><i>Space “C” would never be isolated since its space contains the </i></p> +<p style="top:447.5pt;left:56.3pt;font-size:12.0pt"><i>Continental Congress.</i></p> +<p style="top:699.5pt;left:56.3pt;font-size:12.0pt"><b><i>Example 3: </i></b><i>Spaces “A,” “B” and “C” each contain American </i></p> +<p style="top:714.5pt;left:56.3pt;font-size:12.0pt"><i>PC markers. Space “A” contains an American CU. This allows </i></p> +<p style="top:729.5pt;left:56.3pt;font-size:12.0pt"><i>the PC markers in spaces “B” and “C” to trace to space “A.” </i></p> +<p style="top:744.5pt;left:56.3pt;font-size:12.0pt"><i>The same would be true if space “A” contained a French CU, </i></p> +<p style="top:759.5pt;left:56.3pt;font-size:12.0pt"><i>or an American/French General (with or without CUs). If space </i></p> +<p style="top:774.5pt;left:56.3pt;font-size:12.0pt"><i>“A” did not contain an American/French CU or General then </i></p> +<p style="top:789.5pt;left:56.3pt;font-size:12.0pt"><i>all three spaces would be isolated and removed. If space “C” </i></p> +<p style="top:804.5pt;left:56.3pt;font-size:12.0pt"><i>contained a British CU, space “B” would still be able to trace </i></p> +<p style="top:819.5pt;left:56.3pt;font-size:12.0pt"><i>through space “C” to the American CU in space “A” since space </i></p> +<p style="top:834.5pt;left:56.3pt;font-size:12.0pt"><i>“C” contains an American PC marker.</i></p> +<p style="top:858.6pt;left:67.5pt;font-size:12.0pt"><b>B. </b>If the PC marker is isolated, it is removed during the Remove </p> +<p style="top:873.6pt;left:67.5pt;font-size:12.0pt">Isolated PC Markers Segment. If there are adjacent American </p> +<p style="top:888.6pt;left:67.5pt;font-size:12.0pt">PC markers that are also isolated, all adjacent isolated Ameri-</p> +<p style="top:903.6pt;left:67.5pt;font-size:12.0pt">can PC markers are removed simultaneously.</p> +<p style="top:66.7pt;left:393.8pt;font-size:12.0pt"><b>10.32 British PC Marker Isolation</b></p> +<p style="top:83.9pt;left:405.0pt;font-size:12.0pt"><b>A. </b>A British PC marker is <i>not</i> isolated if it can trace a path </p> +<p style="top:98.9pt;left:405.0pt;font-size:12.0pt">through adjacent British controlled spaces to:</p> +<p style="top:119.6pt;left:422.5pt;font-size:12.0pt">• An uncontrolled space that does not contain an Ameri-</p> +<p style="top:134.6pt;left:436.3pt;font-size:12.0pt">can/French CU or General, or</p> +<p style="top:155.2pt;left:422.5pt;font-size:12.0pt">• a British controlled port, including itself, regardless of </p> +<p style="top:170.2pt;left:436.3pt;font-size:12.0pt">the port’s Blockade status, or </p> +<p style="top:190.8pt;left:422.5pt;font-size:12.0pt">• a British controlled space containing a British CU.</p> +<p style="top:211.4pt;left:405.0pt;font-size:12.0pt"><i>(</i><b><i>Note</i></b><i>: The path traced to avoid possible isolation may be </i></p> +<p style="top:226.4pt;left:405.0pt;font-size:12.0pt"><i>traced through British controlled spaces that are occupied by </i></p> +<p style="top:241.4pt;left:405.0pt;font-size:12.0pt"><i>American/French CUs or American/French Generals unac-</i></p> +<p style="top:256.4pt;left:405.0pt;font-size:12.0pt"><i>companied by CUs.)</i></p> +<p style="top:526.2pt;left:393.8pt;font-size:12.0pt"><b><i>Example 1:</i></b><i> Hartford, CT (space “B”) is uncontrolled. Space “A” </i></p> +<p style="top:541.2pt;left:393.8pt;font-size:12.0pt"><i>can trace to the uncontrolled space “B” and thus avoid isola-</i></p> +<p style="top:556.2pt;left:393.8pt;font-size:12.0pt"><i>tion. If space “B” contained an American PC marker, space “A” </i></p> +<p style="top:571.2pt;left:393.8pt;font-size:12.0pt"><i>would still not be isolated since the British can always trace to </i></p> +<p style="top:586.2pt;left:393.8pt;font-size:12.0pt"><i>a British-controlled port. Space “A,” being a British-controlled </i></p> +<p style="top:601.2pt;left:393.8pt;font-size:12.0pt"><i>port, would therefore, never be isolated. If Space “B” contained </i></p> +<p style="top:616.2pt;left:393.8pt;font-size:12.0pt"><i>an American/French CU or an American/French General and </i></p> +<p style="top:631.2pt;left:393.8pt;font-size:12.0pt"><i>space “A” were not a port, then space “A” would be isolated.</i></p> +</div> +<div id="page21" style="width:765pt;height:990pt;background-image:url('rulebook21.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt;font-size:12.0pt">21</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.0pt;left:56.3pt;font-size:12.0pt"><b><i>Example 2: </i></b><i>Space “A” is British-controlled but is surrounded by </i></p> +<p style="top:81.0pt;left:56.3pt;font-size:12.0pt"><i>spaces “B,” “C,” and “D” which contain American PC mark-</i></p> +<p style="top:96.0pt;left:56.3pt;font-size:12.0pt"><i>ers. Space “A” is not isolated because it contains a British CU.</i></p> +<p style="top:493.3pt;left:56.3pt;font-size:12.0pt"><b><i>Example 3, Mutual Isolation: </i></b><i>Spaces “A” and “B” are British-</i></p> +<p style="top:508.3pt;left:56.3pt;font-size:12.0pt"><i>controlled and isolated by virtue of the American PC markers </i></p> +<p style="top:523.3pt;left:56.3pt;font-size:12.0pt"><i>in all the adjacent spaces. Spaces “C” and “D” are American-</i></p> +<p style="top:538.3pt;left:56.3pt;font-size:12.0pt"><i>controlled and are similarly isolated by the surrounding British-</i></p> +<p style="top:553.3pt;left:56.3pt;font-size:12.0pt"><i>controlled spaces. American isolated PC markers are removed </i></p> +<p style="top:568.3pt;left:56.3pt;font-size:12.0pt"><i>before the isolated British PC markers. In this case, when this </i></p> +<p style="top:583.3pt;left:56.3pt;font-size:12.0pt"><i>is done, spaces “C” and “D” will be uncontrolled. This then </i></p> +<p style="top:598.3pt;left:56.3pt;font-size:12.0pt"><i>allows spaces “A” and “”B” to trace to the newly uncontrolled </i></p> +<p style="top:613.3pt;left:56.3pt;font-size:12.0pt"><i>spaces “C” and “D.” No longer isolated, the British PC markers </i></p> +<p style="top:628.3pt;left:56.3pt;font-size:12.0pt"><i>in spaces “A” and “B” remain on the map and are not removed.</i></p> +<p style="top:652.3pt;left:67.5pt;font-size:12.0pt"><b>B. </b>If the PC marker is isolated, it is removed during the Remove </p> +<p style="top:667.3pt;left:67.5pt;font-size:12.0pt">Isolated PC Markers Segment. </p> +<p style="top:687.9pt;left:67.5pt;font-size:12.0pt">If there are adjacent British PC markers that are also isolated, </p> +<p style="top:702.9pt;left:67.5pt;font-size:12.0pt">all adjacent isolated British PC markers are removed simul-</p> +<p style="top:717.9pt;left:67.5pt;font-size:12.0pt">taneously<b><i>.</i></b></p> +<p style="top:738.5pt;left:67.5pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: The PC Isolation rules represent the gradual </span></i></p> +<p style="top:753.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">solidification of popular support in a region. While a space </span></i></p> +<p style="top:768.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">remains uncontrolled, the actual sentiments of the region </span></i></p> +<p style="top:783.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">are indeterminate. Once all the spaces are controlled, local </span></i></p> +<p style="top:798.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">sentiments crystallize and the minority opinion is driven un-</span></i></p> +<p style="top:813.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">derground unless they are supported by regular troops (British </span></i></p> +<p style="top:828.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">or American) or by a reasonably well organized and supported </span></i></p> +<p style="top:843.5pt;left:67.5pt;font-size:12.0pt"><i><span style="color:#374ea1">militia (i.e., an American/French General).</span></i></p> +<p style="top:318.7pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">11.0 WINTER ATTRITION</span></b></p> +<p style="top:343.5pt;left:393.8pt;font-size:12.0pt">In the Winter Attrition Phase (5.4), CUs are subject to removal. </p> +<p style="top:358.5pt;left:393.8pt;font-size:12.0pt">There are different rules for British, American and French CUs. </p> +<p style="top:373.5pt;left:393.8pt;font-size:12.0pt">Winter Quarters spaces are denoted on the map by a square or a </p> +<p style="top:388.5pt;left:393.8pt;font-size:12.0pt">eight-point star (fortified port) space. Generals, the Continental </p> +<p style="top:403.5pt;left:393.8pt;font-size:12.0pt">Congress, and the French Navy are always immune to Winter </p> +<p style="top:418.5pt;left:393.8pt;font-size:12.0pt">Attrition.</p> +<p style="top:445.8pt;left:393.8pt;font-size:14.4pt"><b>11.1 British </b></p> +<p style="top:465.7pt;left:472.2pt;font-size:12.0pt">British CUs in a Winter Quarters space, or south </p> +<p style="top:480.7pt;left:472.2pt;font-size:12.0pt">of the Winter Attrition Line, do not lose any CUs </p> +<p style="top:495.7pt;left:472.2pt;font-size:12.0pt">due to Winter Attrition. British CUs north of the </p> +<p style="top:510.7pt;left:472.2pt;font-size:12.0pt">Winter Attrition Line, that are not in a Winter </p> +<p style="top:525.7pt;left:472.2pt;font-size:12.0pt">Quarters space, lose half their strength, fractions </p> +<p style="top:540.7pt;left:393.8pt;font-size:12.0pt">rounded down. For example, 5 British CUs in Reading PA would </p> +<p style="top:555.7pt;left:393.8pt;font-size:12.0pt">lose 2.5 CUs rounded down to 2 CUs, leaving 3 CUs in the space. </p> +<p style="top:570.7pt;left:393.8pt;font-size:12.0pt">Similarly, a space containing 3 CUs would be reduced to 2 CUs. </p> +<p style="top:585.7pt;left:393.8pt;font-size:12.0pt">An Army with 1 CU never loses any CUs to Winter Attrition. To </p> +<p style="top:600.7pt;left:393.8pt;font-size:12.0pt">determine the Winter Attrition result for a single British CU, </p> +<p style="top:615.7pt;left:393.8pt;font-size:12.0pt">unaccompanied by a General, north of the Winter Attrition Line </p> +<p style="top:630.7pt;left:393.8pt;font-size:12.0pt">and not in a Winter Quarters space, roll a die. On a die roll of </p> +<p style="top:645.7pt;left:393.8pt;font-size:12.0pt">1-3, remove the CU from the map. On a die roll of 4-6, the CU </p> +<p style="top:660.7pt;left:393.8pt;font-size:12.0pt">avoids Winter Attrition.</p> +<p style="top:687.9pt;left:393.8pt;font-size:14.4pt"><b>11.2 American</b></p> +<p style="top:707.8pt;left:471.5pt;font-size:12.0pt">American CUs suffer Winter Attrition regardless </p> +<p style="top:722.8pt;left:472.2pt;font-size:12.0pt">of their location. Stacks of American CUs lose </p> +<p style="top:737.8pt;left:472.2pt;font-size:12.0pt">half their strength, fractions rounded down. A </p> +<p style="top:752.8pt;left:472.2pt;font-size:12.0pt">single American CU in a space if accompanied </p> +<p style="top:767.8pt;left:472.2pt;font-size:12.0pt">by an American or French General is never re-</p> +<p style="top:782.8pt;left:393.8pt;font-size:12.0pt">moved for Winter Attrition. To determine the Winter Attrition </p> +<p style="top:797.8pt;left:393.8pt;font-size:12.0pt">result for a single American CU, unaccompanied by a General, </p> +<p style="top:812.8pt;left:393.8pt;font-size:12.0pt">roll a die. On a die roll of 1-3, remove the CU from the map. On </p> +<p style="top:827.8pt;left:393.8pt;font-size:12.0pt">a die roll of 4-6, the CU avoids Winter Attrition. <i>(</i><b><i>Note</i></b><i>: One </i></p> +<p style="top:842.8pt;left:393.8pt;font-size:12.0pt"><i>playtester uses the mnemonic rhyme: “One through threes, it </i></p> +<p style="top:857.8pt;left:393.8pt;font-size:12.0pt"><i>flees; four through six, it sticks.”) </i></p> +<p style="top:878.5pt;left:393.8pt;font-size:12.0pt"><b>Important Exception</b>: Up to 5 CUs stacked with General </p> +<p style="top:893.5pt;left:393.8pt;font-size:12.0pt">Washington are exempt from Winter Attrition losses if they are </p> +<p style="top:908.5pt;left:393.8pt;font-size:12.0pt">in a Winter Quarters space or are south of the Winter Attrition </p> +</div> +<div id="page22" style="width:765pt;height:990pt;background-image:url('rulebook22.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">22</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:56.3pt;font-size:12.0pt">Line. If Washington is stacked with more than 5 CUs, all the </p> +<p style="top:81.2pt;left:56.3pt;font-size:12.0pt">excess CUs are evaluated for Winter Attrition as if they were </p> +<p style="top:96.2pt;left:56.3pt;font-size:12.0pt">alone in the space. </p> +<p style="top:116.8pt;left:56.3pt;font-size:12.0pt"><b><i>Example</i></b><i>: Washington and 6 CUs are in Philadelphia PA, a </i></p> +<p style="top:131.8pt;left:56.3pt;font-size:12.0pt"><i>Winter Quarters space. Five CUs are exempt from loss. The fate </i></p> +<p style="top:146.8pt;left:56.3pt;font-size:12.0pt"><i>of the sixth CU must be determined by die roll.</i><b><i> </i></b></p> +<p style="top:174.0pt;left:56.3pt;font-size:14.4pt"><b>11.3 French</b></p> +<p style="top:194.0pt;left:134.7pt;font-size:12.0pt">French CUs that are in a space with at least one </p> +<p style="top:209.0pt;left:134.7pt;font-size:12.0pt">American CU suffer Winter Attrition as if they </p> +<p style="top:224.0pt;left:134.7pt;font-size:12.0pt">were American CUs. French CUs that are in a </p> +<p style="top:239.0pt;left:134.7pt;font-size:12.0pt">space with only French CUs suffer Winter Attri-</p> +<p style="top:254.0pt;left:134.7pt;font-size:12.0pt">tion as if they were British CUs. When both </p> +<p style="top:269.0pt;left:56.3pt;font-size:12.0pt">French and American CUs are in the same space, the American </p> +<p style="top:284.0pt;left:56.3pt;font-size:12.0pt">player determines which CUs are removed for losses, if any.</p> +<p style="top:548.1pt;left:56.3pt;font-size:21.6pt"><b><span style="color:#da2028">12.0 French Alliance</span></b></p> +<p style="top:572.9pt;left:129.3pt;font-size:12.0pt">There is a ten space French Alliance Track on the </p> +<p style="top:587.9pt;left:129.5pt;font-size:12.0pt">map numbered from 0 to 9. The final space on the </p> +<p style="top:602.9pt;left:129.5pt;font-size:12.0pt">track is the “French Alliance Space.” At the begin-</p> +<p style="top:617.9pt;left:129.5pt;font-size:12.0pt">ning of the game, the French Alliance Marker is </p> +<p style="top:632.9pt;left:129.5pt;font-size:12.0pt">placed in the 0 space on the track. </p> +<p style="top:660.2pt;left:56.3pt;font-size:14.4pt"><b>12.1 Moving the French Alliance Marker</b></p> +<p style="top:680.1pt;left:56.3pt;font-size:12.0pt">The French Alliance Marker may advance (towards the “French </p> +<p style="top:695.1pt;left:56.3pt;font-size:12.0pt">Alliance” space) or decrease (away from the “French Alliance” </p> +<p style="top:710.1pt;left:56.3pt;font-size:12.0pt">space) as follows:</p> +<p style="top:730.7pt;left:85.0pt;font-size:12.0pt">• Each time the British lose a battle the marker is ad-</p> +<p style="top:745.7pt;left:98.8pt;font-size:12.0pt">vanced +1 space. Overruns count as a battle for this </p> +<p style="top:760.7pt;left:98.8pt;font-size:12.0pt">purpose.</p> +<p style="top:781.4pt;left:85.0pt;font-size:12.0pt">• If the British lose the “Regulars” advantage (for any </p> +<p style="top:796.4pt;left:98.8pt;font-size:12.0pt">reason), the marker is advanced +2 spaces. This can </p> +<p style="top:811.4pt;left:98.8pt;font-size:12.0pt">only occur once per game.</p> +<p style="top:832.0pt;left:85.0pt;font-size:12.0pt">• When the “Hortelez et Cie Clandestine French Aid” </p> +<p style="top:847.0pt;left:98.8pt;font-size:12.0pt">Event Strategy Card is played as an event, the marker </p> +<p style="top:862.0pt;left:98.8pt;font-size:12.0pt">is advanced +2 spaces.</p> +<p style="top:882.6pt;left:85.0pt;font-size:12.0pt">• When the “Benjamin Franklin: Minister to France” </p> +<p style="top:897.6pt;left:98.8pt;font-size:12.0pt">Event Strategy Card is played, the marker is advanced </p> +<p style="top:912.6pt;left:98.8pt;font-size:12.0pt">+4 spaces.</p> +<p style="top:66.2pt;left:422.5pt;font-size:12.0pt">• If George Washington is captured (and consequently re-</p> +<p style="top:81.2pt;left:436.3pt;font-size:12.0pt">moved from the game), the marker is decreased -3 spac-</p> +<p style="top:96.2pt;left:436.3pt;font-size:12.0pt">es (away from the “French Alliance” space). Note that </p> +<p style="top:111.2pt;left:436.3pt;font-size:12.0pt">the marker cannot be decreased lower than the “0” box. </p> +<p style="top:138.4pt;left:393.8pt;font-size:14.4pt"><b>12.2 Consequences of French Alliance</b></p> +<p style="top:158.3pt;left:405.0pt;font-size:12.0pt"><b>A. </b>When the French Alliance marker enters the “French Al-</p> +<p style="top:173.3pt;left:405.0pt;font-size:12.0pt">liance” space on the French Alliance Track (space 9 on the </p> +<p style="top:188.3pt;left:405.0pt;font-size:12.0pt">track), the French sign an alliance with the Americans, enter </p> +<p style="top:203.3pt;left:405.0pt;font-size:12.0pt">the war, and a multinational European War soon breaks out. </p> +<p style="top:218.3pt;left:405.0pt;font-size:12.0pt">The French Alliance Track and marker are no longer needed </p> +<p style="top:233.3pt;left:405.0pt;font-size:12.0pt">for the rest of the game. </p> +<p style="top:254.0pt;left:405.0pt;font-size:12.0pt"><b>B. </b>The French Alliance event is implemented after the current </p> +<p style="top:269.0pt;left:405.0pt;font-size:12.0pt">Strategy Card has been fully resolved. Additional activations </p> +<p style="top:284.0pt;left:405.0pt;font-size:12.0pt">of a Major/Minor Campaign Strategy Event, if necessary, are </p> +<p style="top:299.0pt;left:405.0pt;font-size:12.0pt">completed before the French Alliance event is implemented. </p> +<p style="top:314.0pt;left:405.0pt;font-size:12.0pt">Implement the French Alliance by taking the following actions: </p> +<p style="top:334.6pt;left:416.3pt;font-size:12.0pt"><b>(i.) </b>The American player places the French Navy in any </p> +<p style="top:349.6pt;left:416.3pt;font-size:12.0pt">Blockade Zone on the map. During subsequent French Navy </p> +<p style="top:364.6pt;left:416.3pt;font-size:12.0pt">Phases (5.5), including the current Game-Turn, the American </p> +<p style="top:379.6pt;left:416.3pt;font-size:12.0pt">player may reposition the French Navy. </p> +<p style="top:400.2pt;left:416.3pt;font-size:12.0pt"><b>(ii.) </b>The American player places the French General Ro-</p> +<p style="top:415.2pt;left:416.3pt;font-size:12.0pt">chambeau and the 5 French CUs in any single port space </p> +<p style="top:430.2pt;left:416.3pt;font-size:12.0pt">that does not contain a British CU or a British PC marker. </p> +<p style="top:445.2pt;left:416.3pt;font-size:12.0pt">If no port spaces meeting these restrictions are available, </p> +<p style="top:460.2pt;left:416.3pt;font-size:12.0pt">Rochambeau and the French CUs are placed in the American </p> +<p style="top:475.2pt;left:416.3pt;font-size:12.0pt">Reinforcements Box. The American player does not have </p> +<p style="top:490.2pt;left:416.3pt;font-size:12.0pt">the option of delaying the placement of the French Forces </p> +<p style="top:505.2pt;left:416.3pt;font-size:12.0pt">if a suitable port exists. Thereafter, the American player can </p> +<p style="top:520.2pt;left:416.3pt;font-size:12.0pt">bring them into the game by playing an OPS Card of any </p> +<p style="top:535.2pt;left:416.3pt;font-size:12.0pt">value into one of the American Reinforcement Boxes and </p> +<p style="top:550.2pt;left:416.3pt;font-size:12.0pt">placing all the French forces into a single port that does not </p> +<p style="top:565.2pt;left:416.3pt;font-size:12.0pt">contain a British CU or a British PC marker. If any French </p> +<p style="top:580.2pt;left:416.3pt;font-size:12.0pt">forces are brought on as Reinforcements, then all must be </p> +<p style="top:595.2pt;left:416.3pt;font-size:12.0pt">brought on; the American cannot bring on some at one time, </p> +<p style="top:610.2pt;left:416.3pt;font-size:12.0pt">and others at a different time.</p> +<p style="top:630.8pt;left:489.6pt;font-size:12.0pt"><b>(iii.) </b>Flip the French Alliance Marker to its </p> +<p style="top:645.8pt;left:489.6pt;font-size:12.0pt">European War side Place and place it on the </p> +<p style="top:660.8pt;left:489.6pt;font-size:12.0pt">next Game-Turn of the Game-Track as a </p> +<p style="top:675.8pt;left:489.6pt;font-size:12.0pt">mnemonic that the European War will be in </p> +<p style="top:690.8pt;left:489.6pt;font-size:12.0pt">effect. The European War does not occur </p> +<p style="top:705.8pt;left:416.3pt;font-size:12.0pt">until the End Phase (5.7) of the current Game-turn. Many </p> +<p style="top:720.8pt;left:416.3pt;font-size:12.0pt">Strategy Event Cards have conditions that require that the </p> +<p style="top:735.8pt;left:416.3pt;font-size:12.0pt">European War to be in effect or not in effect. The remainder </p> +<p style="top:750.8pt;left:416.3pt;font-size:12.0pt">of the current Strategy Phase is played with the European </p> +<p style="top:765.8pt;left:416.3pt;font-size:12.0pt">War not in effect. During the End Phase of the current Game-</p> +<p style="top:780.8pt;left:416.3pt;font-size:12.0pt">Turn, the British Player removes 2 British CUs from any </p> +<p style="top:795.8pt;left:416.3pt;font-size:12.0pt">space or spaces on the map. These CUs may be removed </p> +<p style="top:810.8pt;left:416.3pt;font-size:12.0pt">from any spaces on the map, including Blockaded Ports, at </p> +<p style="top:825.8pt;left:416.3pt;font-size:12.0pt">the British player’s option. They may be removed from two </p> +<p style="top:840.8pt;left:416.3pt;font-size:12.0pt">different spaces. They may not be removed from the British </p> +<p style="top:855.8pt;left:416.3pt;font-size:12.0pt">Reinforcement Box. </p> +<p style="top:876.5pt;left:416.3pt;font-size:12.0pt"><b>(iv.) </b>Reshuffle the deck at the end of the turn.</p> +<p style="top:897.1pt;left:416.3pt;font-size:12.0pt"><b><i><span style="color:#374ea1">Design Note</span></i></b><i><span style="color:#374ea1">: The outbreak of General war in Europe had a </span></i></p> +<p style="top:912.1pt;left:416.3pt;font-size:12.0pt"><i><span style="color:#374ea1">large, but mixed, impact on the American Revolution. There </span></i></p> +</div> +<div id="page23" style="width:765pt;height:990pt;background-image:url('rulebook23.jpg')"> +<p style="top:33.0pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt;font-size:12.0pt">23</p> +<p style="top:933.8pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:66.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">was a revival of previously waning British popular support </span></i></p> +<p style="top:81.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">for continuing the conflict now that their historical foes—the </span></i></p> +<p style="top:96.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">French, Spanish and Dutch—were involved. The British army </span></i></p> +<p style="top:111.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">and navy were increased in size, but many additional domin-</span></i></p> +<p style="top:126.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">ions, particularly in the West Indies, were now at risk. Lord </span></i></p> +<p style="top:141.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">Germain was forced to divert troops and other support from </span></i></p> +<p style="top:156.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">North America to protect these locations. Events occurring </span></i></p> +<p style="top:171.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">all over the world, including as far away as the Indian Ocean, </span></i></p> +<p style="top:186.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">begin to impact the war in the Thirteen Colonies. These events </span></i></p> +<p style="top:201.2pt;left:78.8pt;font-size:12.0pt"><i><span style="color:#374ea1">are reflected by a number of Event Strategy Cards.</span></i></p> +<p style="top:221.8pt;left:129.7pt;font-size:12.0pt"><b>C. </b>Rochambeau and French CUs are treated </p> +<p style="top:236.8pt;left:129.4pt;font-size:12.0pt">identically as American Generals and CUs in </p> +<p style="top:251.8pt;left:129.4pt;font-size:12.0pt">every respect except Winter Attrition (11.0). When </p> +<p style="top:266.8pt;left:129.4pt;font-size:12.0pt">activated Rochambeau can move both American </p> +<p style="top:281.8pt;left:67.5pt;font-size:12.0pt">and/or French CUs. Rochambeau may be used to attempt in-</p> +<p style="top:296.8pt;left:67.5pt;font-size:12.0pt">terception or retreat before battle. American Generals, when </p> +<p style="top:311.8pt;left:67.5pt;font-size:12.0pt">activated may move French CUs as if they were American. </p> +<p style="top:326.8pt;left:67.5pt;font-size:12.0pt">During PC actions, either in the Strategy Phase or the Political </p> +<p style="top:341.8pt;left:67.5pt;font-size:12.0pt">Phase, French CUs and Rochambeau are treated as American </p> +<p style="top:356.8pt;left:67.5pt;font-size:12.0pt">CUs and Generals. During Winter Attrition French CUs may </p> +<p style="top:371.8pt;left:67.5pt;font-size:12.0pt">be treated as either American or as British depending on the </p> +<p style="top:386.8pt;left:67.5pt;font-size:12.0pt">composition of CUs in each space; see 11.3. The 5 French CUs </p> +<p style="top:401.8pt;left:67.5pt;font-size:12.0pt">can only enter the game via the French Alliance and cannot </p> +<p style="top:416.8pt;left:67.5pt;font-size:12.0pt">be replaced if eliminated during play. All references in the </p> +<p style="top:431.8pt;left:67.5pt;font-size:12.0pt">rules or on the cards to an American General or American units </p> +<p style="top:446.8pt;left:67.5pt;font-size:12.0pt">includes Rochambeau and French CUs.</p> +<p style="top:474.1pt;left:56.3pt;font-size:14.4pt"><b>12.3 French Navy </b></p> +<p style="top:494.0pt;left:123.9pt;font-size:12.0pt">The French Navy has several game effects that </p> +<p style="top:509.0pt;left:124.1pt;font-size:12.0pt">affect the British. When brought on initially and </p> +<p style="top:524.0pt;left:124.1pt;font-size:12.0pt">during every subsequent French Navy Phase, the </p> +<p style="top:539.0pt;left:124.1pt;font-size:12.0pt">French Navy may be placed in any one of seven </p> +<p style="top:554.0pt;left:124.1pt;font-size:12.0pt">Blockade Zones. Once in play the French Navy </p> +<p style="top:569.0pt;left:124.1pt;font-size:12.0pt">marker can only be moved during the French Naval </p> +<p style="top:584.0pt;left:124.1pt;font-size:12.0pt">Phase. Every port space on the map is in one of the </p> +<p style="top:599.0pt;left:124.1pt;font-size:12.0pt">Blockade Zones:</p> +<p style="top:623.2pt;left:63.1pt;font-size:12.0pt"><b>Blockade Zone </b></p> +<p style="top:623.2pt;left:171.9pt;font-size:12.0pt"><b>Ports</b></p> +<p style="top:638.8pt;left:63.1pt;font-size:12.0pt">St. Lawrence </p> +<p style="top:638.8pt;left:171.9pt;font-size:12.0pt">Montreal, Quebec</p> +<p style="top:654.3pt;left:63.1pt;font-size:12.0pt">New England </p> +<p style="top:654.3pt;left:171.9pt;font-size:12.0pt">Falmouth (MA), Boston (MA), Barn-</p> +<p style="top:668.1pt;left:171.9pt;font-size:12.0pt">stable (MA), Newport (RI)</p> +<p style="top:683.6pt;left:63.1pt;font-size:12.0pt">Long Island Sound </p> +<p style="top:683.6pt;left:171.9pt;font-size:12.0pt">New York (NY), Long Island (NY), </p> +<p style="top:697.4pt;left:171.9pt;font-size:12.0pt">New Haven (CT)</p> +<p style="top:712.9pt;left:63.1pt;font-size:12.0pt">Delaware </p> +<p style="top:712.9pt;left:171.9pt;font-size:12.0pt">Philadelphia (PA), Wilmington (DE)</p> +<p style="top:728.5pt;left:63.1pt;font-size:12.0pt">Chesapeake </p> +<p style="top:728.5pt;left:171.9pt;font-size:12.0pt">Baltimore (MD), Alexandria (VA), </p> +<p style="top:742.2pt;left:171.9pt;font-size:12.0pt">Yorktown (VA), Norfolk (VA)</p> +<p style="top:757.8pt;left:63.1pt;font-size:12.0pt">Carolinas </p> +<p style="top:757.8pt;left:171.9pt;font-size:12.0pt">Wilmington (NC), New Bern (NC), </p> +<p style="top:771.5pt;left:171.9pt;font-size:12.0pt">Charleston (SC)</p> +<p style="top:787.1pt;left:63.1pt;font-size:12.0pt">South Atlantic </p> +<p style="top:787.1pt;left:171.9pt;font-size:12.0pt">Savannah (GA), St. Mary’s (GA)</p> +<p style="top:820.2pt;left:56.3pt;font-size:12.0pt">When the French Navy is in a Blockade Zone, all the ports in </p> +<p style="top:835.2pt;left:56.3pt;font-size:12.0pt">that zone are affected in <i>five</i> ways:</p> +<p style="top:855.8pt;left:85.0pt;font-size:12.0pt">• No port in the Blockaded Zone may receive British Re-</p> +<p style="top:870.8pt;left:98.8pt;font-size:12.0pt">inforcements (8.1).</p> +<p style="top:891.5pt;left:85.0pt;font-size:12.0pt">• No British Naval Movement (7.5) into or out of a port </p> +<p style="top:906.5pt;left:98.8pt;font-size:12.0pt">in a Blockaded Zone is allowed.</p> +<p style="top:66.2pt;left:422.5pt;font-size:12.0pt">• No Landing Party (7.2.B) activations may flip Ameri-</p> +<p style="top:81.2pt;left:436.3pt;font-size:12.0pt">can PC counters in a Blockaded Zone.</p> +<p style="top:101.8pt;left:422.5pt;font-size:12.0pt">• The British may not retreat by sea (9.62) from a port in </p> +<p style="top:116.8pt;left:436.3pt;font-size:12.0pt">a Blockaded Zone. </p> +<p style="top:137.4pt;left:422.5pt;font-size:12.0pt">• The British do not receive a +1 DRM for Royal Na-</p> +<p style="top:152.4pt;left:436.3pt;font-size:12.0pt">val Support (9.42) for combat that takes place in a port </p> +<p style="top:167.4pt;left:436.3pt;font-size:12.0pt">space in a Blockaded Zone.</p> +<p style="top:188.0pt;left:393.8pt;font-size:12.0pt"><b><i>Important Note</i></b><i>: For purposes of placing, flipping, removing </i></p> +<p style="top:203.0pt;left:393.8pt;font-size:12.0pt"><i>and determining PC isolation (10.0) the Blockade status of a </i></p> +<p style="top:218.0pt;left:393.8pt;font-size:12.0pt"><i>port is irrelevant.</i></p> +<p style="top:238.7pt;left:393.8pt;font-size:12.0pt">If the “d’Estaing Sails to the Caribbean” Event Strategy Card is </p> +<p style="top:253.7pt;left:393.8pt;font-size:12.0pt">played, the French Fleet is removed from its Blockade Zone and </p> +<p style="top:268.7pt;left:393.8pt;font-size:12.0pt">placed on the current space on the Turn Track. It is placed into any </p> +<p style="top:283.7pt;left:393.8pt;font-size:12.0pt">desired Blockade Zone Box during the next French Navy Phase.</p> +<p style="top:499.1pt;left:393.8pt;font-size:21.6pt"><b><span style="color:#da2028">13.0 VICTORY</span></b></p> +<p style="top:530.6pt;left:393.8pt;font-size:14.4pt"><b>13.1 Automatic Victory </b></p> +<p style="top:550.5pt;left:393.8pt;font-size:12.0pt">An Automatic Victory may occur during the Strategy Phase or the </p> +<p style="top:565.5pt;left:393.8pt;font-size:12.0pt">Winter Attrition Phase of any turn. A British Automatic Victory </p> +<p style="top:580.5pt;left:393.8pt;font-size:12.0pt">occurs the instant no American or French Combat Units remain </p> +<p style="top:595.5pt;left:393.8pt;font-size:12.0pt">on the map including Canada. An American Automatic Victory </p> +<p style="top:610.5pt;left:393.8pt;font-size:12.0pt">occurs the instant no British Combat Units remain in any of the </p> +<p style="top:625.5pt;left:393.8pt;font-size:12.0pt">13 Colonies (excluding Canada). </p> +<p style="top:652.7pt;left:393.8pt;font-size:14.4pt"><b>13.2 Game Ends Victory</b></p> +<p style="top:672.7pt;left:393.8pt;font-size:12.0pt">If the game ends due to the “North’s Government Falls—War </p> +<p style="top:687.7pt;left:393.8pt;font-size:12.0pt">Ends” Special Event Strategy Card, determine the winner by </p> +<p style="top:702.7pt;left:393.8pt;font-size:12.0pt">counting the colonies controlled by each side. Canada is counted </p> +<p style="top:717.7pt;left:393.8pt;font-size:12.0pt">as a colony for victory determination. The British win if they </p> +<p style="top:732.7pt;left:393.8pt;font-size:12.0pt">control six or more colonies at the end of the game. The Ameri-</p> +<p style="top:747.7pt;left:393.8pt;font-size:12.0pt">cans win if they control seven or more colonies at the end of the </p> +<p style="top:762.7pt;left:393.8pt;font-size:12.0pt">game. If the British and the Americans both achieve victory or </p> +<p style="top:777.7pt;left:393.8pt;font-size:12.0pt">neither player achieves victory, then the British win by default. </p> +<p style="top:798.3pt;left:393.8pt;font-size:12.0pt">The side with the most Political Control markers in the colony </p> +<p style="top:813.3pt;left:393.8pt;font-size:12.0pt">controls the colony. If tied, neither player controls the colony. To </p> +<p style="top:828.3pt;left:393.8pt;font-size:12.0pt">control Canada, both Montreal and Quebec must be controlled; </p> +<p style="top:843.3pt;left:393.8pt;font-size:12.0pt">see 10.0. </p> +<p style="top:863.9pt;left:517.6pt;font-size:12.0pt">For ease of play, square Colony Control </p> +<p style="top:878.9pt;left:517.7pt;font-size:12.0pt">markers have been provided for use on </p> +<p style="top:893.9pt;left:517.7pt;font-size:12.0pt">the Colony Control Schematic on the </p> +<p style="top:908.9pt;left:517.7pt;font-size:12.0pt">map.</p> +</div> +<div id="page24" style="width:765pt;height:990pt;background-image:url('rulebook24.jpg')"> +<p style="top:33.1pt;left:301.6pt;font-size:12.0pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt;font-size:12.0pt">24</p> +<p style="top:932.7pt;left:317.7pt;font-size:9.6pt"><i><span style="color:#626366">© 2009, 2014 GMT Games, LLC</span></i></p> +<p style="top:881.0pt;left:329.6pt;font-size:14.4pt"><b>GMT Games, LLC</b></p> +<p style="top:898.0pt;left:329.6pt;font-size:12.0pt">P.O. Box 1308 <b>• </b>Hanford, CA <b>• </b>93292-1308</p> +<p style="top:913.0pt;left:329.6pt;font-size:12.0pt">www.GMTGames.com</p> +<p style="top:86.0pt;left:58.0pt;font-size:10.8pt"><b>Activation</b></p> +<p style="top:98.8pt;left:66.7pt;font-size:10.2pt">Campaign Card Activation: 7.2</p> +<p style="top:110.7pt;left:64.2pt;font-size:10.8pt">General Activation: 7.1, A</p> +<p style="top:123.1pt;left:64.2pt;font-size:10.8pt">Operations Queue Activation: 7.1, B</p> +<p style="top:135.4pt;left:58.0pt;font-size:10.8pt"><b>Army</b></p> +<p style="top:148.2pt;left:66.7pt;font-size:10.2pt">Definition: 3.0</p> +<p style="top:160.5pt;left:66.7pt;font-size:10.2pt">Placing PC Markers: 10.11 B iii</p> +<p style="top:173.6pt;left:58.0pt;font-size:10.8pt"><b>Attrition</b></p> +<p style="top:186.4pt;left:66.7pt;font-size:10.2pt">American Attrition: 11.2</p> +<p style="top:198.6pt;left:66.7pt;font-size:10.2pt">British Attrition: 11.1</p> +<p style="top:210.9pt;left:66.7pt;font-size:10.2pt">French Attrition: 11.3</p> +<p style="top:223.2pt;left:66.7pt;font-size:10.2pt">Winter Attrition Phase: 5.4</p> +<p style="top:235.4pt;left:66.7pt;font-size:10.2pt">Winter Attrition: 11.0</p> +<p style="top:248.6pt;left:58.0pt;font-size:10.8pt"><b>Battle</b></p> +<p style="top:261.3pt;left:66.7pt;font-size:10.2pt">American Winter Offensive: 9.44</p> +<p style="top:273.6pt;left:66.7pt;font-size:10.2pt">Battle Card Bonus: 9.45</p> +<p style="top:285.8pt;left:66.7pt;font-size:10.2pt">Battle Cards: 9.45</p> +<p style="top:298.1pt;left:66.7pt;font-size:10.2pt">Battle Definition: 9.1</p> +<p style="top:310.4pt;left:66.7pt;font-size:10.2pt">British Regulars Advantage: 9.41</p> +<p style="top:322.6pt;left:66.7pt;font-size:10.2pt">Combat Die Roll Modifiers: 9.4</p> +<p style="top:334.9pt;left:66.7pt;font-size:10.2pt">Combat Losses: 9.5</p> +<p style="top:347.2pt;left:66.7pt;font-size:10.2pt">Combat Resolution: 9.2</p> +<p style="top:359.4pt;left:66.7pt;font-size:10.2pt">General’s Actual Battle Rating: 9.3</p> +<p style="top:371.7pt;left:66.7pt;font-size:10.2pt">Interception Bonus: 9.46</p> +<p style="top:383.9pt;left:66.7pt;font-size:10.2pt">Overruns: 9.7</p> +<p style="top:396.2pt;left:66.7pt;font-size:10.2pt">Retreat from Battle: 9.6</p> +<p style="top:408.6pt;left:79.2pt;font-size:10.2pt">British Retreat By Sea: 9.62</p> +<p style="top:421.0pt;left:79.2pt;font-size:10.2pt">Retreat Mechanics: 9.61</p> +<p style="top:433.2pt;left:66.7pt;font-size:10.2pt">Royal Navy Support: 9.42</p> +<p style="top:445.5pt;left:66.7pt;font-size:10.2pt">Surrender: 9.63</p> +<p style="top:458.6pt;left:58.0pt;font-size:10.8pt"><b>British Navy</b></p> +<p style="top:471.4pt;left:66.7pt;font-size:10.2pt">British Naval Movement: 7.5</p> +<p style="top:483.7pt;left:66.7pt;font-size:10.2pt">Landing Party: 7.2, B</p> +<p style="top:495.9pt;left:66.7pt;font-size:10.2pt">Royal Navy Battle Support: 9.42</p> +<p style="top:509.1pt;left:58.0pt;font-size:10.8pt"><b>British Regulars</b></p> +<p style="top:521.8pt;left:66.7pt;font-size:10.2pt">British Regulars Combat Modifier: 9.41</p> +<p style="top:534.1pt;left:66.7pt;font-size:10.2pt">Losing British Regulars: 9.41, 12.1</p> +<p style="top:547.2pt;left:58.0pt;font-size:10.8pt"><b>Canada</b></p> +<p style="top:560.0pt;left:66.7pt;font-size:10.2pt">Canada as Colony: 13.2</p> +<p style="top:572.3pt;left:66.7pt;font-size:10.2pt">Canada Control: 10.0 A/B</p> +<p style="top:585.4pt;left:58.0pt;font-size:10.8pt"><b>Cards</b></p> +<p style="top:598.1pt;left:66.7pt;font-size:10.2pt">Battle Cards</p> +<p style="top:610.5pt;left:79.2pt;font-size:10.2pt">Battle Card Bonus: 9.45</p> +<p style="top:622.9pt;left:79.2pt;font-size:10.2pt">Battle Card Definition: 3.0</p> +<p style="top:635.2pt;left:66.7pt;font-size:10.2pt">Dealing Cards: 6.1</p> +<p style="top:647.5pt;left:66.7pt;font-size:10.2pt">Event Strategy Cards</p> +<p style="top:659.8pt;left:79.2pt;font-size:10.2pt">Battle Card Use: 6.33</p> +<p style="top:672.2pt;left:79.2pt;font-size:10.2pt">Discarding: 6.32</p> +<p style="top:684.6pt;left:79.2pt;font-size:10.2pt">Event Strategy Card Definition: 3.0</p> +<p style="top:697.0pt;left:79.2pt;font-size:10.2pt">Placing PC Markers: 6.31, 6.32 B, 10.12</p> +<p style="top:709.4pt;left:79.2pt;font-size:10.2pt">Playing: 6.3, 6.31</p> +<p style="top:721.8pt;left:79.2pt;font-size:10.2pt">Removing PC Markers: 6.32 B iii, 10.12</p> +<p style="top:734.0pt;left:66.7pt;font-size:10.2pt">OPS Cards</p> +<p style="top:746.4pt;left:79.2pt;font-size:10.2pt">Activating Generals: 7.1 A</p> +<p style="top:758.8pt;left:79.2pt;font-size:10.2pt">OPS Card Definition: 3.0</p> +<p style="top:771.2pt;left:79.2pt;font-size:10.2pt">Playing: 6.2</p> +<p style="top:783.5pt;left:66.7pt;font-size:10.2pt">Reshuffling Card Deck: 6.1, 12.2 iv</p> +<p style="top:795.7pt;left:66.7pt;font-size:10.2pt">Special Events</p> +<p style="top:808.1pt;left:79.2pt;font-size:10.2pt">Benjamin Franklin: 6.34 C ii</p> +<p style="top:820.5pt;left:79.2pt;font-size:10.2pt">Declaration of Independence: 6.1 E, 6.34 C i</p> +<p style="top:832.9pt;left:79.2pt;font-size:10.2pt">Definition: 6.34 A/C</p> +<p style="top:845.3pt;left:79.2pt;font-size:10.2pt">Game Ends Cards: 6.34 C iii</p> +<p style="top:857.7pt;left:79.2pt;font-size:10.2pt">Random Selection: 6.34 B</p> +<p style="top:86.3pt;left:289.2pt;font-size:10.2pt">Strategy Card Definition: 3.0</p> +<p style="top:98.6pt;left:289.2pt;font-size:10.2pt">Strategy Card Phase: 5.2</p> +<p style="top:111.7pt;left:280.5pt;font-size:10.8pt"><b>Colony</b></p> +<p style="top:124.5pt;left:289.2pt;font-size:10.2pt">Canada as Colony: 13.2</p> +<p style="top:136.8pt;left:289.2pt;font-size:10.2pt">Definition: 3.0</p> +<p style="top:149.1pt;left:289.2pt;font-size:10.2pt">Political Control: 10.0 A/B</p> +<p style="top:162.3pt;left:280.5pt;font-size:10.8pt"><b>Combat Units (CU)</b></p> +<p style="top:175.1pt;left:289.2pt;font-size:10.2pt">American Unit Definition: 3.0</p> +<p style="top:187.3pt;left:289.2pt;font-size:10.2pt">CU Definition: 3.0</p> +<p style="top:199.6pt;left:289.2pt;font-size:10.2pt">Unit Denominations: 2.2 A</p> +<p style="top:212.8pt;left:280.5pt;font-size:10.8pt"><b>Combat: See Battle</b></p> +<p style="top:226.5pt;left:280.5pt;font-size:10.8pt"><b>Committees of Correspondence</b></p> +<p style="top:239.3pt;left:289.2pt;font-size:10.2pt">Game Set Up: 4.0, Playbook</p> +<p style="top:252.4pt;left:280.5pt;font-size:10.8pt"><b>Example of Play: Playbook</b></p> +<p style="top:266.1pt;left:280.5pt;font-size:10.8pt"><b>Continental Congress</b></p> +<p style="top:278.9pt;left:289.2pt;font-size:10.2pt">Continental Congress Segment: 10.2.1</p> +<p style="top:291.2pt;left:289.2pt;font-size:10.2pt">Dispersing: 7.7</p> +<p style="top:303.5pt;left:289.2pt;font-size:10.2pt">Effects of Dispersing: 10.11 A iv</p> +<p style="top:316.6pt;left:280.5pt;font-size:10.8pt"><b>Designers Notes: Playbook</b></p> +<p style="top:330.3pt;left:280.5pt;font-size:10.8pt"><b>End Phase</b></p> +<p style="top:343.1pt;left:289.2pt;font-size:10.2pt">End Phase: 5.7</p> +<p style="top:355.4pt;left:289.2pt;font-size:10.2pt">Game Ends: 6.34 C iii, 13.2</p> +<p style="top:368.5pt;left:280.5pt;font-size:10.8pt"><b>European War</b></p> +<p style="top:381.3pt;left:289.2pt;font-size:10.2pt">European War: 12.2 B iii</p> +<p style="top:394.5pt;left:280.5pt;font-size:10.8pt"><b>Events: See Cards</b></p> +<p style="top:408.2pt;left:280.5pt;font-size:10.8pt"><b>For the King</b></p> +<p style="top:421.0pt;left:289.2pt;font-size:10.2pt">Game Set Up: 4.0, Playbook</p> +<p style="top:434.1pt;left:280.5pt;font-size:10.8pt"><b>French</b></p> +<p style="top:446.9pt;left:289.2pt;font-size:10.2pt">French Alliance Effects: 12.2 B</p> +<p style="top:459.2pt;left:289.2pt;font-size:10.2pt">French Units as American Units: 3.0, 12.2 C</p> +<p style="top:471.5pt;left:289.2pt;font-size:10.2pt">French Units: 11.3, 12.2 C</p> +<p style="top:483.8pt;left:289.2pt;font-size:10.2pt">Moving French Alliance Marker: 12.1</p> +<p style="top:497.0pt;left:280.5pt;font-size:10.8pt"><b>French Navy</b></p> +<p style="top:509.8pt;left:289.2pt;font-size:10.2pt">Blockade Zone Definition: 3.0</p> +<p style="top:522.0pt;left:289.2pt;font-size:10.2pt">Blockade Zone Effects: 12.3</p> +<p style="top:534.3pt;left:289.2pt;font-size:10.2pt">French Naval Phase: 5.5</p> +<p style="top:546.6pt;left:289.2pt;font-size:10.2pt">French Navy Blockade Zones: 12.3</p> +<p style="top:559.8pt;left:280.5pt;font-size:10.8pt"><b>Generals</b></p> +<p style="top:572.6pt;left:289.2pt;font-size:10.2pt">American Generals placing PC Mark- </p> +<p style="top:584.9pt;left:303.0pt;font-size:10.2pt">ers: 10.11 A iii</p> +<p style="top:597.2pt;left:289.2pt;font-size:10.2pt">Capturing: 7.6, 9.5 Special Note</p> +<p style="top:609.5pt;left:289.2pt;font-size:10.2pt">General Placement: 8.1 C, 8.2 C</p> +<p style="top:621.8pt;left:289.2pt;font-size:10.2pt">General Ratings</p> +<p style="top:634.2pt;left:301.7pt;font-size:10.2pt">Agility Rating Definition: 3.0</p> +<p style="top:646.6pt;left:301.7pt;font-size:10.2pt">Definition: 3.0</p> +<p style="top:659.0pt;left:301.7pt;font-size:10.2pt">Rating Explanation: 2.2 B/C</p> +<p style="top:671.4pt;left:301.7pt;font-size:10.2pt">Strategy Rating Definition: 3.0</p> +<p style="top:683.7pt;left:289.2pt;font-size:10.2pt">George Washington</p> +<p style="top:696.1pt;left:301.7pt;font-size:10.2pt">Capturing: 7.6 B Special Rule</p> +<p style="top:708.6pt;left:301.7pt;font-size:10.2pt">Retreat Before Battle: 7.9 A Special Rule</p> +<p style="top:721.0pt;left:301.7pt;font-size:10.2pt">Winter Attrition: 11.2, Important Exception</p> +<p style="top:733.4pt;left:301.7pt;font-size:10.2pt">Winter Offensive: 9.44</p> +<p style="top:745.7pt;left:289.2pt;font-size:10.2pt">Greene Retreat Before Battle: 7.9 A Special Rule</p> +<p style="top:758.0pt;left:289.2pt;font-size:10.2pt">Interception: 7.8</p> +<p style="top:770.3pt;left:289.2pt;font-size:10.2pt">Potential Battle Rating Definition: 3.0</p> +<p style="top:782.6pt;left:289.2pt;font-size:10.2pt">Reinforcement Box: 4.0, 8.1, 8.2</p> +<p style="top:794.9pt;left:289.2pt;font-size:10.2pt">Rochambeau: 12.2 C</p> +<p style="top:808.0pt;left:280.5pt;font-size:10.8pt"><b>Isolation</b></p> +<p style="top:820.8pt;left:289.2pt;font-size:10.2pt">American PC Marker Isolation: 10.31</p> +<p style="top:833.1pt;left:289.2pt;font-size:10.2pt">British PC Marker Isolation: 10.32</p> +<p style="top:845.4pt;left:289.2pt;font-size:10.2pt">Determining PC Marker Isolation: 10.3</p> +<p style="top:857.7pt;left:289.2pt;font-size:10.2pt">Remove Isolated PC Marker Segment: 10.2.3</p> +<p style="top:86.0pt;left:503.0pt;font-size:10.8pt"><b>Militia</b></p> +<p style="top:98.9pt;left:511.7pt;font-size:10.2pt">Militia Support: 9.43</p> +<p style="top:112.1pt;left:503.0pt;font-size:10.8pt"><b>Movement</b></p> +<p style="top:125.0pt;left:511.7pt;font-size:10.2pt">Adjacent Definition: 3.0</p> +<p style="top:137.3pt;left:511.7pt;font-size:10.2pt">American Mobility Advantage: 7.3, C</p> +<p style="top:149.7pt;left:511.7pt;font-size:10.2pt">British Naval Movement: 7.5</p> +<p style="top:162.1pt;left:511.7pt;font-size:10.2pt">Campaign Card Activation: 7.2</p> +<p style="top:174.4pt;left:511.7pt;font-size:10.2pt">General Activation: 7.1, A</p> +<p style="top:186.8pt;left:511.7pt;font-size:10.2pt">Interception: 7.8</p> +<p style="top:199.3pt;left:524.2pt;font-size:10.2pt">Interception Bonus: 9.46</p> +<p style="top:211.7pt;left:511.7pt;font-size:10.2pt">Movement Procedure: 7.3</p> +<p style="top:224.0pt;left:511.7pt;font-size:10.2pt">Operations Queue Activation: 7.1, B</p> +<p style="top:236.4pt;left:511.7pt;font-size:10.2pt">Overruns: 9.7</p> +<p style="top:248.8pt;left:511.7pt;font-size:10.2pt">Restrictions: 7.4</p> +<p style="top:261.1pt;left:511.7pt;font-size:10.2pt">Retreat Before Battle: 7.9</p> +<p style="top:274.3pt;left:503.0pt;font-size:10.8pt"><b>Operations Queue</b></p> +<p style="top:287.2pt;left:511.7pt;font-size:10.2pt">Operations Queue Activation: 7.1, B</p> +<p style="top:300.4pt;left:503.0pt;font-size:10.8pt"><b>Overrun</b></p> +<p style="top:313.3pt;left:511.7pt;font-size:10.2pt">Overruns: 9.7</p> +<p style="top:326.5pt;left:503.0pt;font-size:10.8pt"><b>Player’s Notes: Playbook</b></p> +<p style="top:340.3pt;left:503.0pt;font-size:10.8pt"><b>Political Control (PC)</b></p> +<p style="top:353.1pt;left:511.7pt;font-size:10.2pt">Canada Control: 10.0 A/B</p> +<p style="top:365.5pt;left:511.7pt;font-size:10.2pt">Colony Control: 10.0 A/B</p> +<p style="top:377.9pt;left:511.7pt;font-size:10.2pt">Definition: 3.0</p> +<p style="top:390.2pt;left:511.7pt;font-size:10.2pt">French Navy Effects: 12.3 Important Note</p> +<p style="top:402.6pt;left:511.7pt;font-size:10.2pt">PC Markers</p> +<p style="top:415.1pt;left:524.2pt;font-size:10.2pt">American Placing PC Markers: 6.32 B ii, </p> +<p style="top:427.6pt;left:538.0pt;font-size:10.2pt">10.11 A</p> +<p style="top:440.1pt;left:524.2pt;font-size:10.2pt">British Placing PC Markers: 6.32 B ii, </p> +<p style="top:452.6pt;left:538.0pt;font-size:10.2pt">10.11 B</p> +<p style="top:465.0pt;left:524.2pt;font-size:10.2pt">Isolation</p> +<p style="top:477.5pt;left:535.5pt;font-size:10.2pt">American PC Marker Isolation: 10.31</p> +<p style="top:490.0pt;left:535.5pt;font-size:10.2pt">British PC Marker Isolation: 10.32</p> +<p style="top:502.5pt;left:535.5pt;font-size:10.2pt">Determining PC Marker Isolation: 10.3</p> +<p style="top:515.0pt;left:535.5pt;font-size:10.2pt">Remove Isolated PC Marker Segment: </p> +<p style="top:527.4pt;left:551.7pt;font-size:10.2pt">10.2.3</p> +<p style="top:539.9pt;left:535.5pt;font-size:10.2pt">PC Markers Segment: 10.2.2</p> +<p style="top:552.4pt;left:535.5pt;font-size:10.2pt">Removing PC Markers: 6.32</p> +<p style="top:564.9pt;left:524.2pt;font-size:10.2pt">Political Control Marker Definition: 3.0</p> +<p style="top:577.4pt;left:524.2pt;font-size:10.2pt">Political Control Phase: 5.6</p> +<p style="top:590.7pt;left:503.0pt;font-size:10.8pt"><b>Reinforcements</b></p> +<p style="top:603.5pt;left:511.7pt;font-size:10.2pt">American Reinforcements: 8.2</p> +<p style="top:615.9pt;left:511.7pt;font-size:10.2pt">British Reinforcements: 8.1</p> +<p style="top:628.3pt;left:511.7pt;font-size:10.2pt">Reinforcements Phase: 5.1</p> +<p style="top:641.5pt;left:503.0pt;font-size:10.8pt"><b>Retreat</b></p> +<p style="top:654.4pt;left:511.7pt;font-size:10.2pt">British Retreat By Sea: 9.62</p> +<p style="top:666.7pt;left:511.7pt;font-size:10.2pt">Retreat Before Battle: 7.9</p> +<p style="top:679.1pt;left:511.7pt;font-size:10.2pt">Retreat Mechanics: 9.61</p> +<p style="top:692.3pt;left:503.0pt;font-size:10.8pt"><b>Stacking Limits</b></p> +<p style="top:705.2pt;left:511.7pt;font-size:10.2pt">Definition: 3.0</p> +<p style="top:718.4pt;left:503.0pt;font-size:10.8pt"><b>Strategy Phase</b></p> +<p style="top:731.3pt;left:511.7pt;font-size:10.2pt">Strategy Phase: 5.3</p> +<p style="top:744.5pt;left:503.0pt;font-size:10.8pt"><b>Surrender</b></p> +<p style="top:757.4pt;left:511.7pt;font-size:10.2pt">Loss of British Regulars: 9.41, 12.1</p> +<p style="top:769.7pt;left:511.7pt;font-size:10.2pt">Surrenders: 9.63</p> +<p style="top:783.0pt;left:503.0pt;font-size:10.8pt"><b>Victory</b></p> +<p style="top:795.8pt;left:511.7pt;font-size:10.2pt">Automatic Victory: 13.1</p> +<p style="top:808.2pt;left:511.7pt;font-size:10.2pt">Game Ends Victory: 13.2</p> +<p style="top:60.6pt;left:277.4pt;font-size:16.8pt"><b><i><span style="color:#0060a9">Washington’s War</span></i></b><b><span style="color:#0060a9"> Rules Index</span></b></p> +</div> +</body> +</html> diff --git a/info/rulebook01.jpg b/info/rulebook01.jpg Binary files differnew file mode 100644 index 0000000..d345a6d --- /dev/null +++ b/info/rulebook01.jpg diff --git a/info/rulebook02.jpg b/info/rulebook02.jpg Binary 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